Hi all, been considering a couple of new spells that I've been thinking about for my homebrew setting.
Any & all feedback would be really appreciated, as I'm not all that great at judging forward when it comes to power creep et al.
Those spells with green titles are those that I've already put into play & are so far working ok with minimal seeming issues in-game.
Thanks in advance!
Scales of Nagàr
Abjuration Level 2
Casting Time: 1 Action
Range/Area: Touch
Components: V, S, M (a preserved strip of reptile skin & a drop of blood)
Duration: Concentration, up to 1 minute
Your skin transforms into multi-layered, reptilian scales. For the duration, you have resistance to Slashing, Piercing & Poison damage & you have Advantage to Saving Throws to resist the Poisoned condition. Any reptilian Beast with a CR of 2 or higher must make a Wisdom Saving Throw or it cannot attack you that turn, while reptilian Beasts with a lower CR will see you as another reptile & will not attack you.
Calling on ancient energies, you are engulfed in a pale white fire. For the duration, whenever you need to make a Saving Throw against spells or magical effects, you can add 1d4 to the result. You are also resistant to Necrotic damage & immune to the Blinded condition. While the spell is in effect, you shed magical Bright Light in a 20’ radius & dim light for another 20’.
Casting Time: 1 Reaction, which you take when you see a creature within 30’ of you casting a spell
Range/Area: 30’
Components: V, S
Duration: Instantaneous
Calling on the energies of chaos, you attempt to cause a spell to misfire.
You attempt to pervert a creature’s spellcasting process. If the creature is casting a spell of 2nd level or lower, it is forced to roll on the Wild Magic Surge tables. If it is casting a spell of 3rd level or higher, make an ability check using your spellcasting ability. The DC equals 12 + the spell’s level. On a success, the creature must roll on the Wild Magic Surge tables.
This spell has no effect on spells of 6th level or higher.
Casting Time: 1 Reaction, which you take when you take damage from a spell
Range/Area: 60’, Self
Components: V, S
Duration: Instantaneous
You call forth a mystical hand that deflects energy back in the direction it came from. If you take damage from a spell that targets you, by a creature you can see within 60’, as a reaction you can reflect some of that damage back at the caster. For every 5 points of damage you take (rounded down, minimum of 5), you reflect 1d4 points of the same type of damage back at the caster. The spell must have been cast at you as a target, & cannot be an Area of Effect spell (eg, fireball).
At Higher Levels: For every 2 levels above 2nd, the reflected damage dice increases 1 level, (ie: a 4th lvl spell slot applies 1d6, a 6th level spell slot applies 1d8, etc)
[ALTERNATIVE: At higher levels: for each spell level from 3rd level & above, the reflected damage increase by 1d4 (ie: 2d4 at 3rd, 3d4 at 4th, etc)]
Classes: Sorcerer, Warlock, Wizard
Hasap’s Quelling Orb
Abjuration Level 2
Casting Time: 1 Reaction, which you take when multiple targets take damage from a spell
Range/Area: 80’/10’r
Components: V, S
Duration: Instantaneous
You attempt to quell the damage caused by an Area of Effect spell. When multiple creatures take damage from the same spell (eg, Fireball), you can use your reaction to reduce that damage by 1d4 + your spellcasting modifier. The damaging spell cannot be a spell that is targeted at a single creature.
At Higher Levels: When you use a spell slot of 3rd level or higher, the damage is reduced by a further 1d4, for each slot level above 2nd. Eg: 4th Lvl is 3d4+modifier
Classes: Sorcerer, Warlock, Wizard
Dendar’s Kiss
Necromancy Level 2
Casting Time: 1 Reaction, which you take when you take damage from a spell
Range/Area: Self, 15’
Components: V, S
Duration: 1 Round
Your skin briefly becomes covered in magical, iridescent scales. When you take damage from a spell, you can use your reaction to deflect some of the damage to those around you. For every 5 points of damage you take (rounded down, minimum of 5), you can inflict Poison damage equal to 1d4 + your Spell casting Modifier on to a number of targets of your choice within 15’ of you, equal to 1+ your proficiency modifier. Also, until the end of your next round you have advantage on saving throws against spell effects.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the reflected damage is increase by 1d4 for every 2 slots higher than 2nd. Eg: 4th level is 2d4+modifier/5 points of damage, 6th lvl is 3d4+modifier/5 points of damage.
Classes: Bard (College of Spirits), Cleric, Druid (Circle of the Blighted only), Paladin (Oathbreaker only), Sorcerer (Aberrant Mind only), Warlock
Call of Zargon
Transmutation Level 2
Casting Time: 1 Action
Range/Area: 30’/5’r
Components: V, S, M (a rotten cherry seed coated in gold)
Duration: Concentration, up to 1 minute
Attack/Save: INT
You call forth ancient powers, begging them to possess a living being. Choose one target you can see within range. Constructs & Aberrations are immune to this effect. The target must succeed on a Intelligence Saving Throw or suffer 2d6 psychic damage as ethereal tentacles lash out from its psyche, attacking all creatures within 5’ of it. Any creature not a construct or an aberration, within 5’ of the original target, suffers 1d6 psychic damage as the transparent tentacles thrash around the area. You may use your action every round for the duration of the spell to cause the effect again on the same target, if you use your action for anything else the spell ends. The target may attempt a saving throw each time the damage is inflicted, & on a successful saving throw, the original target takes only half damage, the area of effect does not occur & the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the original target takes an additional 1d6 damage foe each slot level above 2nd.
Classes: Cleric, Druid (Circle of the Blighted only), Sorcerer (Aberrant Mind only), Warlock
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Hi all, been considering a couple of new spells that I've been thinking about for my homebrew setting.
Any & all feedback would be really appreciated, as I'm not all that great at judging forward when it comes to power creep et al.
Those spells with green titles are those that I've already put into play & are so far working ok with minimal seeming issues in-game.
Thanks in advance!
Scales of Nagàr
Abjuration Level 2
Casting Time: 1 Action
Range/Area: Touch
Components: V, S, M (a preserved strip of reptile skin & a drop of blood)
Duration: Concentration, up to 1 minute
Your skin transforms into multi-layered, reptilian scales. For the duration, you have resistance to Slashing, Piercing & Poison damage & you have Advantage to Saving Throws to resist the Poisoned condition. Any reptilian Beast with a CR of 2 or higher must make a Wisdom Saving Throw or it cannot attack you that turn, while reptilian Beasts with a lower CR will see you as another reptile & will not attack you.
Classes: Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard.
Blessing of Süllus
Abjuration Level 2
Casting Time: 1 Action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Calling on ancient energies, you are engulfed in a pale white fire. For the duration, whenever you need to make a Saving Throw against spells or magical effects, you can add 1d4 to the result. You are also resistant to Necrotic damage & immune to the Blinded condition. While the spell is in effect, you shed magical Bright Light in a 20’ radius & dim light for another 20’.
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
Xhükan’s Spite
Evocation Level 2
Casting Time: 1 Reaction, which you take when you see a creature within 30’ of you casting a spell
Range/Area: 30’
Components: V, S
Duration: Instantaneous
Calling on the energies of chaos, you attempt to cause a spell to misfire.
You attempt to pervert a creature’s spellcasting process. If the creature is casting a spell of 2nd level or lower, it is forced to roll on the Wild Magic Surge tables. If it is casting a spell of 3rd level or higher, make an ability check using your spellcasting ability. The DC equals 12 + the spell’s level. On a success, the creature must roll on the Wild Magic Surge tables.
This spell has no effect on spells of 6th level or higher.
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
Hand of Hasap-Var
Abjuration Level 2
Casting Time: 1 Reaction, which you take when you take damage from a spell
Range/Area: 60’, Self
Components: V, S
Duration: Instantaneous
You call forth a mystical hand that deflects energy back in the direction it came from. If you take damage from a spell that targets you, by a creature you can see within 60’, as a reaction you can reflect some of that damage back at the caster. For every 5 points of damage you take (rounded down, minimum of 5), you reflect 1d4 points of the same type of damage back at the caster. The spell must have been cast at you as a target, & cannot be an Area of Effect spell (eg, fireball).
At Higher Levels: For every 2 levels above 2nd, the reflected damage dice increases 1 level, (ie: a 4th lvl spell slot applies 1d6, a 6th level spell slot applies 1d8, etc)
[ALTERNATIVE: At higher levels: for each spell level from 3rd level & above, the reflected damage increase by 1d4 (ie: 2d4 at 3rd, 3d4 at 4th, etc)]
Classes: Sorcerer, Warlock, Wizard
Hasap’s Quelling Orb
Abjuration Level 2
Casting Time: 1 Reaction, which you take when multiple targets take damage from a spell
Range/Area: 80’/10’r
Components: V, S
Duration: Instantaneous
You attempt to quell the damage caused by an Area of Effect spell. When multiple creatures take damage from the same spell (eg, Fireball), you can use your reaction to reduce that damage by 1d4 + your spellcasting modifier. The damaging spell cannot be a spell that is targeted at a single creature.
At Higher Levels: When you use a spell slot of 3rd level or higher, the damage is reduced by a further 1d4, for each slot level above 2nd. Eg: 4th Lvl is 3d4+modifier
Classes: Sorcerer, Warlock, Wizard
Dendar’s Kiss
Necromancy Level 2
Casting Time: 1 Reaction, which you take when you take damage from a spell
Range/Area: Self, 15’
Components: V, S
Duration: 1 Round
Your skin briefly becomes covered in magical, iridescent scales. When you take damage from a spell, you can use your reaction to deflect some of the damage to those around you. For every 5 points of damage you take (rounded down, minimum of 5), you can inflict Poison damage equal to 1d4 + your Spell casting Modifier on to a number of targets of your choice within 15’ of you, equal to 1+ your proficiency modifier. Also, until the end of your next round you have advantage on saving throws against spell effects.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the reflected damage is increase by 1d4 for every 2 slots higher than 2nd. Eg: 4th level is 2d4+modifier/5 points of damage, 6th lvl is 3d4+modifier/5 points of damage.
Classes: Bard (College of Spirits), Cleric, Druid (Circle of the Blighted only), Paladin (Oathbreaker only), Sorcerer (Aberrant Mind only), Warlock
Call of Zargon
Transmutation Level 2
Casting Time: 1 Action
Range/Area: 30’/5’r
Components: V, S, M (a rotten cherry seed coated in gold)
Duration: Concentration, up to 1 minute
Attack/Save: INT
You call forth ancient powers, begging them to possess a living being. Choose one target you can see within range. Constructs & Aberrations are immune to this effect. The target must succeed on a Intelligence Saving Throw or suffer 2d6 psychic damage as ethereal tentacles lash out from its psyche, attacking all creatures within 5’ of it. Any creature not a construct or an aberration, within 5’ of the original target, suffers 1d6 psychic damage as the transparent tentacles thrash around the area. You may use your action every round for the duration of the spell to cause the effect again on the same target, if you use your action for anything else the spell ends. The target may attempt a saving throw each time the damage is inflicted, & on a successful saving throw, the original target takes only half damage, the area of effect does not occur & the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the original target takes an additional 1d6 damage foe each slot level above 2nd.
Classes: Cleric, Druid (Circle of the Blighted only), Sorcerer (Aberrant Mind only), Warlock