I've started my homebrew collection, publishing a few things here or there, and I'd like some input as to what levels these spells seem appropriate for. I like the effects as they are, I'm just interested to see what other people think about what level spells they should be. I currently put them all at 3rd level, just because that's broadly where I see them--they certainly don't seem like 5+ or anything. But I'm not married to these spell levels. I'm wondering what you other homebrewers think :)
Apathy
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
50 ft
COMPONENTS
None
DURATION
1 Hour
SCHOOL
Enchantment
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Compulsion (...)
Following a missed wisdom save, the target will cease caring about the activities they are currently engaged in. They will defend themselves if attacked, and they will not let someone pickpocket them, physically move them, cast a spell on them, etc., if they can resist. At the DM's discretion, a target may be able to summon the ability to defend someone very dear to them as well--spouse, child, close friend, etc. But they will make no attacks or cast any non-defensive spells in any case, and will otherwise not attempt to intervene in the actions of others. A guard will let people walk right past his guard post, for example, although he is likely to tell someone about it later if asked. Every round in which the target is attacked allows them another save versus the spell. A successful save immediately ends the effects.
Fondest Wish
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
30 ft
COMPONENTS
None
DURATION
1 Minute
SCHOOL
Illusion
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Deception (...)
This illusion spell draws on the target's hopes and desires, showing them whatever they would most like to see at the moment. The effects will generally be to the caster's benefit, but because the spell relies on the wishes of the target, the caster is not in control of what the illusion shows. Indeed, the caster is not even aware of what the target sees until and unless they interact with the target.
The spell produces whatever sensory effects are necessary to provide the illusion. A guard at a lonely outpost sees the caster as another guard coming to relieve him, for example. A patron in a tavern who needs to be distracted sees an old friend across the room. The orc you are fighting sees you fall in combat and turns his attention to someone else. A shopkeeper sees the caster as a wealthy potential patron, or sees the dagger you are trying to sell as a long-sough priceless artifact.
The specifics of the illusion are thus determined by the DM, and often to continue with a given deception, performance or deception rolls must be made. The guard may see you as a fellow guard come to relieve him, but if you can't bluff him into believing you know the other guards he knows, he is free to become suspicious.
Hand of Rescue
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
100 ft
COMPONENTS
None
DURATION
Instantaneous
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
When you cast this spell, you can move one willing creature up to 20 feet in any direction. The movement occurs in a straight line, and is stopped by any normal or magical barriers that would stop a body from normally moving in that direction. The movement occurs immediately, and leaves the target in full control of their body and able to act without penalties upon completion. Although the target must be willing to be moved for the spell to succeed, the caster is in ultimate control of where the movement ends, up to the 20' limitation. Once moving, the target creature may attempt to halt their movement by grabbing onto nearby objects--a strength save against the caster's spell DC halts the movement and ends the spell. The movement, while not violent, is sudden, and the target may take no other actions while moving. If they are acting on the same initiative as the caster, the target may elect to take their action before or after the spell takes effect.
This movement is not originated by the target, thus does not provoke attacks of opportunity.
Inertial Shield
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
None
DURATION
Concentration 1 Minute
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
This spell creates an area of densely packed air molecules surrounding the caster. The shield provides resistance to damage from fast-moving objects passing through the shield--arrows, rocks, darts, spears, swooping attacks from aerial creatures, etc. The spell does not affect those in melee combat with the caster--however, entering melee with the caster requires one full turn during which no actions other than movement can be taken. The caster must likewise spend a full round with no other actions if she decides to enter melee with anyone else. The caster also gains resistance to falling damage. Attacks that are purely magical (magic missile, agonizing blast) are not affected, and the caster takes full damage from any fire, cold, lightning, or thunder damage inflicted via an attack.
The spell ends immediately if any single attack or event (a fall, for example) causes more than 30 points of damage. The caster will have resistance to the first 30 points in this case, and suffer the full effects of any remaining damage.
My suggestion is: Apathy 4th, Fondest Wish 3rd, Hand of Rescue 2nd with a range of 50ft and maybe as a Bonus Action, Inertial Field 2nd as Bonus Action and an Evocation Spell. Make sure to include Spell Components. Apathy should need Scomatic, Verbal, and Material. Fondest Wish should need Verbal. Hand of Rescue should need Scomatic and Verbal. Inertial Field should need Verbal and Material. I've based these recommendations on existing spells and spells from previous editions.
My suggestion is: Apathy 4th, Fondest Wish 3rd, Hand of Rescue 2nd with a range of 50ft and maybe as a Bonus Action, Inertial Field 2nd as Bonus Action and an Evocation Spell. Make sure to include Spell Components. Apathy should need Scomatic, Verbal, and Material. Fondest Wish should need Verbal. Hand of Rescue should need Scomatic and Verbal. Inertial Field should need Verbal and Material. I've based these recommendations on existing spells and spells from previous editions.
Thanks :) Out of curiosity and if you have a second, what spells were you comparing them to for those levels? It was easier to find spells to compare Inertial Shield and Apathy too, but the effects of Fondest Wish and Hand of Rescue seemed in between a number of spells I was looking at.
I like the idea of HoR as a bonus, and maybe intertial shield as well. I put Inertial as an action just because it lasts for a while--more of a cast before you need it then after you do. And I made it transmutation because the idea was that you're changing the air that's already around you, but I get where you're coming from for evocation too. I wonder if it's possible to allow a spell to be cast as both an A or BA...
I always do components last, and frankly I tend to default to V and S for the majority of spells. Mostly because the vast majority of DMs/campaigns I've been in don't pay attention to the Material :) But putting them in is always a good place to get creative.
HoR is basically a Misty Step that targets another creature. The reason that I'm unsure if it should be Bonus Action or Action is several reasons: Logically it would need a Scomatic Component, as you would point or something along that line, to specifically target and move. On the other hand, it has a Range and a non-self target. On the third hand, it doesn't teleport so physical barriers cam stop it.
IF is basically a spell from 3rd edition, it was called something like - Anti-Missile Shield. That spell was a 1st level, but Resistance is more powerful in 5th Edition and yours includes Flying Creatures. If you have a lot of Flying Creatures and Missile Attacks you should increase it's Spell Level. I said Bonus Action because it was Self only. I said it should be an Evocation Spell mostly because the flavor is similar to Wind Wall, which is an Evocation Spell.
For Fondest Wish, I based on the fact that it can backfire very easily and the fact that the player has no clue what will happen. I believe that Silent Image is 1st level and Major Illusion is either 5th or 6th, I felt that it was roughly between those two.
The only thing I had to go on with Apathy was Antipathy, an 8th level spell. Because the target can get multiple saves and won't receive Psychic Damage, it obviously isn't as powerful. However it allows you to just completely ignore a challenge so it needs to be at least 4th or 5th. I was split between the two and went with 4th with a Material.
Spell Components are more important then people give them credit. If your paralyzed, no Scomatic Spells. If your silenced, no Verbal Spells. If your naked and afraid, no Material Spells. If you use a Verbal Spell, going to have a hard time Hiding.
HoR is basically a Misty Step that targets another creature. The reason that I'm unsure if it should be Bonus Action or Action is several reasons: Logically it would need a Scomatic Component, as you would point or something along that line, to specifically target and move. On the other hand, it has a Range and a non-self target. On the third hand, it doesn't teleport so physical barriers cam stop it.
IF is basically a spell from 3rd edition, it was called something like - Anti-Missile Shield. That spell was a 1st level, but Resistance is more powerful in 5th Edition and yours includes Flying Creatures. If you have a lot of Flying Creatures and Missile Attacks you should increase it's Spell Level. I said Bonus Action because it was Self only. I said it should be an Evocation Spell mostly because the flavor is similar to Wind Wall, which is an Evocation Spell.
For Fondest Wish, I based on the fact that it can backfire very easily and the fact that the player has no clue what will happen. I believe that Silent Image is 1st level and Major Illusion is either 5th or 6th, I felt that it was roughly between those two.
The only thing I had to go on with Apathy was Antipathy, an 8th level spell. Because the target can get multiple saves and won't receive Psychic Damage, it obviously isn't as powerful. However it allows you to just completely ignore a challenge so it needs to be at least 4th or 5th. I was split between the two and went with 4th with a Material.
Spell Components are more important then people give them credit. If your paralyzed, no Scomatic Spells. If your silenced, no Verbal Spells. If your naked and afraid, no Material Spells. If you use a Verbal Spell, going to have a hard time Hiding.
Thanks very much, nice to see what the thought processes were. We were thinking about a lot of the same things. Fondest Wish is a handicapped major illusion, more or less what I was thinking. Apathy allows you to somewhat ignore a challenge--4th sounds good too, definitely not 5th for the fact that leaving the guard for example sitting at his post is likely to leave you with him telling his captain about "some people who came through, or whatever...sigh." So yeah, not 5th. I'll take a closer look at 4th level spells for that one.
Mostly in everything I've played over the years, components are only important in the times when you're in trouble in the ways you mention. Paralyzed and silenced always makes people scramble for their spell descriptions :) Material components are still, again just in my experience, almost never used. It might be a selection bias on my part, just the people I end up playing with. But since 1st ed, nobody ever really paid attention to them. A bit like weapon speeds back in the day. But for homebrewing to share, they definitely need to be in there.
Hi all,
I've started my homebrew collection, publishing a few things here or there, and I'd like some input as to what levels these spells seem appropriate for. I like the effects as they are, I'm just interested to see what other people think about what level spells they should be. I currently put them all at 3rd level, just because that's broadly where I see them--they certainly don't seem like 5+ or anything. But I'm not married to these spell levels. I'm wondering what you other homebrewers think :)
Apathy
Following a missed wisdom save, the target will cease caring about the activities they are currently engaged in. They will defend themselves if attacked, and they will not let someone pickpocket them, physically move them, cast a spell on them, etc., if they can resist. At the DM's discretion, a target may be able to summon the ability to defend someone very dear to them as well--spouse, child, close friend, etc. But they will make no attacks or cast any non-defensive spells in any case, and will otherwise not attempt to intervene in the actions of others. A guard will let people walk right past his guard post, for example, although he is likely to tell someone about it later if asked. Every round in which the target is attacked allows them another save versus the spell. A successful save immediately ends the effects.
Fondest Wish
This illusion spell draws on the target's hopes and desires, showing them whatever they would most like to see at the moment. The effects will generally be to the caster's benefit, but because the spell relies on the wishes of the target, the caster is not in control of what the illusion shows. Indeed, the caster is not even aware of what the target sees until and unless they interact with the target.
The spell produces whatever sensory effects are necessary to provide the illusion. A guard at a lonely outpost sees the caster as another guard coming to relieve him, for example. A patron in a tavern who needs to be distracted sees an old friend across the room. The orc you are fighting sees you fall in combat and turns his attention to someone else. A shopkeeper sees the caster as a wealthy potential patron, or sees the dagger you are trying to sell as a long-sough priceless artifact.
The specifics of the illusion are thus determined by the DM, and often to continue with a given deception, performance or deception rolls must be made. The guard may see you as a fellow guard come to relieve him, but if you can't bluff him into believing you know the other guards he knows, he is free to become suspicious.
Hand of Rescue
When you cast this spell, you can move one willing creature up to 20 feet in any direction. The movement occurs in a straight line, and is stopped by any normal or magical barriers that would stop a body from normally moving in that direction. The movement occurs immediately, and leaves the target in full control of their body and able to act without penalties upon completion. Although the target must be willing to be moved for the spell to succeed, the caster is in ultimate control of where the movement ends, up to the 20' limitation. Once moving, the target creature may attempt to halt their movement by grabbing onto nearby objects--a strength save against the caster's spell DC halts the movement and ends the spell. The movement, while not violent, is sudden, and the target may take no other actions while moving. If they are acting on the same initiative as the caster, the target may elect to take their action before or after the spell takes effect.
This movement is not originated by the target, thus does not provoke attacks of opportunity.
Inertial Shield
This spell creates an area of densely packed air molecules surrounding the caster. The shield provides resistance to damage from fast-moving objects passing through the shield--arrows, rocks, darts, spears, swooping attacks from aerial creatures, etc. The spell does not affect those in melee combat with the caster--however, entering melee with the caster requires one full turn during which no actions other than movement can be taken. The caster must likewise spend a full round with no other actions if she decides to enter melee with anyone else. The caster also gains resistance to falling damage. Attacks that are purely magical (magic missile, agonizing blast) are not affected, and the caster takes full damage from any fire, cold, lightning, or thunder damage inflicted via an attack.
The spell ends immediately if any single attack or event (a fall, for example) causes more than 30 points of damage. The caster will have resistance to the first 30 points in this case, and suffer the full effects of any remaining damage.
Thanks for any input :)
Looking for new subclasses, spells, magic items, feats, and races? Opinions welcome :)
My suggestion is: Apathy 4th, Fondest Wish 3rd, Hand of Rescue 2nd with a range of 50ft and maybe as a Bonus Action, Inertial Field 2nd as Bonus Action and an Evocation Spell. Make sure to include Spell Components. Apathy should need Scomatic, Verbal, and Material. Fondest Wish should need Verbal. Hand of Rescue should need Scomatic and Verbal. Inertial Field should need Verbal and Material. I've based these recommendations on existing spells and spells from previous editions.
Thanks :) Out of curiosity and if you have a second, what spells were you comparing them to for those levels? It was easier to find spells to compare Inertial Shield and Apathy too, but the effects of Fondest Wish and Hand of Rescue seemed in between a number of spells I was looking at.
I like the idea of HoR as a bonus, and maybe intertial shield as well. I put Inertial as an action just because it lasts for a while--more of a cast before you need it then after you do. And I made it transmutation because the idea was that you're changing the air that's already around you, but I get where you're coming from for evocation too. I wonder if it's possible to allow a spell to be cast as both an A or BA...
I always do components last, and frankly I tend to default to V and S for the majority of spells. Mostly because the vast majority of DMs/campaigns I've been in don't pay attention to the Material :) But putting them in is always a good place to get creative.
Thanks very much for the input.
Looking for new subclasses, spells, magic items, feats, and races? Opinions welcome :)
HoR is basically a Misty Step that targets another creature. The reason that I'm unsure if it should be Bonus Action or Action is several reasons: Logically it would need a Scomatic Component, as you would point or something along that line, to specifically target and move. On the other hand, it has a Range and a non-self target. On the third hand, it doesn't teleport so physical barriers cam stop it.
IF is basically a spell from 3rd edition, it was called something like - Anti-Missile Shield. That spell was a 1st level, but Resistance is more powerful in 5th Edition and yours includes Flying Creatures. If you have a lot of Flying Creatures and Missile Attacks you should increase it's Spell Level. I said Bonus Action because it was Self only. I said it should be an Evocation Spell mostly because the flavor is similar to Wind Wall, which is an Evocation Spell.
For Fondest Wish, I based on the fact that it can backfire very easily and the fact that the player has no clue what will happen. I believe that Silent Image is 1st level and Major Illusion is either 5th or 6th, I felt that it was roughly between those two.
The only thing I had to go on with Apathy was Antipathy, an 8th level spell. Because the target can get multiple saves and won't receive Psychic Damage, it obviously isn't as powerful. However it allows you to just completely ignore a challenge so it needs to be at least 4th or 5th. I was split between the two and went with 4th with a Material.
Spell Components are more important then people give them credit. If your paralyzed, no Scomatic Spells. If your silenced, no Verbal Spells. If your naked and afraid, no Material Spells. If you use a Verbal Spell, going to have a hard time Hiding.
Thanks very much, nice to see what the thought processes were. We were thinking about a lot of the same things. Fondest Wish is a handicapped major illusion, more or less what I was thinking. Apathy allows you to somewhat ignore a challenge--4th sounds good too, definitely not 5th for the fact that leaving the guard for example sitting at his post is likely to leave you with him telling his captain about "some people who came through, or whatever...sigh." So yeah, not 5th. I'll take a closer look at 4th level spells for that one.
Mostly in everything I've played over the years, components are only important in the times when you're in trouble in the ways you mention. Paralyzed and silenced always makes people scramble for their spell descriptions :) Material components are still, again just in my experience, almost never used. It might be a selection bias on my part, just the people I end up playing with. But since 1st ed, nobody ever really paid attention to them. A bit like weapon speeds back in the day. But for homebrewing to share, they definitely need to be in there.
Thanks again, you've been really helpful.
Looking for new subclasses, spells, magic items, feats, and races? Opinions welcome :)