Level
6th
Casting Time
1 Hour
Range/Area
Self (60 ft. )
Components
V
Duration
Special 1 Round
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Charmed

Wild magic home brew spells, Anyclass can use these spells or make up there own once a week while tapping into wild magic. The spells last 1 round At lv 6, and increase 1 round every 5 levels. Also 1d4 phychic damage is added at lv. 10. 1 phychic damage is automatic, no save. +1 phychic damage is added at lv. 6 and increases every 5 levels.

Here's the options.    

Other spells home brew can also be added by player, this is just an outline.

(Dc 13)
1. Web of tears, since crying is a free action.Yep it's called web of tears, as you cry your years turn into a web that can thrown for 1d4 damage, then a charisma save happens. If the opponent fails then the opp. starts to cry and will need therapy for round, during that time the opponent cant do anything. A troll that looks like doctor Phil gleems his pearly white teeth becomes the opponents therapist. The opponent is forced by a charisma spell to admit to something. 

2. Magic garment ( DC 15)
The opp is inflicted with a failed wisdom throw with a magic pair of panties that summons female monsters that will give you lap dances and dirty moves. The warer will seduced for one round and be inert and can't do anything or be attacked by the dancing.  if fails charisma save then player grinds with ugly mister ho to become free. The panties are also cursed who ever touchs them is forced to ware them untill dispelled. 

3. Exploding substance ;(DC 13)

One bag can be used up to three attacks that does 1d4 force damage. The opp. Can be blinded if fails a con save. If blinded then for one action it has disadvantage.

4. Goddess finger (DC 15)
This spell can use a magic finger to sexually seduce anyone, the opp. Must fail a charisma save. For one round. the opp. Is sexually stimulated. This causes 1 hp damage and -1 to con roll every round untill succesfully saves. the finger also leaves the aroma in the opponents senses of whatever it was seduced that day.

5. Grinder ( DC 13 )
This creates a magic horse that has magic skates that operate on magic fireworks..300 mile limit on travel, skates do 150 mph. User must pass dex DC of 13 or higher to maintain.The horse can last one round.

6. Magic animate,( DC 15 )this summons a random animated object or living construct to distract the opponent. The opponent suffers distraction for surprise attack or caster can flee.

Available For: Bard Sorcerer Wizard

drcyclops3000

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