Back in 2e, When the caster utters the spell of creeping doom, he calls forth a mass of from 500 to 1,000 ([1d6 + 4] x 100) venomous, biting and stinging arachnids, insects, and myriapods. This carpetlike mass swarms in an area 20 feet square. Upon command from the caster, the swarm creeps forth at 10 feet per round toward any prey within 80 yards, moving in the direction in which the caster commands. The creeping doom slays any creature subject to normal attacks, as each of the small horrors inflicts 1 point of damage (each then dies after its attack), so that up to 1,000 points of damage can be inflicted on creatures within the path of the creeping doom. If the creeping doom travels more than 80 yards away from the summoner, it loses 50 of its number for each 10 yards beyond 80 yards. For example, at 100 yards, its number has shrunk by 100. There are a number of ways to thwart or destroy the creatures forming the swarm. The solutions are left to the imaginations of players and DMs.
2E spells were all OVER the place. Creeping Doom just erased a party if used in a small enclosure, if their total party hit point was less than 500 (which is was, since you didn't gain hit dice past level 9-10).
There were stuff like Contingency (aka "Teleport me to my sanctum if I lose agency for any reason"), Chromatic Orb could petrify, paralyse, or straight up death-effect instakill a target. Some were suspiciously specific, like Mordenkainen's Protection from Avians. Others, self-explanatory but vague, like Hair.
Back in 2e, When the caster utters the spell of creeping doom, he calls forth a mass of from 500 to 1,000 ([1d6 + 4] x 100) venomous, biting and stinging arachnids, insects, and myriapods. This carpetlike mass swarms in an area 20 feet square. Upon command from the caster, the swarm creeps forth at 10 feet per round toward any prey within 80 yards, moving in the direction in which the caster commands. The creeping doom slays any creature subject to normal attacks, as each of the small horrors inflicts 1 point of damage (each then dies after its attack), so that up to 1,000 points of damage can be inflicted on creatures within the path of the creeping doom. If the creeping doom travels more than 80 yards away from the summoner, it loses 50 of its number for each 10 yards beyond 80 yards. For example, at 100 yards, its number has shrunk by 100. There are a number of ways to thwart or destroy the creatures forming the swarm. The solutions are left to the imaginations of players and DMs.
Ouch. 2e was coming about when I ditched the game. I did have the 2e weapons compendium, but my family members had taught me older stuff. 5e is when I picked it up again.
Back when I was a kid, there was a Saturday morning cartoon called Spider-Man & His Amazing Friends. And that show made me think of a couple of spell ideas.
1. We have Grease. But what about ICE SLIDE, like Bobby Drake/IceMan? Could be offensive for making enemies prone, or could be a utility/mobility buff. I'm thinking it could be mid level- three or four, concentration. It would create an area of ice. The area would be malleable, like Wall of Stone or Force. So, it could be a certain number of 5x5 squares. I'm thinking like 16. Caster can arrange them in any configuration, as long as they are connected to each other. Enemies would need to Dex save or fall prone, sliding to the edge of the ice, remaining prone, in the direction they were traveling upon entering the ice area- or just falling in there spot if they were still when the ice formed under them. Caster can slide along the ice, from one side to the other, in one turn. So, if the caster were to put all 16 squares in a line, they could slide along all of them, effectively moving 80 feet in a turn. However, the caster could not choose to stop wherever they want- they would be forced to move the whole distance. The 16 squares would melt at the start of the caster's next turn, at which point, the caster could create another 16 squares of ice, by maintaining concentration. Lasting for 1 minute. (It's starting to feel more like a level 5 or 6 spell... but I dunno. Just spit-ballin here... 🤷♂️).
Web-swing, like Spider-Man. I mean, we have the Web spell, so why not the Web-Swing spell? This could be used like a grappling hook and rope, for climbing or descending vertical surfaces or shafts. Or it could be used to swing across horizontal surfaces. I'm thinking the Web could be like 50' long, which would allow the caster to swing over a 60' span. Web lasts until the start of the caster's next turn, at which point it dissipates. Feels like a 2nd level spell.
I tried to think of one for FireStar, but I think that's kinda covered already with things like Fireshield, Scorching Ray, Ashardalon's Stride, etc.
I'm sure there are probably better, more balanced, and more well-worded ways to execute these spell ideas. I just thought the concepts were fun, and did a rough first draft of how they might work.
2nd and 5th level Wizard Abjuration spells. There is only one at both those levels. Spells for Wizard and sorcerers at all levels that deal different damage types. Tasha’s added some but more are needed to round out all the damage types being covered at all spell levels.
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Back in 2e, When the caster utters the spell of creeping doom, he calls forth a mass of from 500 to 1,000 ([1d6 + 4] x 100) venomous, biting and stinging arachnids, insects, and myriapods. This carpetlike mass swarms in an area 20 feet square. Upon command from the caster, the swarm creeps forth at 10 feet per round toward any prey within 80 yards, moving in the direction in which the caster commands. The creeping doom slays any creature subject to normal attacks, as each of the small horrors inflicts 1 point of damage (each then dies after its attack), so that up to 1,000 points of damage can be inflicted on creatures within the path of the creeping doom. If the creeping doom travels more than 80 yards away from the summoner, it loses 50 of its number for each 10 yards beyond 80 yards. For example, at 100 yards, its number has shrunk by 100. There are a number of ways to thwart or destroy the creatures forming the swarm. The solutions are left to the imaginations of players and DMs.
2E spells were all OVER the place. Creeping Doom just erased a party if used in a small enclosure, if their total party hit point was less than 500 (which is was, since you didn't gain hit dice past level 9-10).
There were stuff like Contingency (aka "Teleport me to my sanctum if I lose agency for any reason"), Chromatic Orb could petrify, paralyse, or straight up death-effect instakill a target. Some were suspiciously specific, like Mordenkainen's Protection from Avians. Others, self-explanatory but vague, like Hair.
Yeah, they were special :)
Ouch.
2e was coming about when I ditched the game. I did have the 2e weapons compendium, but my family members had taught me older stuff. 5e is when I picked it up again.
Back when I was a kid, there was a Saturday morning cartoon called Spider-Man & His Amazing Friends. And that show made me think of a couple of spell ideas.
1. We have Grease. But what about ICE SLIDE, like Bobby Drake/IceMan? Could be offensive for making enemies prone, or could be a utility/mobility buff. I'm thinking it could be mid level- three or four, concentration. It would create an area of ice. The area would be malleable, like Wall of Stone or Force. So, it could be a certain number of 5x5 squares. I'm thinking like 16. Caster can arrange them in any configuration, as long as they are connected to each other. Enemies would need to Dex save or fall prone, sliding to the edge of the ice, remaining prone, in the direction they were traveling upon entering the ice area- or just falling in there spot if they were still when the ice formed under them. Caster can slide along the ice, from one side to the other, in one turn. So, if the caster were to put all 16 squares in a line, they could slide along all of them, effectively moving 80 feet in a turn. However, the caster could not choose to stop wherever they want- they would be forced to move the whole distance. The 16 squares would melt at the start of the caster's next turn, at which point, the caster could create another 16 squares of ice, by maintaining concentration. Lasting for 1 minute. (It's starting to feel more like a level 5 or 6 spell... but I dunno. Just spit-ballin here... 🤷♂️).
Web-swing, like Spider-Man. I mean, we have the Web spell, so why not the Web-Swing spell? This could be used like a grappling hook and rope, for climbing or descending vertical surfaces or shafts. Or it could be used to swing across horizontal surfaces. I'm thinking the Web could be like 50' long, which would allow the caster to swing over a 60' span. Web lasts until the start of the caster's next turn, at which point it dissipates. Feels like a 2nd level spell.
I tried to think of one for FireStar, but I think that's kinda covered already with things like Fireshield, Scorching Ray, Ashardalon's Stride, etc.
I'm sure there are probably better, more balanced, and more well-worded ways to execute these spell ideas. I just thought the concepts were fun, and did a rough first draft of how they might work.
2nd and 5th level Wizard Abjuration spells. There is only one at both those levels.
Spells for Wizard and sorcerers at all levels that deal different damage types. Tasha’s added some but more are needed to round out all the damage types being covered at all spell levels.