You transform into am magical state, embodying the quantum fluctuations around you, becoming like an electron--Defined only by a random probability field. After this turn ends, you are teleported to the location you were in before you took the turn and immediately take another turn.
When this spell ends, choose one of the two turns you took turns. That turn's effects are erased. All damage deal is healed, any spell slots or limited use abilities used are regained, and any changes objects is undone. You teleport to the location you were in at the end of the other turn. Effectively, the erased turn turn did not happen.
At Higher Levels. If you cast this spell using a slot of 8th level or higher, you instead take two additional turns. At the end of each turn except the last you are teleported back to your original place. Then, at the end of all three turns, you choose two turns to erase instead of one. You teleport to the location you were in at the end of the only un-erased turn.
* - (A negatively charged object)
Arcane Vector Field
4th-level Evocation Casting Time: 1 action Range: 120 ft Components: V, S Duration: Concentration, up to 10 minutes Class: Sorcerer, Wizard, Artificer
You manipulate the fabric of reality, causing arcane forces in to manifest at an unoccupied point you can see within range. The force in manifested a region which you can construct out of ten 5-foot cubes. Each cube was be contiguous to another cube. For each cube, choose a direction.
When a creature enters into a cube for the first time or end their turn there, they must make a strength saving throw, being pushed 5 feet in the chosen direction for that cube on a failed save. Any medium or smaller objects which enter the cube for the first time or are in a cube on initiative 20 each round are pushed 5 feet in the chosen direction for that cube. If the object has any velocity when this happens, the velocity remains the same. Arrows, bolts, and other ordinary projectiles that enter a cube are are also moved, causing them to automatically miss if they are moved in any direction other than it is traveling and not returned back to its original position by another cube.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of cubes increases by 2 for each level above 4th.
You touch and target and invoke upon it the full power of entropy, accelerating it's never ending, constant march towards higher entropy. If the target is a creature, it must succeed on a constitution saving throw or be rapidly aged for the duration. The target creature ages 365 times faster than normal, which would cause the object to age by 1 year in the span of one day, for the duration of the spell.
Otherwise, the target's natural aging process is rapidly increased. It ages by 36500 times faster than normal, which would cause the object to age by 100 years in the span of one day, for the duration of the spell. Any affects that would happen to it as a result of time passing, such as a wall crumbling, a log disintegrating, or a river eroding the ground happens at increased speed as well.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the speed of aging is doubled for each slot level above 7th.
* - (An hour glass, a candle, and a jet worth at least 100 gp)
Bitwise Strike
Evocation Cantrip Casting Time: 1 action Range: 60 ft Components: V, S Duration: Concentration, up to 1 minute Class: Bard, Wizard, Artificer
You create algorithmic code to harm to target within range. That target must succeed on a intelligence saving throw or be affected by the spell. When you cast this spell, chose either 0 or 1. For the duration of the spell, an effect happens to the target depending on the number chosen. The creature can then repeat the save, ending the spell on a success. Furthermore, for the duration, if this spell is cast again targeting the same creature, you can, instead of forcing the normal effects of the spell, change the number of the target, either from 0 to 1 or vise versa. This does not require a save.
Zero. If the number chosen is 0 at the beginning of the target's turn, the target takes 1d4 force damage. This is increased by an additional 1d4 force damage for each turn before this one for which the number was 1, to a maximum of 2 additional dice.
One. If the number chosen is 1 at the beginner of the target's turn, roll a d4. The target must subtract the rolled number from the first ability check, saving throws, or attack rolls made for the duration of the round. The reduction is increased by 1 for each turn before this one for which the number was 0, to a maximum of plus 2.
The dice rolled for the reduction and the force damage increases to a d6 when you read 5th level, a d8 when you reach 11th, and a d10 when you reach 17th. Further, at each of these levels both the maximum number of additional damage dice and maximum bonus to the reduction increase by 1.
You summon a perplexingly infinite demiplane. At a point you chose within range, a magical adamantine door appears, which is 10 feet tall and 5 feet wide. When you cast the spell, choose the orientation of the door. The door remains for the duration of the spell, during which time it contains an magical demiplane.
For the duration of the spell, if a creature who touches the knob of the door, is teleported into the demiplane. This demiplane is an adamantine hallway which is 15 feet tall, 20 feet wide, and extends infinitely far. A door identical to the one outside the demiplane is directly behind the infinite hallway. A creature who touches the knob is teleported out of the demiplane, appearing next to the door. At 20 feet intervals along the hallway are doors, which appear to be identical to the door outside the demiplane. Each of these doors contains another demiplane. These demiplanes are each 20-foot cubes of adamantine containing nothing except a door which returns any creature who touches the knob back to the hallway. A creature who touches the door to any of these doors is teleported to the demiplane it contains.
When the spell ends, any creatures inside the plane are magically teleported out of the demiplane and returned to a location a number of feet away in the direction away from the door in the direction it is facing equal to the number of feet they were away from the end of the hallway inside the demiplane.
* - (A circle made of diamond, worth at least 500gp)
I like the idea of it. It has some uses and I think this is balanced. However, I would find it difficult to place in a game since it heavily relies on scientific principles which don't exist in most D&D games. In D&D, worlds exist due to magic, not atoms and physics. While basic observed phenomena exist like gravity and such, it's only the result that is the same: they don't work the same. It would be better to just leave this as "manipulating time and probability", much like Chronurgy from EGtW.
My concern though is that this also runs the risk of DM headache if used to much having to mini-retcon one of your turns - undoing health, etc - and this can get annoying very easily.
Arcane Vector Field
Interesting idea but this is just going to be "stack all vertically - yeet peeps 50 ft into air" for 5d6 fall damage. It's also going to mean 10 saving throws the DM has to do every time an enemy enters one, since the caster can just have the enemy be moved into the next cube then the next one and so on. There's a lot of potential for abuse by players and a lot of rolls and headache for the DM. I wouldn't allow this in the current form.
Entropic Wrath (7th Level Spell)
Against a creature this spell is basically useless - aging a few years is not worth the slot. Especially when they can just use Time Ravage. Against objects it's a lot weaker than Disintegrate yet is higher level. The wording is a bit off. I'm not sure why it's "duration 1 day" and "a year in a day", when it can never last more than a day? Just be Instantaneous and be done with it? I'd also recommend not using exact numbers like "365 times" : just say "they age a year". Not all games work to 365 day years. Some games use their own calendars (I always do, because the "365 day" year is a flawed system). Different planes experience time differently, like the Feywild. This is why spells like Mighty Fortress say "week" instead of "7 days" : since, in Forgotten Realms, a week is 10 days not 7, but some games may use either. Always better to leave it as "referential" words, like day/week/month/year rather than specifics "24 hours/7 days/28-31 days/365 days but 366 on leap years".
Also, what is meant by "a jet"? No definition I know of fits the intention here of an object usable in this context.
Entropic Wrath (Cantrip)
I don't see why this is an Intelligence saving throw. It isn't a mental spell and seems like you're trying to alter a target's physical state, which would make Constitution a better choice, or perhaps Charisma if affecting their presence in reality. Also, this seems better attributed to Transmutation than Evocation. The wording you use is problematic in multiple ways:
"You create algorithmic code to attack to target within range. That target must succeed on a intelligence saving throw or be affected by the spell. "
This will lead to confusion because "attack" is defined game term requiring you to make an attack roll, but you then describe a saving throw. Some people will be confused on whether they need to roll for an attack and if it hits then the target makes a saving throw. You also have not stated what to target. Can this target creatures? Objects? Both? Wording would be better as: "Choose a creature or object within range. If the target is a creature it must make an Intelligence saving throw or be affected by this spell. If the target is an object it is automatically affected."
"For the duration of the spell, an effect happens to the target depending on the number chosen. The creature can then repeat the save, ending the spell on a success."
This may lead to confusion. Perhaps try "At the end of the target's turn, if it is a creature, it may make an Intelligence saving throw, ending the spell on success." This will be more clear.
"Furthermore, for the duration, if this spell is cast again targeting the same creature, you can, instead of forcing the normal effects of the spell, change the number of the target, either from 0 to 1 or vise versa. This does not require a save. "
So this is a bit sticky here because "cast" also has specific game term meaning. It is a concentration spell so the instant they try to "cast" it again, the previous iteration ends and now you're casting it again but if targeting the same creature as before they no longer have a chance to save. Yeah, that's broken. Perhaps instead try: "On your subsequent turns, while still concentrating on this spell, you may use an action to change the chosen option to a different one." That should be all you need.
For the rest of the spell, it is EXRTEMELY overpowered. Basically it's an Int save, the least resisted type, and the force damage gets higher than any other cantrip and the penalties far exceed most spells, rivalling 9th level spells. Nope. The penalties are already covered by existing spells and the force damage (least resisted damage type) should be 1d4 to 4d4 scaled by character level, and it should not be a choice of either.
I would not approve anything about this spell in a game I'd run.
Godel's Infinite Corridor
I cannot go into detail on this without it coming across as unintentionally offensive, so I'm going to keep it brief and say nope to everything: potentially too overpowered, definitely too complicated.
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Thematically these are all extremely flavourful and could be a great starting place for a sci-fi HB D&D setting. Balance-wise they look perfectly fine as well. However they are all extremely annoying to track at the table.
Quantum Flux - having players retcon turns is already super annoying when they just make honest mistakes, so a whole spell designed around them retconning a turn every round of combat would be an instant-ban at my table.
Arcane Vector Field - so many saving throws for so little effect. There are a few potentially cool uses but a lot of possible cheesy things as well, mostly I expect to see a 10 ft high wall that knocks creatures that enter it prone by dropping them 10 ft. But if the player doesn't have all of them push the same direction or something logical like a pushing along a path then this would be again very annoying to keep track of which direction each cube is pushing.
Entropic Wrath - figuring out how to rule this one would be a nightmare. e.g. if the caster sticks their hand in a river do they cast this on the entire river & have it change course across the entire continent? If they touch a mountain do they cause 100 years of landslides (or erupt if it is a volcano)? Not to mention is seems kinda useless because of the unpredictability and the fact that most things can last more than 100 years and 1 Day is an awfully long time to wait. e.g. wooden objects that aren't exposed to the elements last several hundred years easily, stone walls of roman buildings have stood for >2000 years.
Digital Mind Worm - again annoying tracking of not just it's current state but all previous states as well and for a very minor effect. It's almost never going to be worth your concentration.
Godel's Infinite Corridor - what's the point of this spell? I mean how are you supposed to use it? Are you assuming that by grappling or whatever a player could force an enemy to touch the handle? Why wouldn't the enemy just immediately turn around and exit again? Is it supposed to be a method of infiltration where you cast it and then the whole party goes inside walks to a specific location and waits for the spell to end and appear in the heart of the enemy base?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hi. It has been a while since I've done much homebrew. I created some math/physics inspired spells. Curious to hear your thoughts on them.
I am an average mathematics enjoyer.
>Extended Signature<
Quantum Flux
I like the idea of it. It has some uses and I think this is balanced. However, I would find it difficult to place in a game since it heavily relies on scientific principles which don't exist in most D&D games. In D&D, worlds exist due to magic, not atoms and physics. While basic observed phenomena exist like gravity and such, it's only the result that is the same: they don't work the same. It would be better to just leave this as "manipulating time and probability", much like Chronurgy from EGtW.
My concern though is that this also runs the risk of DM headache if used to much having to mini-retcon one of your turns - undoing health, etc - and this can get annoying very easily.
Arcane Vector Field
Interesting idea but this is just going to be "stack all vertically - yeet peeps 50 ft into air" for 5d6 fall damage. It's also going to mean 10 saving throws the DM has to do every time an enemy enters one, since the caster can just have the enemy be moved into the next cube then the next one and so on. There's a lot of potential for abuse by players and a lot of rolls and headache for the DM. I wouldn't allow this in the current form.
Entropic Wrath (7th Level Spell)
Against a creature this spell is basically useless - aging a few years is not worth the slot. Especially when they can just use Time Ravage. Against objects it's a lot weaker than Disintegrate yet is higher level. The wording is a bit off. I'm not sure why it's "duration 1 day" and "a year in a day", when it can never last more than a day? Just be Instantaneous and be done with it? I'd also recommend not using exact numbers like "365 times" : just say "they age a year". Not all games work to 365 day years. Some games use their own calendars (I always do, because the "365 day" year is a flawed system). Different planes experience time differently, like the Feywild. This is why spells like Mighty Fortress say "week" instead of "7 days" : since, in Forgotten Realms, a week is 10 days not 7, but some games may use either. Always better to leave it as "referential" words, like day/week/month/year rather than specifics "24 hours/7 days/28-31 days/365 days but 366 on leap years".
Also, what is meant by "a jet"? No definition I know of fits the intention here of an object usable in this context.
Entropic Wrath (Cantrip)
I don't see why this is an Intelligence saving throw. It isn't a mental spell and seems like you're trying to alter a target's physical state, which would make Constitution a better choice, or perhaps Charisma if affecting their presence in reality. Also, this seems better attributed to Transmutation than Evocation. The wording you use is problematic in multiple ways:
"You create algorithmic code to attack to target within range. That target must succeed on a intelligence saving throw or be affected by the spell. "
This will lead to confusion because "attack" is defined game term requiring you to make an attack roll, but you then describe a saving throw. Some people will be confused on whether they need to roll for an attack and if it hits then the target makes a saving throw. You also have not stated what to target. Can this target creatures? Objects? Both? Wording would be better as: "Choose a creature or object within range. If the target is a creature it must make an Intelligence saving throw or be affected by this spell. If the target is an object it is automatically affected."
"For the duration of the spell, an effect happens to the target depending on the number chosen. The creature can then repeat the save, ending the spell on a success."
This may lead to confusion. Perhaps try "At the end of the target's turn, if it is a creature, it may make an Intelligence saving throw, ending the spell on success." This will be more clear.
"Furthermore, for the duration, if this spell is cast again targeting the same creature, you can, instead of forcing the normal effects of the spell, change the number of the target, either from 0 to 1 or vise versa. This does not require a save. "
So this is a bit sticky here because "cast" also has specific game term meaning. It is a concentration spell so the instant they try to "cast" it again, the previous iteration ends and now you're casting it again but if targeting the same creature as before they no longer have a chance to save. Yeah, that's broken. Perhaps instead try: "On your subsequent turns, while still concentrating on this spell, you may use an action to change the chosen option to a different one." That should be all you need.
For the rest of the spell, it is EXRTEMELY overpowered. Basically it's an Int save, the least resisted type, and the force damage gets higher than any other cantrip and the penalties far exceed most spells, rivalling 9th level spells. Nope. The penalties are already covered by existing spells and the force damage (least resisted damage type) should be 1d4 to 4d4 scaled by character level, and it should not be a choice of either.
I would not approve anything about this spell in a game I'd run.
Godel's Infinite Corridor
I cannot go into detail on this without it coming across as unintentionally offensive, so I'm going to keep it brief and say nope to everything: potentially too overpowered, definitely too complicated.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Thematically these are all extremely flavourful and could be a great starting place for a sci-fi HB D&D setting. Balance-wise they look perfectly fine as well. However they are all extremely annoying to track at the table.
Quantum Flux - having players retcon turns is already super annoying when they just make honest mistakes, so a whole spell designed around them retconning a turn every round of combat would be an instant-ban at my table.
Arcane Vector Field - so many saving throws for so little effect. There are a few potentially cool uses but a lot of possible cheesy things as well, mostly I expect to see a 10 ft high wall that knocks creatures that enter it prone by dropping them 10 ft. But if the player doesn't have all of them push the same direction or something logical like a pushing along a path then this would be again very annoying to keep track of which direction each cube is pushing.
Entropic Wrath - figuring out how to rule this one would be a nightmare. e.g. if the caster sticks their hand in a river do they cast this on the entire river & have it change course across the entire continent? If they touch a mountain do they cause 100 years of landslides (or erupt if it is a volcano)? Not to mention is seems kinda useless because of the unpredictability and the fact that most things can last more than 100 years and 1 Day is an awfully long time to wait. e.g. wooden objects that aren't exposed to the elements last several hundred years easily, stone walls of roman buildings have stood for >2000 years.
Digital Mind Worm - again annoying tracking of not just it's current state but all previous states as well and for a very minor effect. It's almost never going to be worth your concentration.
Godel's Infinite Corridor - what's the point of this spell? I mean how are you supposed to use it? Are you assuming that by grappling or whatever a player could force an enemy to touch the handle? Why wouldn't the enemy just immediately turn around and exit again? Is it supposed to be a method of infiltration where you cast it and then the whole party goes inside walks to a specific location and waits for the spell to end and appear in the heart of the enemy base?