Not going to lie. I was just working on several counter spells and how to make them useful without overlapping counterspell itself. I like this. I will look at mind rot.
Actually have an interesting idea for mind rot, something like below:
2nd level, abjuration, cast a an action, target creature counterspelled
You focus your magical energies into corrosive mental energy and await the chance to unleash it upon the target.
Until your next turn, if you counter spell a creature's spell, you may force them to make a Wisdom saving throw or lose spell slot or prepared spell of the same level of the countered spell. (eg. If you counter spell a 4th level spell, and the creature fails its saving throw against mind rot, it expends an additional 4th level spell slot).
Counter spelling is considered done whenever you use a spell to interrupt and cancel another target's spell-casting (example, counterspell, force spike, etc).
PS: liked force spike so much, I made some small adjustments and made it into a spell that my party can use.
Force Spike 1st level spell, cast as 1 reaction, which you take when you see a creature within 60 feet of you casting a spell. You counter target spell of 1st to 4th level unless it's caster can spend a spell slot of 1 level higher than what was needed to cast the spell. (eg. a target who was casting a 2nd level spell who had been Force Spiked would need to spend a 3rd level spell slot instead of a 2nd level spell slot or the spell they are trying to cast would be countered.)
This is too strong in my opinion; you'd always want to Mind Spike low-to-mid level spells because it's always going to cost the enemy more than it costs you. Even if you have no idea whether the spell is spikable, taking that gamble is still a winning move in general; around level 5, your cantrips are going to be doing comparable damage to 1st level spells. Also, does target automatically learn they need to upgrade their slot? If not, they need some mechanism to identify Mind Spike or lose the spell. The core rules don't provide an official way of doing that and the rules in Xanathar's Guide use up your reaction and require a successful Arcana check.
I Fixed this by giving it a counterspell like save to see if they resist mind spike. If they do not, they "know" they need to expend more magical energy. It is strong and honestly i'm not sure more counter spells are needed in game, but my players never use them anyways. With this change, not only is the spell good, but if you fail at it, you pretty much waste your action doing absolutely nothing. Its a pretty big draw back. Also, enemies possessing this spell are frightening.
Also, I want different effects, so I am ignoring any spell that is easily an analogue to one already in the game (lava spike and similar spells seem to be firebolt).
Id simply make it affect one target, and they may spend a spell slot of equal or higher level of the slot used to cast it or take 3d4 psychic damage (+1d4 per higher spell slot used). Course, i don't know, the more i think about it, the more i like spells allowing you to spend other spell slots for effects. It is different without being game breaking. Expect more rest though lol
Boiling Earth, 6th level, casting 1 action You feel the power within the earth itself, focusing it beneath a 20ft square of land you can see.
Upon casting the spell, the ground within the targeted area explodes, dealing 5d8 bludgeoning damage to all creatures within the affected area (Dexterity saving throw for half damage). On a successful saving throw each creature is throw outside the spell's area, landing prone in a 5ft square adjacent to it.
Those that fail the saving throw fall into a crater of lava taking an additional 5d6 fire damage. A creature that starts their turn or moves into the affected immediately takes the fire damage, and must make a Dexterity saving throw or catch on fire.
* - A shard of Volcanic rock
Feel like it's a little weak for a 6th level spell honestly.
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I am an advent MtG card player and recently have been converting several spells to D&D 5th edition. So far i have made:
What other MtG cards would make interesting spells? I wouldn't mind taking suggestions and converting them for others to view.
Not going to lie. I was just working on several counter spells and how to make them useful without overlapping counterspell itself. I like this. I will look at mind rot.
Actually have an interesting idea for mind rot, something like below:
2nd level, abjuration, cast a an action, target creature counterspelled
You focus your magical energies into corrosive mental energy and await the chance to unleash it upon the target.
Until your next turn, if you counter spell a creature's spell, you may force them to make a Wisdom saving throw or lose spell slot or prepared spell of the same level of the countered spell. (eg. If you counter spell a 4th level spell, and the creature fails its saving throw against mind rot, it expends an additional 4th level spell slot).
Counter spelling is considered done whenever you use a spell to interrupt and cancel another target's spell-casting (example, counterspell, force spike, etc).
PS: liked force spike so much, I made some small adjustments and made it into a spell that my party can use.
This is too strong in my opinion; you'd always want to Mind Spike low-to-mid level spells because it's always going to cost the enemy more than it costs you. Even if you have no idea whether the spell is spikable, taking that gamble is still a winning move in general; around level 5, your cantrips are going to be doing comparable damage to 1st level spells. Also, does target automatically learn they need to upgrade their slot? If not, they need some mechanism to identify Mind Spike or lose the spell. The core rules don't provide an official way of doing that and the rules in Xanathar's Guide use up your reaction and require a successful Arcana check.
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I Fixed this by giving it a counterspell like save to see if they resist mind spike. If they do not, they "know" they need to expend more magical energy. It is strong and honestly i'm not sure more counter spells are needed in game, but my players never use them anyways. With this change, not only is the spell good, but if you fail at it, you pretty much waste your action doing absolutely nothing. Its a pretty big draw back. Also, enemies possessing this spell are frightening.
Also, I want different effects, so I am ignoring any spell that is easily an analogue to one already in the game (lava spike and similar spells seem to be firebolt).
Id simply make it affect one target, and they may spend a spell slot of equal or higher level of the slot used to cast it or take 3d4 psychic damage (+1d4 per higher spell slot used). Course, i don't know, the more i think about it, the more i like spells allowing you to spend other spell slots for effects. It is different without being game breaking. Expect more rest though lol
Boiling Earth, 6th level, casting 1 action
You feel the power within the earth itself, focusing it beneath a 20ft square of land you can see.
Upon casting the spell, the ground within the targeted area explodes, dealing 5d8 bludgeoning damage to all creatures within the affected area (Dexterity saving throw for half damage). On a successful saving throw each creature is throw outside the spell's area, landing prone in a 5ft square adjacent to it.
Those that fail the saving throw fall into a crater of lava taking an additional 5d6 fire damage. A creature that starts their turn or moves into the affected immediately takes the fire damage, and must make a Dexterity saving throw or catch on fire.
* - A shard of Volcanic rock
Feel like it's a little weak for a 6th level spell honestly.