#Spell Storage, by Garckbloom

1 messages · Page 2 of 1

golden sierra
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But thanks! Thats suchmassive helps!

modest flame
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I think rite feels longer scope and invocation is already a thing. So perhaps the word should be something like sacrament? Dunno

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And yeah, my point is that I'm comparing to Maximilian's, and it requires a full action to repeat. So I prefer the first one.

golden sierra
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gonna use that more often

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yeah but the first one doesnt have a repeating action. the concentration is for restrained. the second variant with all the other stuff to it does have that repeating action

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oh wait

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i think im misunderstanding it

modest flame
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I'm saying I prefer the no repeat option, yeah

golden sierra
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gotchaaa, thanks!

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would you feel like looking at even more?

jagged spear
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you should dump, like, "five of X theme" once a week, and make it a challenge

golden sierra
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yeah but im worred it might intimidate people and not get any feedback on it

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cause this time only Izzy replied

vital pollen
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This is a slow time of year tbf

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I'm certainly busy and not able to contribute as much to this discord as I would a month or two ago

golden sierra
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i might just wait in that case

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if i post 20 spells in a month and it goes a little slow

vital pollen
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Could always do it anyway and just repost later if you don't get traction meowsip

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squeaky wheel gets the grease

golden sierra
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wont that come off as annoying?

vital pollen
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maybe to some, but the alternative is you don't get help

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as long as you are not like, spamming or filling the channels, its fine

golden sierra
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hmmm

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sure!

vital pollen
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its what I did when I was in my mega spell phase

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tho I limited myself to 3 spells a day max

golden sierra
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to ask feedback on?

vital pollen
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ye

golden sierra
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i guess i could try it

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still got like 250 spells to finish

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you got a link to your spells?

vital pollen
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I do, tho I have em split in two groups

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one for normal spells, one for my shattering school of spells

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I PM'd em to you if you are interested, I try to keep the direct links out of public chats until I 100% finish em all

golden sierra
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oh right shattering, i remember that vaguely

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i've made two subclasses based on it lol

vital pollen
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nice 😎

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my main goal with the shattering spells iirc was to make 100 of em, so there'd be more shattering than evocation lol

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I got to ~70 before my motivation faded, but I know its one of those things that will rise again one day

golden sierra
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yeah path of the shattered and the shattered circle

vital pollen
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barb and druid?

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druid was always a hard one for me to dig a concept out for

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given druid's all about nature and natural things, and shattering is all about unnatural and breaking natural limits

golden sierra
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yeah, me too i suppose, as it never made my archives

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i think i built it around the concept of "reverting to pre-nature", as it vaguely reminded me of my nullify spell

vital pollen
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interesting

golden sierra
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the spell in question

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i think the wild shape became elemental or it had some other effect to it

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i forgot everything about it lol my bad

vital pollen
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its all good, its been like, a year or so since I last did a push on shattering?

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I just gotta wait for my table to do another campaign in the New Dawn setting and have interest in the school, that is how I typically get motivation for stuff XD

golden sierra
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so whats this new dawn

vital pollen
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my homebrew setting, which contains the origin of the shattering school

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a tidally locked world where the gods went silent and time is getting weird

jagged spear
vital pollen
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I started with posting my mega-doc too and I think I got like, 1 maybe 2 replies

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learned very fast to do it much more broken up

golden sierra
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gosh i'd love to look at more spells

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i think im alright at giving feedback too

vital pollen
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I'd take you up on that if my table rn wasn't bouncing between playing a 2024 playtest campaign + EPIC (a ttrpg completely unrelated to dnd I made)

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so don't have much room for much of any homebrew... unless its spelljammer/void related

golden sierra
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my most controversial spell to date

Spellscar
1st-level illusion
Casting Time: :: 1 action
Range: :: Touch
Components: :: S
Duration: :: 1 hour
Classes: :: Artificer, Bard, Cleric (Arcana Domain), Paladin (Oath of the Watchers), Ranger (Horizon Walker), Sorcerer, Wizard

You attempt to mark a creature or object with a unique brand. An unwilling creature can make a Charisma saving throw in order to resist this spell's effects. On a failed save, or if the target is willing, a glowing mark appears on the target in a location of your choosing. This mark is visible only to you and can't be obscured through magical or non-magical means. If the target changes its shape, attempts to hide the mark with clothing or other garments, or attempts to magically hide it, the mark will still be visible to you. A creature with truesight is able to see the mark normally.

You can grant an amount of creatures equal to your spellcasting modifier the ability to see the mark as well.

The mark can be removed through casting the dispel magic or remove curse spell on it, or if you take a bonus action to remove the mark.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 24 hours. When you cast this spell using a spell slot of 3rd level or higher, the effect lasts until dispelled.

tawny needle
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What's the intended use of the spell?

golden sierra
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detective work, primarily

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e.g. casting it on someone you're tracking. either just in case or cause you know they're able to switch forms (deep scion, werewolf, dragons)

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or so you can see them more easily from afar or in a crowd

tawny needle
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There is the caveat where you have to get close enough to touch them, and hope they fail the save and lack magic of their own...

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But a branding spell I still think is nifty and has its uses, I'd be a hypocrite if I didn't like a spell for being niche yet flavorful

golden sierra
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yeah, but that's the case with a lot of spells

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like being in range and hoping the target fails the save

tawny needle
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hmm
I wonder if it might be more handy if it had a longer range, or did you consider that?

golden sierra
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its been through a bunch of changes

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it was indefinite at first, which changed with upcasting, and had a 30 foot range, which changed to touch

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i like the idea of it being touch, having to be more in reach and "detective" (seeing the suspect or "talking" to it)

tawny needle
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I wonder if you could sneak the spell in by patting the creature's shoulder like "g'day m8"

golden sierra
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probably!

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its only somatic, so likely a sleight of hand or stealth chekc (at least in my table)

tawny needle
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nice

vital pollen
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BTW... if this is for dispelling illusions/werewolf finding... there's moonbeam

tawny needle
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I think it's to keep an eye despite disguises and shapeshifts, and melting your suspect with moonfire in public is a lot less detectivey (and requires a druid with 2nd-level spells)

vital pollen
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True, tho also doesn't this also work with hunter's mark?

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mark person with HM, you know where they are for a long time

golden sierra
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not really. HM gives advantage on checks to track, this just makes it so that you cant see

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and, but that might be less relevant, HM is Ranger only

vital pollen
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I mean, wouldn't you know someone is HM'd if you can see them directly?

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but yes, it would be restricted

golden sierra
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i dont think its visible, unless you saw the ranger cast it? i dont believe there's a visible cue or anything

tawny needle
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It has a vocal component so people would at least hear you utter some sort of incantation, the lack of visible effect might even be scarier as that suggests an illusion or enchantment

golden sierra
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one of my players recently took this spell of mine, and im not sure how balanced it is. Would love to hear some comments on it, as they seem excited to use it (their character is a shapeshifter) and i dont want to take it away from them

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Bodycopy
4th-level transmutation
Casting Time: :: 1 action
Range: :: Self
Components: :: V, S, M (a diamond worth at least 50 gp, which the spell consumes)
Duration: :: 1 minute
Classes: :: Artificer, Cleric (Trickery Domain), Druid, Paladin (Oath of the Ancients), Ranger (Fey Wanderer, Gloom Stalker, Horizon Walker), Sorcerer, Warlock

You target a creature that you can see that is within 60 feet of you and try to copy one of its natural abilities. You must know the trait and its effects in order to cast this spell, and the chosen trait can’t require activation, such as an action, reaction, or a Legendary Resistance. The target must make a Charisma saving throw. On a failed save, you gain the trait and its effects for the duration of the spell.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases to 1 hour. When you cast this spell using a spell slot of 8th level or higher, the duration increases to 24 hours.

tawny needle
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Definitely depends on what exactly they're trying to copy, since some traits are a lot more useful than others; if even one rakshasa appears...
Edit: Granted, it's offset by the short duration and diamond material cost, which for most traits might even be a bit wimpy, depends what sort of monsters they're given to grab traits from
Edit2: Could lead to creative tomfoolery with summons if the summon has any useful traits

golden sierra
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do you think its balanced for levels 7th - 12th? somewhere in that range

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im also torn between making this concentration or not. I probably should, shouldnt I?

tawny needle
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I'm not too sure, since it really depends on what creatures they can grab a hold of
rummaging through the freebie monsters, some decent picks I found are

  • Boar - Bloodied Fury: advantage on attack rolls while bloodied
  • Crab - Amphibious: breathe air and water
  • Octopus - Compression: can move through a space as narrow as 1 inch without squeezing.
  • Imp - Devil Sight: can see in magical darkness
  • Imp / Pseudodragon / Quasit - Magic Resistance: advantage on saves against magic
  • Rat - Agile: no opportunity when moving out of enemy reach
  • Spider - Spider Climb
  • Zombie - Undead Fortitude: If reduced to 0 by non-crit non-radiant damage, con save DC 5 + damage to drop to 1 instead
    If the creature is an ally, you could even have it voluntarily fail the save but most of this list has awful charisma anyway
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... Okay this is actually from the '24 freebies, but most of these are on old blocks too (I think it's only really boar, octopus and rat "missing")

golden sierra
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i do think that at the character level you get this spell, you wont be fighting most of these things

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maybe quasit or zombie

tawny needle
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The idea's having an ally to grab the trait off, as that is far more reliable and means you can "reuse" traits without encountering quasits again and again

golden sierra
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yeah but racial traits arent too good. often not preferable over a creature's trait (depending on which one)

golden sierra
tawny needle
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My primary idea was actually warlock synergy as they can get most of this list as familiars (regular Find Familiar can still score the tiny beasts, and a wildshape could probably be used as "trait sources")

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It's fickle because the spell suddenly becomes very good if strong traits appear (like rakshasa or that one hag that frightens you by looking at it)

golden sierra
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yeah

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i think if i make it concentration, itll be alright

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but i'd love to hear others talk on it

golden sierra
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any takers?

vital pollen
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I'll note, uh, there's a lot of reasons people haven't made Blue Mages in dnd work well

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I could quote several different things, but it mostly all boils down to: Player and Monsters are balanced very differently

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if its just for your table however, and for a specific campaign, where you the GM are choosing the enemies the player faces and the knowledge they gain to be able to copy things, it is ok

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My favorite is doing something like what I think Eldrazi said, where you get specific traits instead of traits that the creature itself specifically has

golden sierra
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what's a blue mage?

golden sierra
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or what's it called

vital pollen
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Blue Mage is a Final Fantasy term for a mage that gains powers they take from monsters they encounter iirc

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used often to describe anyone who magically uses the abilities of enemies

golden sierra
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ah gotcha

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yeah perhaps a list is better

vital pollen
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This is a list I made for a fancy magic item I gave a player

golden sierra
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but then idk how to properly balance that. a player might want amphibiousness, but magic resistance would be sick as well

tawny needle
vital pollen
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Since its just for your table, you can probably let it rip tho

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its just, not a good idea beyond that

tawny needle
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I think it's neat *shrug*
Fiddly, but neat

golden sierra
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i intend to release this entire document at some point

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there's two other (i guess blue mage) spells that fit this shapeshifting niche. one of them is finished, the other isnt

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this is the unfinished one

Combat Copy
1st-level transmutation
Casting Time: :: 1 action
Range: :: 30 feet
Components: :: V, S
Duration: :: Instantaneous
Classes: :: Artificer, Bard, Paladin, Ranger, Sorcerer

You target a creature within range that you can see and copy the last weapon attack it made, conjuring any weapons it used or anything else that would be required of you to make the attack, such as claws or tentacles or lightning. As part of casting this spell, you can choose a target within reach and make a melee spell attack. On a hit, the attack is identical to the initial target's attack. If the attack used a magic item, this spell fails to cast.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell gains a duration of 1 hour and requires concentration. You can use your action to repeat the copied attack. When you cast this spell using a spell slot of 7th level or higher, the duration increases to 8 hours and doesn't require concentration.

tawny needle
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Interestin'
edit: Can't think of much to say aside from the usual "works best on things with really good attacks"

golden sierra
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lol

tawny needle
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How are "additions" to the attack ruled? If an assassin coats their dagger in poison then attacks, or an enemy pally adds Radiant damage to their attack (I think there was some "divine caster" NPC blocks that could do that, without using the actual Smite spell)
There's also some creatures like angels that deal bonus damage while wielding a weapon

golden sierra
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you copy it

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so it'd be the same

tawny needle
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The text doesn't specify who you aim the attack at, is that intended? Because I had a slightly devilish idea

golden sierra
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oh i might've missed that

tawny needle
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My assumption was you could target anyone since otherwise the spell having a duration of 8 hours is useless because nobody's going to be using this spell for eight hours on the same enemy

golden sierra
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there we go

tawny needle
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ah-
OH HOH

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The idea was just to copy an ally's "nova" weapon attack, then do it again against a different creature (an enemy), wasn't sure if that was intended

golden sierra
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could do

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it'd be a wicked synergy

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maybe... too strong...

tawny needle
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Now, the "no magic item" clause does mean this won't work on flame tongues or vorpal swords 😔
... or weapons with magic pluses

golden sierra
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do note that this spell doens't copy spells or magic items. typically when a character reaches the point of a "nova" attack, they are using a magic item to do so

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just now realized this would also go hard on critical hits

tawny needle
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My "big clever plan" was just to get two paladin smites instead of one, as the reply to the attack extras question made me think smites count as part of the attack

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If this works on sneak attacks, you could probs get a smidge more damage, though since you can't actually Sneak Attack, the roll doesn't have the advantage bonus
Well, I'd assume anyway, the spell makes its own attack and makes no mention of copying (dis)advantage/crits/misses

golden sierra
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states its identical to the initial attack, which might be up to the DM's interpretation, but to me it means crits count, but anything attack roll related doesn't ((dis)advantage / misses / roll bonuses)

tawny needle
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If it was completely identical, I would assume there'd be no attack roll, you just use the result it got before
That and crits tend to be determined by the attack roll, so if you don't copy it, it might be handy to note that it copies crits

golden sierra
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i dont think so

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it just copies the attack, not the roll / the creature's ability to hit or miss

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oh actually yea that'd include crits as well then

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nv, then

tawny needle
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There might be features that change crits (adamantite for instance negates crits, and there's a barb feature that makes you crit on a 19 too I believe), but the actual base rule for them is "If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. This is called a critical hit."

golden sierra
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im not quite sure if this spell is a bit on the weaker end or on the stronger end

Death Perception
1st-level necromancy

Casting Time: :: 1 minute (ritual)
Range: :: Touch
Components: :: V, S, M (a dislodged eye)
Duration: :: Instantaneous
Classes: :: Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

You touch a wounded and willing creature and investigate the severity of the damage. You know how many hit points the target has remaining, as well as any physical effects that the target is suffering from such as poisons or diseases, exhaustion, alterations of the target's hit point maximum, et cetera. If the target were to die without any intervention, you know how and when the target would die.

jagged spear
golden sierra
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for sure, i was a bit on edge of that so this is good to hear

jagged spear
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shouldn't be too strong, it only works outside of combat on willing creatures
oh, one more thing - doesn't feel like a Wiz spell, too close to healing and divine spells like Lesser Restoration

golden sierra
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i figured it's also treading on divination, no?

jagged spear
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yeah why is it necromancy?

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restoration spells are Abjuration
healing used to Evocation, now it's Abjuration
and it seems to be Diviniation in how it sees the future

golden sierra
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i made it necromancy initially because it works with wounds and corpses. you don't see the future or scry (despite it being kinda divination) but instead just learn about

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well what i said

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feels like necromancy is the closest thing

golden sierra
# jagged spear buy you do see the future

i wouldnt quite call it that. I dont think most people consider themselves prophetic seers if they stab someone in the gut and divine their imminent death from blood loss

jagged spear
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the thing is it makes more sense than Necromancy considering you are able to "see" all their conditions, theirs diseases, their internal bleeding, etc.

golden sierra
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i suppose thats true as well

jagged spear
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divination

golden sierra
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"Necromancy spells involve death, undeath, and the manipulation of life energy."
"This school is focused on acquiring and revealing information."

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from wikipedia

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now im just thinking it could be both

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although on the other hand, you do make me think its better off as divination

tawny needle
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Necromancy (the word) literally means "divination using the dead" ("mancy" means divination) which does confuse things, but the magic school definition is about life energy and necrotic force

golden sierra
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lmfao

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ill make it divination, thanks minecraft

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only thing now is, since its divination, would it be a wizard spell too

tawny needle
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I don't think there's a proper criteria for a wizard spell (except that they almost never get healing), but given how big their spell list, it seems to be "basically every other spell not limited to 1-2 classes"

golden sierra
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i see it as "any spell that can be studied and learned" while in some regards, this spell feels more in line with druids or clerics "this spell is from our faith in nature/god"

tawny needle
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I don't think it matters so much, the only classes that don't have this are artificer, bard and paladin

jagged spear
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Again, Detect Poison and Disease it not an Arcane spell
Give your spell to Cleric, Druids, paladins, and Rangers only

tawny needle
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The spell lists being divided into arcane/divine/primal alas did not survive the playtests, but Magic Initiate and a few other features cheat slightly by calling out the druid, cleric or wizard spell lists
Wizard does have stuff like Identify, Legend Lore, Locate Creature and Augury, so getting information and a "future death" on a creature isn't too far out the ballpark of what a wizard can do, though arguably any class could thematically have it in theory (except probably bard) as it's a very useful technique achievable through study, sacred magic, or nature

jagged spear
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I was referring to which classes got Detect Poison

golden sierra
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i gotta agree with minecraft

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im removing it from wizard list

golden sierra
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Aight, its time again. Before I go sleep sleep, I'd love for some folk to look at these and see if they have anything to say about them

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Bone Colossus
5th-level conjuration

Casting Time: :: 1 action
Range: :: 60 feet
Components: :: V, S, M (a gilded skull worth at least 50 gp, which the spell consumes)
Duration: :: Concentration, up to 1 hour
Classes: :: Cleric, Sorcerer, Warlock, Wizard

You conjure a great skeleton in an unoccupied space that you can see within range. The skeleton is a Huge undead with AC 17, 60 hit points, and immunity to poison and psychic damage. As a bonus action, you can command the skeleton to crawl up to 10 feet and make a melee spell attack against a target that is within 10 feet of it. On a hit, the target takes (2d8 + your spellcasting modifier) bludgeoning damage plus 1d8 necrotic damage and must succeed on a Strength saving throw or be knocked prone.

As an action, you can have the skeleton spew poisonous bile in a 60-foot cone in front of it. Any creature in the area must make a Constitution saving throw, taking 3d6 acid damage plus 3d6 poison damage on a failed save, or half as much on a successful one.
And its "Living" variant:

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Living Bone Colossus
7th-level conjuration
Casting Time: :: 1 action
Range: :: 90 feet
Components: :: V, S, M (a blooming flower and a gilded skull worth at least 50 gp, which the spell consumes)
Duration: :: Concentration, up to 1 hour
Classes: :: Cleric, Warlock, Wizard

You conjure a Huge skeleton in an unoccupied space that you can see that is within range. The skeleton is an undead with AC 17, 100 hit points, and immunity to necrotic, poison, and psychic damage. It has blindsight up to 30 feet, darkvision up to 120 feet, and has 16 for its physical ability scores, and 6 for its mental ability scores. At the start of each of your turns, the skeleton crawls up to 20 feet toward the nearest enemy that it can see. If the skeleton comes within 5 feet of a creature, that creature must make a Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much on a successful one. Any creature that starts its turn within 5 feet of the skeleton must make a Constitution saving throw, taking 3d6 acid damage on a failed save, or half as much on a successful one.

As a bonus action on your turn, you can command the skeleton to make a melee spell attack against a target that is within 10 feet of the skeleton. On a hit, the target takes 3d8 bludgeoning damage plus 3d8 necrotic damage and must succeed on a Strength saving throw or be knocked prone.

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gnight, yall

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wording could definitely use word. luckily, i know two guys in here that excel on that field

golden sierra
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Anyone?

coarse halo
jagged spear
jagged spear
golden sierra
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but you are right

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im just in denial

jagged spear
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you could just... not call it a creature?

golden sierra
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😰

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technically, it's never called a creature

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"the colossus takes up the space of a Huge creature" ?

jagged spear
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The skeleton is a Huge undead with AC 17, 60 hit points, and immunity to poison and psychic damage
replace it with
The skeleton is a magical force with AC 17, 60 hit points, and immunity to poison and psychic damage. It occupies the space of an X creature

golden sierra
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much better

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presto

jagged spear
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then repeat for the second spell

golden sierra
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i think the second spell needs a stat block actually

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because rn its just, messy

jagged spear
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for sure

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once you get to ability scores you really need to put everything in a statblock

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that reminds me

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for the first one,, I double checked unseen servant and it should be:

The skeleton is a Huge magical force with AC 17, 60 hit points, and immunity to poison and psychic damage. It has a Strength of 2. If it drops to 0 hit points, the spell ends.

tawny needle
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"I cast Fireball"

jagged spear
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only affects creatures and objects unfortunately

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you'll need dispell magic for htis

tawny needle
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Ah, my real question was what happens if it did something it needed a dex score for

jagged spear
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that isn't a problem because it's a magical force

golden sierra
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how's this?

golden sierra
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this does

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lower the price to 300?

golden sierra
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wondering how a DIvine Awareness type spell would fit in terms of power. Any takers?

Divine Awareness
4th-level divination

Casting Time: :: 1 action
Range: :: Self
Components: :: S
Duration: :: 1 hour
Classes: :: Cleric, Paladin, Sorcerer (Divine Soul), Warlock (The Celestial)

You grant yourself a celestial clarity. For the duration of the spell, you have advantage on Wisdom (Insight) checks. When you make a check to determine a lie, you can replace the number you roll with a 15. In addition, you are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.

golden sierra
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  1. is the area too big?
  2. could the damage be increased to 4d6?
  3. im under the assumption the HPM decrease isnt too strong of a rider

Rain of Blood
2nd-level conjuration
Casting Time: :: 1 action
Range: :: 120 feet, 20-foot cylinder
Components: :: V, S, M (a vial of holy water, which the spell consumes)
Duration: :: Concentration, up to 1 minute
Classes: :: Druid, Sorcerer, Warlock, Wizard

You call forth a cloudburst of blood that covers a 20-foot-radius, 60-foot-tall cylinder centered on a point within range that you can see. Any creature that starts its turn in the area that isn't covered from the rain must make a Constitution saving throw. On a failed save, a creature takes 3d6 necrotic damage and must succeed on a Constitution saving throw or have its hit point maximum reduced by an equal amount for the duration of the spell. On a successful saving throw, a creature takes half as much damage and suffers no additional effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each spell slot level above 2nd.

golden sierra
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would LOVE to hear about this new spell. It's probably going to get lots of revisions, but I need this in a game. I personally am fine with it being a little on the powerful side, but nothing too breaking

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Seven-Pointed Wheel of Harmony
9th-level abjuration

Casting Time: :: 1 action
Range: :: Touch
Components: :: V, S, M (a golden circlet beset with gilded gemstones worth at least 1,500 gp, which the spell consumes)
Duration: :: 1 hour
Classes: :: Cleric (Light Domain, Order Domain), Sorcerer

You touch a willing creature and transform it into a being with a presence surpassing that of the lesser pantheons. If you target any creature other than yourself, this spell requires concentration. For the duration of the spell, or until you or the target ends it as a bonus action, the target has a great, golden wheel floating above its head. Whenever the target would be reduced to 0 hit points as a result of an attack or spell, it can choose to make a DC 10 Charisma saving throw. On a successful save, the target is instead reduced to 1 hit point and becomes immune to being reduced to 0 hit points from the same attack or spell for the duration of this spell.

The DC of the Charisma saving throw increases by 1 whenever the target would be reduced to 0 hit points by a different attack or spell. When the target fails the Charisma save, the spell ends on itself and the target automatically dies and has its soul shattered as a result of its blasphemy. A creature that died this way can only be revived through a wish spell or divine intervention.

willow urchin
# golden sierra 1. is the area too big? 2. could the damage be increased to 4d6? 3. im under the...

Yes I think it's too big for a 2nd-level spell, especially a 2nd-level spell with repeated damage: you have the budget here for 2d6 in a small area, definitely not 3 in a 20-foot radius. I'm also unfond of the double save, doubly so because the max hp reduction will mostly do nothing. It can be harsh against PCs but a DM has fine control over its use, against mobs it's practically irrelevant.

See cloud of daggers for a comparison

golden sierra
#

@heady fossil hello

#

Its the spell described above, harmony something

heady fossil
#

"harmony something" is a great name, no further comments.

#

so this is less about the defence, and more about the soul rending I feel?

golden sierra
heady fossil
golden sierra
#

don't out me like that

#

but no comments?

fickle marsh
#

I’ll actually look at the spell now that I got the raga memes over with

fickle marsh
# golden sierra ***Seven-Pointed Wheel of Harmony*** *9th-level abjuration* **Casting Time:** :...

Spell summary: (as I see it)

• You touch someone and they become mahoraga (concentration if you are megumi)
• They get a chance to survive lethals and adapt the the specific attack/effect (adapt to dragon’s wing buffet [bludgeoning] but not a rock thrown by a giant [bludgeoning])
• Chance to adapt decreases for each time they make the save (make as in attempt, not necessarily survive)
• *Undertale_Soul_Shatter.SFX*

#

But all in all, I’d adapt 📿

heady fossil
# golden sierra but no comments?

Ultimately, this is Death Ward
It's deathward at 1 hour, but repeatable with saves - this... might even out (maybe a touch higher).
So at this point, were at 4th-5th level.
Then the immunity to that specific attack after.

#

Then there's the soul rend

fickle marsh
#

Which gives -levels because draw back

heady fossil
#

unless you use it on an enemy

#

either way - a soul destruction effect is pretty high level, iirc its something like a 7th-9th-level effect (though not specifically the whole effect is a 7th-9th level spell, but it should not be on a spell lower than that)

#

oh, though willing

#

but you could maybe bullshit them into it "here, have a make you not die spell, do you agree" xD

#

either way - 9th feels like it might be a touch high.
Maybe 7thy?

fickle marsh
#

Let’s see what 6th level does to it lmao

golden sierra
#

that's a lovely summary tho, but yes

#

i'd like for it to be a high level, 8th at least, but preferably 9th. Not only for personal reasons (the way the party gets it is by defeating... well i aint gonna say the name but the dnd'ification of you know who), but also because i dont want it to feel "overshadowed"

#

do you have any ideas for how to bump it up to 9th?
like. a save to resist the soul rend? just a lot of damage? automatic death? automatically succeed on the "adapting" save (but keeping it for the soul rend bit)?

fickle marsh
#

This is a purely defensive spell essentially, right?

golden sierra
#

thats the intention, yeah

fickle marsh
#

Fuck it, death rattle effect: I ain’t going alone

If you die while under the spell effect, aka the soul shatter goes off

Field clear that shit with radiant damage (probably ignore damage res and immunity anyway because you’re dying and its 9th level)

fickle marsh
golden sierra
fickle marsh
#

Ok death rattle for the spell, and thorns damage on adaptation

So each time raga adapts, ya get aoe blasted

golden sierra
#

gotta say i feel like sherlock holmes deciphering your choice of words

#

so like

#

Seven-Pointed Wheel of Harmony
9th-level abjuration

Casting Time: :: 1 action
Range: :: Touch
Components: :: V, S, M (a golden circlet beset with gilded gemstones worth at least 1,500 gp, which the spell consumes)
Duration: :: 1 hour
Classes: :: Cleric (Light Domain, Order Domain), Sorcerer

You touch a willing creature and transform it into a being with a presence surpassing that of the lesser pantheons. If you target any creature other than yourself, this spell requires concentration. For the duration of the spell, or until you or the target ends it as a bonus action, the target has a great, golden wheel floating above its head. Whenever the target would be reduced to 0 hit points as a result of an attack or spell, it can choose to make a DC 10 Charisma saving throw.

On a successful save, the target is instead reduced to 1 hit point and becomes immune to being reduced to 0 hit points from the same attack or spell for the duration of this spell. Immediately afterwards, the target of this spell chooses up to 7 different creatures that are within 60 feet of it that aren't behind full cover. The wheel shoots a beam of light at each chosen creature, dealing 5 radiant damage to it.

The DC of the Charisma saving throw increases by 1 whenever the target would be reduced to 0 hit points by a different attack or spell. When the target fails the Charisma save, the spell ends on itself and the target automatically dies and has its soul shattered as a result of its blasphemy. A creature that died this way can only be revived through a wish spell or divine intervention.

#

this doesnt have teh deathrattle, but the aoe bit feels pretty damn good

#

definitely needs rewording tho

golden sierra
#

is... is that good?

fickle marsh
#

Ye

golden sierra
#

oh! okay!

#

and what does Ovion think? and maybe anyone else?

#

this is a pet project of mine so i'd like as much feedback as possible

tawny needle
tawny needle
#

It's not an attack (it causes a saving throw) nor a spell, also works with any magic items too that cause a saving throw without having casted a spell or made an attack, but it's funnier to use a normal stick of dynamite

fickle marsh
#

Technically, fall damage isn’t an attack either

tawny needle
#

fart smella

golden sierra
tawny needle
#

i need spells, brὂther
feed me

heady fossil
heady fossil
tawny needle
heady fossil
golden sierra
tawny needle
#

Whichever ones you find first

golden sierra
#

not gonna be difficult in this massive compendium give me a moment

#

how bout this one

Galigar's Total Amnesty
3rd-level enchantment

Casting Time: :: 1 bonus action
Range: :: 30 feet
Components: :: V
Duration: :: Instantaneous
Classes: :: Bard, Sorcerer, Warlock, Wizard

You target a creature that you can see that is within range and force it to make an Intelligence saving throw, which it makes with advantage if you or your allies have dealt damage to it in the past hour. On a failed save, the creature completely forgets who you and up to 3 creatures of your choosing are, as well as what actions you took in the past hour. If the creature is normally hostile to you, it remains neutral to you for 1 hour, after which it will know it has been magically influenced. When you cast this spell, you can expend a second spell slot level of 3rd level or higher to make the creature forget what actions you and the designated creatures take in the next hour. Whenever you or your allies deal damage to the creature, it can repeat the saving throw, ending the spell on itself on a success, after which it know it has been magically influenced by you.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each spell slot level above 3rd.

tawny needle
#

Huh, nice 👀
Good getaway spell

golden sierra
#

seeing as we're talking about your burrow @tawny needle

#

Giganto's Earthly Form
3rd-level transmutation

Casting Time: :: 1 action (ritual)
Range: :: Self
Components: :: V, S, M (a vial of petrified dirt)
Duration: :: 1 hour
Classes: :: Druid, Ranger, Sorcerer, Wizard

You alter your form to become that of an unshapen mass of dirt. While in this form, your normal movement speed is halved and you gain an innate burrowing speed of 40 feet. You can move through solid objects with ease and take no damage when ending your turn inside of a solid material. While in this form, you are incapacitated and unable to climb or fly. The only action you can take is to end this spell early.

If the spell ends early while you are in a solid material, you are expelled to the nearest unoccupied space, taking 1d10 force damage per 5 feet of forced movement. A creature can target an object that you are currently inside of with a dispel magic spell in order to end the spell early.

tawny needle
#

Huh, interesting 👀

golden sierra
#

@pine briar would you want more thunder spells of 6th level or higher?

tawny needle
#

erm-

#

But yes, yes i would

golden sierra
tawny needle
#

You pinged someone else lol

golden sierra
#

oh. shit

#

Thunder Touch
6th-level evocation

Casting Time::: 1 action
Range::: Touch
Components::: V, S
Duration::: Instantaneous
Classes: :: Druid, Sorcerer, Wizard

You touch a creature and blast it with a shattering thunder audible up to 1 mile away, forcing it to make a Constitution saving throw. On a failed save, the target takes 8d8 thunder damage and its body is under the effect of an aftershock for 1 hour. The target falls prone and can only crawl, granting it disadvantage on Strength and Dexterity saving throws. On a successful saving throw, the target takes half as much damage and suffers no additional effects. At the end of each of its turns, the target can repeat the saving throw, ending the effects on themselves on a success.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each spell slot level above 6th.

#

Purging Wail
9th-level evocation

Casting Time: :: 1 action
Range: :: Self, 120-foot-radius sphere
Components: :: V
Duration: :: Instantaneous
Classes: :: Bard, Cleric (Grave Domain), Sorcerer, Warlock, Wizard

You produce a wretched sound from deep within, emitting a vile shriek which shatters organs and breaks bones. All enemies within 120 feet of you must make a Constitution saving throw, taking 7d10 thunder damage on a failed save, or half as much damage on a successful one.

Creatures that are deafened, do not hear, or are immune to thunder damage make the saving throw with advantage and take half as much damage, but still suffer from the effects like a regular creature, as the sound reverberates through their entire body.

Regardless of whether a creature succeeds on the saving throw or not, they hear a perpetual moaning wail, which grants them disadvantage on saving throws made to keep concentrating on a spell, on Wisdom (Perception) checks, and Wisdom saving throws. These effects disappear when an affected creature is targeted by a remove curse spell. Alternatively, the creature can choose to take 5d10 psychic damage and repeat the saving throw, ending the effects on themselves on a success.

tawny needle
#

You give your enemies tinnitus

#

Love 'em

fickle marsh
golden sierra
fickle marsh
#

Some real anime shit

jagged spear
golden sierra
#

a lot of spells are like that

jagged spear
#

but they make the save at the end of each of their turns
sypnactic static is instantaneous, yes, but that is a lingering effect, there are no repeat saves

tawny needle
#

Feeblemind is instantaneous and has recurring saves (very long ones but they're there), probably some other ones I forgot, usually the no-concentration debuffs

fickle marsh
#

Either way, instantaneous effects≠non-lingering

tawny needle
#

It does get a little confusing (I remember an argument once about whether you can dispel Feeblemind or not, or rather any clearly-magical effect that's still present but is Dispel-proof because the originating spell's duration is Instant and Dispel can't end instant spells)

golden sierra
#

i mean. they're still afflicted by a magical effect

#

just means that the spell's duration has ended, but its indirect consequences remain magical

tawny needle
#

That would be the obvious answer
Dispel Magic can target a "magical effect" though it also says "ongoing spell" and an Instant spell is not ongoing. But logically the feeblemind/synaptic effect is still there. So we dispel that right? But it's not an ongoing spell, it's the lingering result of what was an instantaneous spell. Plus the argument of whether the lingering bit is magical. Caused by spell, so magic, right? But fireball sets things on fire, and I can't dispel the fire... can I?

Course, this is why we have human DMs to judge silliness like this

golden sierra
#

saying that it also says "ongoing spell" doesn't erase the part where it says "magical effect". It'd still dispel it, whether it's A or B.
As for fireball, it sets things on fire, but it doesn't create magical fire. Wall of Fire would do that. But spells that immolate things don't make those things magical, just how a +1 arrow with a molotov cocktail tied onto it wouldn't create a magical fire

tawny needle
#

I was going off the description of Dispel which goes

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends.
So if there's no spell (because it was instant) then nothing to dispel. But the magic effect is still there, so I think it'd be a little weird if you can't dispel a "lingering effect" unless the effect is clearly not magic (like a fire) or Dispel only works on spells
-# Syntactically, "any spell on the magical effect" sounds weird, but probably was the cleanest way to write that. I guess. '24 just changes it to say "ongoing spell"
I think it's a slightly goofy interpretation, but I can see the chain of thought

Hypothetically if Dispel worked on all magical effects, they'd all need to specify what level they count as, or that they can't be dispelled. I probably should not be able to Dispel the mythal of Myth Drannor with a level 3 spell. But at least an addendum somewhere that a magical effect made by a spell counts as that spell would prevent this entire chain of thought at all, and means "non-spell magical effects" remain unbothered unless the DM gives it a level or check DC to pop it

jagged spear
golden sierra
#

i believe if it specifies end conditions, it means that those are the only conditions. So by saying its fixed by casting A, B, or C, it excludes Disp. similar to how wish or TR are often mentioned (or disintegrate with certain things)

golden sierra
#

something something
“you create up to ten 5-foot-square cubes of water centered on points you can see. the cubes must be connected to each other. the water remains stationary unless spell is dispelled (like dispel magic, then it just floats away)”

level 8 or smt
“mass create water”
duration 10 minutes, if concentrating for full duration it becomes permanent

#

of course more elaborate, but im on the phone rn

jagged spear
golden sierra
#

i know, but i saw a youtube clip recently where some magician just raised the global water level

#

and its not socmuch create nutrition but really create water you can drown in perchancd

golden sierra
#

i got another one i'd love to hear about

#

its for a business campaign im running

Izaiath Isaac's Wondrous Works
2nd-level transmutation

Casting Time: :: 1 minute
Range: :: 5 feet
Components: :: V, S, M (a small container)
Duration: :: Special
Classes: :: Artificer, Wizard

You create a fabrication of dust and air from within the container in order to create a wondrous item of your own design. When you cast this spell, you can choose to pull out one of the following items, which are considered magical:

  • A simple tool or piece of equipment, such as a ladder, a rope, or a pair of thieves' tools.
  • A weapon or piece of armor of your choosing. If you create a weapon, it has a +1 bonus to attack rolls and damage rolls. If you create a set of armor or a shield, it has a +1 bonus to the AC it provides.
  • A small golem made of wood or metal. This golem has an AC of 8 and a number of hit points equal to your spellcasting ability modifier (minimum of 1). All of its ability scores are 10. The golem can perform simple tasks such as carrying objects, opening doors, or surveying the area, and it can convey simple sentences to you telepathically so long as it is within 150 feet of you. If you create multiple golems, they act as a group. This group makes any ability check with advantage, is able to speak and understand Common, and has an amount of hit points equal to your spellcaster level.

This spell requires you to concentrate on it for 10 minutes. If you break concentration or the spell ends, the created item crumbles to dust and disappears. If you concentrate on this spell for the full 10 minutes, the spell's effects last for 10 hours without requiring you to concentrate on it, after which the created item crumbles to dust and disappears.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create one additional item for every two spell slot levels above 2nd.

tawny needle
#

I'm guessing the item just pops into existence if you sub out that not-valued-or-consumed component for a focus or component bag
Also sounds pretty neat to me 👌 though "10 hours" sticks out to me since it's not a "typical" timeframe (it's usually 8 hours) but that's just a nitpick
edit: also upcast implies the spell is level 3
edit2: wait- I see what you did there

fickle marsh
# golden sierra its for a business campaign im running ***Izaiath Isaac's Wondrous Works*** *2n...

Izaiath Isaac’s Wondrous Works

… (component technically has to be worth smth if you must have it for the spell)
Duration: Concentration up to 10 minutes, or 8 hours

When you cast this spell, you draw one wondrous item from the container used as the material component of this spell in a fanciful flourish. The objects created by this spell are magical.

  • A mundane tool, piece of equipment or material, such as a set of thieves’ tools, ladder, or lump of clay.
  • A weapon or set of armour of your choice, the equipment you make has a +1 bonus to its relevant statistics. Attack and damage rolls for weapons and AC for armour and shields.
  • A small golem made of a mundane material of your choice. Golems have an AC and ability scores of 10, and hit points equal to your spellcasting ability modifier (minimum 1). Golems can perform simple tasks such as carrying objects, opening doors or containers, and patrolling an area. Golems can telepathically convey simple sentences as rapports of their observations so long as they are within 120 feet of you. If you have multiple golems, they can act as a group, making ability checks with advantage, communicating verbally in Common, and adding their hit points together while in a group of at least two golems.

If you concentrate on this spell for 10 minutes, the spell lasts for a total of 8 hours without requiring concentration. The items crumble to dust when the spell ends.

At Higher Levels.

#

They are still individual golems just that they act as one entity while in close proximity

golden sierra
#

any comments on something like this? might need some help

  • my first thought was necromancy, but i'm not sure
  • Idk if it should be Constitution (resisting the sap physically) or Charisma (resisting the sap spiritually). the former makes sense, but the latter seems like it'd target the "arcane essence" of the target more (like teleportation saves)
  • the "1st level or lower" is written like that for upcast. i get its weird, and would love help with rewording.
  • damage, i think, is alright?
  • is the material component too much?
  • the At Higher Levels probably needs some rewording (and im not sure if it should be 1:1 or 2:1)

Galigar's Arcane Drain
2nd level ??
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a smooth-polished ruby worth at least 100 gp)
Duration: Instantaneous

You target a creature within range that you can see and sap its innate arcane essence. The target must make a Constitution/Charisma saving throw. On a failed save, the target automatically expends a spell slot of 1st level or lower.
If the spell's target is unable to cast spells or does not have any spell slots of sufficient level, it instead takes 3d8 force damage on a failed save, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spells lot of 3rd level or higher, the level of the spell slot automatically expended increases by 1 for each spell slot level above 2nd.

golden sierra
# fickle marsh > ### Izaiath Isaac’s Wondrous Works > … (component technically has to be worth ...

fuck, i never read up ont his/

  • material component noted! I thought this wasn't the case for certain ones (like flameblade), but even those have a cost. thanks!
  • it was always 10 hours because back then i liked the rounded number (this was years ago), i didnt know that 8 hours is the standard back then.
  • the wording is better in most cases, will for sure look at the golems some more. My only thing is; shouldnt the golems have more HP if you have multiple? i figured its better to treat them as one entity to prevent micromangaging
fickle marsh
golden sierra
#

ye

#

its written like that cause of the upcast mechanic. i get that it reads weird, and would love help with that

#

its one of the points of concern

fickle marsh
# golden sierra any comments on something like this? might need some help - my first thought was...

Galigar’s Arcane Drain

… (I’ll get to the material component)
You draw the innate magical essence out of another creature you can see within range. The target must succeed on a Constitution saving throw. On a failed save, the target loses its highest level spell slot that is of a level lower than the level of this spell, which you gain. Spell slots gained this way are lost after 1 minute if not used.
If the target is unable to cast spells or doesn’t have spell slots to expend, it takes 2d10 force damage on a failed save, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level when determining this spell’s level and the damage increases by 1d10 force each slot level above 2nd.

Material components are mostly tied to the spell, so what is the relevance of polished ruby? Ruby of the war mage type deal?

#

I was going to make the save the spellcasting ability for the funsies but that didn’t work with non casters

golden sierra
#

ruby-wise: the “Galigar” figure uses expensive gemstones for his magic items (mostly rings) and other things. Red because of evocation, so i figured a ruby. Smoothed so it could fit into a ring

#

much better wording, thank you so much for that.
is the upcasting part not a bit unnecessary if its already stated “lower than the spell’s level”?
completelt forgot about damage upcast thank u

fickle marsh
#

It’s like how summon spells say to use the higher level whenever the stat block mentions spell levels

#

Redundant, perhaps, but a necessary reminder

fickle marsh
#

We recycle here

golden sierra
#

i got another spell i'd like some help with, if people are interested. My main concerns:

  • Is the duration of difficult terrain to long? Should it perhaps be reduced to 1 hour?
  • Is there a balance between the two different methods? do they equal each other in terms of power/usefullness?

Crystal Flames
3rd-level evocation
Casting Time: :: 1 action
Range: :: 60 feet, 20-foot sphere
Components: :: V, S, M (a small piece of crystal)
Duration: :: Instantaneous
Classes: :: Artificer, Cleric (Arcana Domain), Ranger, Sorcerer, Wizard

You throw a small chunk of crystal at a point within range that you can see and create a burst of crystal flames that erupt in a 20-foot-radius sphere centered on the chosen point. Any creature inside the area must make a Dexterity saving throw, taking 3d6 fire damage plus 3d6 force damage on a failed save, or half as much on a successful one. For 8 hours afterwards, the area counts as difficult terrain.

Alternatively, you can choose to deal only 1d10 fire damage plus 1d10 force damage, after which the area forms a solid 10-foot-wide, 20-foot-long, 20-foot-tall wall with AC 15, 30 hit points, and immunity to poison and psychic damage. Any creature inside the area is expelled to the nearest unoccupied space.

vital pollen
#

with that long of a difficult terrain, just do like Erupting Earth and just make it perma difficult terrain

golden sierra
#

im afraid it can just be spammed to make a desolate wasteland in the course of a few minutes, and i feel like that should require some more powerful magic, no?

vital pollen
#

Erupting Earth is also 3rd level

golden sierra
#

oh wtf, i thought it was 8th

#

and why make it perma?

vital pollen
#

just simpler

#

and makes more sense

golden sierra
#

why's that

vital pollen
#

no weird 8 hours of difficult terrain

#

like, why 8 hours? I also feel like it should describe a bit as to why the crystal bomb made difficult terrain but other explosive spells don't

golden sierra
#

i figured its a bit like spike growth. the smaller variant creates small crystal outbursts which make it difficult terrain. concentrating the energy allows you to create a full-on wall

#

small crystal outbursts or perhaps make the ground ice-like. that was the idea behind it

golden sierra
#

someone also said piercing instead of radiant

golden sierra
#

a

#

I have two rather silly spells that a player wanted as scrolls because its the end of the campaign. They're likely going to be using it in a big battle, so I'd like some feedback on it

Power Word Egg
8th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Instantaneous
Classes: Bard, Druid, Wizard

You utter a joke that transmutes a creature's entire state of being. If the target has a Wisdom score of 16 or lower, the creature and whatever it is wearing and carrying transforms into a Medium-sized chicken egg with an AC of 13 and 10 hit points. The spell has no effect on a shapechanger or a creature with 0 hit points.
At the end of each of its turns, the creature can make a Wisdom saving throw, ending the effect on itself on a success. If the targeted creature is reduced to 0 hit points while transformed, it reverts to its true form and takes 4d8 force damage.

Some points:

  • I personally think a Wis of 16 is high enough for a Power Word, but it might be too high.
  • Not sure if it should be force damage, and if the damage is too low // too high
  • I am aware of True Polymorph, but I think this is much weaker than that spell for various reasons.
#

Chicken Bolt
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a chicken egg and an avian feather)
Duration: Instantaneous
Classes: :: Bard, Druid, Ranger, Wizard

You conjure a miniature egg and launch it at a creature within range that you can see. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage and a chicken is summoned that can occupy the targeted creature's space. The chicken has an AC of 12 and 1 hit point, and disappears if the chicken or the targeted creature is reduced to 0 hit points. At the end of each of your turns, the chicken deals 1 piercing damage to the target and forces it to make a Wisdom saving throw. On a failed save, the target is unable to move and incapacitated until the end of its next turn. Creatures immune to being charmed automatically succeed on the saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each spell slot level above 1st.

  • Should it be 2nd level? I figured the low damage balances out the potential incapacitation, but it not being concentration might make it too strong.
  • Should it have upcasting?
#

Summon Chicken Horde
2nd-level conjuration
Casting Time: 1 action
Range: Self, 60 ft. radius
Components: V, S, M (a pouch of bird seed)
Duration: Instanteous // Concentration, up to 1 minute
Classes: Bard, Cleric (Nature Domain), Druid, Wizard

You call upon the deities of nature and agriculture to conjure an army of chickens. A single chicken is summoned for each unoccupied space that is within 60 feet of you. Each chicken has an AC of 12 and 1 hit point, and is friendly to you and your allies. At the start of your turn, any hostile creature within the area takes 1d4 piercing damage and has its movement speed halved, unless the creature has a flying speed. For every 5 foot of movement through the area, a creature takes 1d4 piercing damage.
The chickens are unable to leave the area and automatically disappear when reduced to 0 hit points or after 1 hour has passed. You can choose to end the effect early as an action.

  • Very unsure about this one. I'd like to keep this spell in some semblance, because I know for a fact it'd make the group go nuts. But I don't want it to overwhelm the combat
  • "Each chicken" or should it be a static damage?
  • Not sure about the level, the size of the radius, and the duration
tawny needle
#

A single chicken is summoned for each unoccupied space that is within 60 feet of you.
Wait so since it's a 60-foot radius, what happens for each 5-foot space that's not entirely within the radius? Do we get 3/10s of a chicken? /j

golden sierra
#

i think like any radius spell, those simply don't count as spaces part of the radius

#

just like with fireball etc

fickle marsh
#

Either the spell level (and Wisdom requirement) are lowered, or something whacky happens other than becoming a brick

fickle marsh
#

Power Word Crack

7th-level Transmutation
Duration: Up to 1 minute

Choose a creature within range that you can see. You loudly make a joke of the target creature’s entire state of being, transforming the creature and anything they are wearing or carrying into a chicken egg of the creature’s size. This chicken egg has an AC of 13, a damage threshold of 3 and 30 hit points.
This spell has no effect on a creature that is at 0 hit points, is unconscious, or is a shapechanger.

If the chicken egg is reduced to 0 hit points, the transformed creature reverts to its true form and takes 7d10 force damage. If the creature has a Wisdom score of at least 15, it can make a Wisdom saving throw at the end of each of its turns, ending the spell on a success and reverting to its true form without taking damage.

jagged spear
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what is going on lol
why is the power word 5th level

fickle marsh
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Because I said so wheeze

golden sierra
golden sierra
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so i think yoshi?

fickle marsh
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Aight, changes made, what about now?

golden sierra
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why does it have a damage threshold?
Also, it won't take damage upon succeeding the save anyway because it won't be reduced to 0 hit points, so that point isn't necessary.
Also also, It should be able to make a save regardless, I think that's how all power words work

fickle marsh
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Most power words happen or they don’t, 100 hit points or lower means you’re dead any more and you’re not even scratched

golden sierra
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im aware

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but they impose saves after happening regardless of their score

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e.g. power word stun imposes a save regardless of what the target's HP is or their score. the egg bit should impose a save even if the creature's Wis is lower than 15

vital pollen
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I consider Divine Word a power word, so having various thresholds is ok but prob should be formatted like Divine Word

golden sierra
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hmmmmm feeling cheeky for another spell in case people are interested

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hopefully

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Pain Circle
8th-level necromancy

Casting Time: :: 1 action
Range: :: 60 feet, 30-foot radius
Components: :: V, S, M (a vial of blood from a creature that died in agony, which the spell consumes)
Duration: :: Concentration, up to 1 minute
Classes: :: Sorcerer, Wizard

You create a 30-foot-radius zone of intense point centered on a point that is within range that you can see. A creature that starts its turn in the area or moves through it must succeed on a Wisdom saving throw or be frightened while inside the area and unwilling to leave it for the duration of the spell. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success and rendering the creature immune to this spell for 24 hours.

In addition, a creature that starts its turn in the area must make a Constitution saving throw. On a failed save, a creature takes 4d8 necrotic damage and is incapacitated until the end of its next turn as a great pain leaves them incapable of acting. On a successful saving throw, a creature takes half as much damage and suffers no other effects.

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A pretty old one

fickle marsh
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Do AoE spells list what aoe they have in the range section?

tawny needle
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Doublechecked my book, Fireball is 150 feet, Lightning Bolt is Self

vital pollen
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I think in '24 they might be Range: X feet (X aoe)

tawny needle
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Beyond lists spells with their aoes in the typeline, so that's probably where the confusion is from

fickle marsh
fickle marsh
# golden sierra ***Pain Circle*** *8th-level necromancy* **Casting Time:** :: 1 action **Range:...

Aura of Suffering

8th-level Necromancy
Range: Self
Duration: 1 minute

You pour out the blood used as the material component of this spell, manifesting an aura of torturous energy around you, which moves with you. Smouldering runes appear at the edge of this radius and are burnt into other creatures within this range.
A creature that starts its turn or moves through the area for the first time during its turn must succeed on a Wisdom saving throw or become frightened while in the area. While frightened this way, it is unwilling to move of its own accord. At the end of each of its turns, a creature can repeat the saving throw, ending the frightened condition and becoming immune to the frightening effect of the spell for 24 hours on a success.
Furthermore, a creature that starts its turn in the area must make a Constitution saving throw. On a failure, creatures take 5d10 necrotic damage and are incapacitated by great pain until the end of its turn. On a success, creatures take half as much damage and suffer no other effects.

golden sierra
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or maybe it "moves as you move"?

fickle marsh
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Maybe you can keep concentration

It’s hard to gauge when concentration isn’t needed

golden sierra
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this one seems like a double edged sword. if its concentration, there is a fat chance this spell lasts for only 1 round. if it doesnt, there is a fat chance this spell is super op

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maybe someone else has a thought on it being no concentration but "moving as you move"

fickle marsh
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Aura of suffering

golden sierra
fickle marsh
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Added

golden sierra
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Spell time, because oh boy my players are making new 14th level PC's after a TPK

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Maol's Crackling Storm
7th-level conjuration

Casting Time: :: 1 action
Range: :: 150 feet, 20-foot sphere
Components: :: V, S, M (a crystal rod and a copper coil)
Duration: :: Concentration, up to 10 minutes
Classes: :: Druid, Sorcerer, Warlock, Wizard

You create a dark, 20-foot-radius sphere of stormy clouds centered on a point within range that you can see, hovering 2 feet off the ground. The area counts as heavily obscured, and any creature that moves through the storm's area must make a Constitution saving throw, taking 2d8 lightning damage on a failed save, or half as much on a successful one.

As an action, you can cause a bolt of lightning to arc toward a creature within 60 feet of the storm that you are aware of, forcing it to make a Dexterity saving throw. On a failed save, the target takes 8d8 lightning damage, or half as much on a successful one. Afterwards, the bolt splits and leaps at two creatures of your choosing that are within 20 feet of the initial target. Each creature must make a Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much on a successful one.

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.
.
could probably also use a rewording

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also also, this is basically a Chain Lightning added to a concentration spell and most likely way too strong. I'd like to keep it at 7th level, so any suggestions to that part would be appreciated as well

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I would also like to keep the Chain Lightning bit "that you are aware of" instead of "that you can see".

golden sierra
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Does this look okay and interesting?

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Hemokinesis
transmutation cantrip

Casting Time: :: 1 action
Range: :: 30 feet, 5-foot cube
Components: :: S
Duration: :: Instantaneous
Classes: :: Druid, Sorcerer, Warlock, Wizard

You choose an area of liquid blood within range that you can see. The area can't be larger than a 5-foot cube. You cannot affect the blood if it is inside of a living creature. As part of casting this spell, you can manipulate the blood in one of the following ways:

  • You cause the blood to bubble and boil, creating a strong scent of blood in the air that reaches 60 feet out in all directions. The smell lasts for 1 hour.

  • You cause the blood to form into simple shapes and animate at your command. The animated blood lasts for 1 hour.

  • You instantaneously move or otherwise change the flow of the blood to your command. This movement doesn't have enough force to cause damage.

Any effect created by this spell is dismissed if you cast this spell again.

tawny needle
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Probably a bit niche unless your DM likes bloodbaths, a lot of descriptions tend to neglect where all the creature's red stuff is going when you pepper it with swords, arrows and daggers
Also funnily enough I wrote a hemokinesis spell too, although I also gave it the ability to make a creature blush or appear bruised

golden sierra
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hahahaha that is really good lol

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but yeah, niche. I think most DM's do talk about blood if a player asks about it, though

golden sierra
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i got a big one

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would love as many people as possible on this

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its a spell-version of the arena my players are about to enter, and figured they might get a spell scroll out of this

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Galigar's Tempest Battlefield
8th-level conjuration

Casting Time: :: 1 minute
Range: :: Self, 240-foot cylinder
Components: :: V, S, M (a diamond-encrusted pearl worth at least 2,500 gp, which the spell consumes)
Duration: :: 8 hours
Classes: :: Wizard

You create a massive pseudo-demiplane in a 240-foot-radius, 5-mile-tall cylinder in the form of raging winds and gargantuan clouds, centered on yourself. A creature is unable to see through the edge of the area. In order to enter the area, a creature must use all its movement speed and an action to make a Strength check against your spell save DC. A creature attempting to leave the area makes the check with disadvantage.

Any creature in the area gains a flying speed of 40 feet, unless it has a flying speed greater than 40 feet, and can only move using flight. Ranged attack rolls and Strength- and Dexterity-based ability checks and saving throws are made with disadvantage while in the area. Any object in the area that isn't secured, worn, or carried swirls around at extreme speeds, including creatures with a movement speed of 0. A creature that starts its turn in the area must succeed on a Dexterity saving throw or be hit by a speeding object, taking 4d12 bludgeoning damage and being knocked 30 feet in a random cardinal direction, determined by rolling a d4.

When you cast this spell and as an action on each of your turns thereafter, you can choose to alter the storm's nature, choosing from one of the effects below:

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Ash and Brimstone. The area becomes a chaotic storm of divine and demonic retribution. At the start of each of its turns, a creature in the area rolls a d10 on the table described below.

  1. The creature regains 2d10 hit points.
  2. The creature takes 2d10 radiant damage.
  3. The creature is teleported to a randomly determined unoccupied space within 60 feet of it.
  4. The creature is blinded and poisoned until the end of its next turn.
  5. The creature is petrified until the end of its next turn.
  6. The creature can move up to its speed and take an action for free.
  7. The creature gains a -2 penalty to all its rolls until the end of its next turn.
  8. The creature gains advantage on any ability check, attack roll, or saving throw it makes until the end of its next turn.
  9. The creature's next attack roll that hits is a critical hit.
  10. The creature has any effect, including any condition or effect from spells, removed.

Heavy Downpour. The area releases an immense amount of chilled rain that creates a vortex of water. At the start of each of your turns, any creature within the area takes 1d6 cold damage plus 1d6 slashing damage. In addition, any creature in the area, other than you, has its vision limited to 30 feet.

Raging Storm. The area turns into a crackling thunderstorm. As a bonus action while this effect is active, you can choose to release a burst of thunder throughout the entire area. Any creature within the area must make a Constitution saving throw. On a failed save, a creature takes 2d6 lightning damage plus 4d6 thunder damage and is blinded and deafened until the end of its next turn. On a successful saving throw, a creature takes half as much damage and suffers no other effects.

Thickened Mist. The area becomes clouded by an impenetrable fog, limiting all vision except for blindsight to 10 feet for any creature other than you.

fickle marsh
golden sierra
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also if anyone else wants to help with the Galigar spell!!

vital pollen
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what is a pseudo-demiplane?

golden sierra
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lore-wise, the spell is based off of the spellmaker's personal demiplane. Whereas the Demiplane spell creates a portal to a demiplane, this kinda does the opposite in a very large area? Brings the demiplane into the real world, so flavor text => pseudo-demiplane

vital pollen
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sus is this an anime thing?

golden sierra
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is it?

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genuine question

vital pollen
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one of them fate marble world things

golden sierra
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i didn't base it off of anything. The Galigar fella is an NPC in my upcoming campaign that created his own demiplane for wizard studies where time flows more slowly and its a perpetual storm

vital pollen
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I can't remember the name

golden sierra
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i see Reality Marble if i look it up

vital pollen
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ye that

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For dnd, I'd probably not call it a demiplane, as then you start requiring questions like "is this a different plane of existence for spells like teleportation circle", or "is this on the astral plane", or whatever

golden sierra
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right. I thought the "pseudo" would give an answer to those questions

golden sierra
vital pollen
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a creature must use all its movement speed and an action to make a Strength check against your spell save DC.
What does "all movement" mean here? Can you walk up to it then do this, or do you have to start your turn next to it with full movement? If they succeed, how do they enter the area if they have no more movement?

vital pollen
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Have your players already done combat in this zone and encountered these effects and stuff? Or is that still upcoming?

golden sierra
golden sierra
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iirc the NPC is CR 26 or so

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and then this spell but on crack for a lair

vital pollen
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"use all its movement" doesn't imply it is moving with said movement, just that it must spend it. Similar-ish wording is used for Steady Aim and that makes the rogue stand still

golden sierra
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I say "on crack" but its pretty much this spell with some minor changes

golden sierra
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sorry, im also very tired

vital pollen
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A creature that attempts to enter or leave the area must use its action to make a Strength check against your spell save DC, entering on success. A creature leaving the area has disadvantage on this check.
Maybe clearer?

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there's a lot happening on this spell, and by a lot I mean a **** ton

golden sierra
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lol

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yeah

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quirky like that

vital pollen
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demiplane (kinda), raging winds, opaque barrier (with special entrance/exit), grants flying speeds, alters ranged attacks, alters STR/DEX ability checks/saves, removes objects, forces Dex save at start of every turn vs damage+knockback (random), and that's before you even look at the d10 random table

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putting those into a bullet point list (or at least some of them) may help a lot with clarity, so everyone knows what's going on

golden sierra
vital pollen
golden sierra
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ah, fair

vital pollen
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not a diss tho, if your table enjoys that level of quirky more power to ya

golden sierra
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oh they do. greatly. but i also hoped to make this acceptable to the public

vital pollen
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if you wanted it to be more... 5e-esque, I would aim more for the complexity of something like Storm of Vengeance

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as this reminds me a lot of it

golden sierra
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they love the Marmadook spells, which are like. "you teleport 5 miles into a randomly determined d8 direction"

vital pollen
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(and storm is a 9th level spell, this is 8th)

golden sierra
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lemme look at that spell again

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man this spell kinda sucks ass

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actually nvm

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i can see how its similar, but how would you aim for a similar complexity? as this lists rounds as opposed to effects

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smt like this?

vital pollen
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I'd also split the ranged attacks as its own thing from str/dex disadvantage

golden sierra
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right. right

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thanks a lot

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you got any other comments?

vital pollen
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the Storm spell is made to destroy towns and cities, not win a normal battle encounter

golden sierra
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yeah i read up on it and changed my mind

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it does equal that "fuck it we level the lands" type shi

tawny needle
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I like Storm, we need more of those "I AM A GOD" displays of sheer power

golden sierra
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and effects wise? do you like the theme of like, flying objects

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i’d love to see this being used in a city, for example