Ninja_Prawn
2015-09-23, 04:25 AM
Apologies if this has already been done, but I thought I'd remake a couple more old spells for use in 5e. PEACHes are welcome!
Larloch is an ancient lich from the FR setting - these are some of his signature spells.
Devastate Undead
4th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (one black onyx stone worth at least 50gp)
Duration: Instantaneous
Target an undead creature that you control (such as by the Dominate Monster or Create Undead spells) and that you can see within range. That creature is instantly destroyed, leaving no remains, while you regain hit points equal to that creature's remaining hit points at the time of its destruction.
Larloch's Improved Passwall
6th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: 1 hour
This spell functions exactly like the standard Passwall spell, except that it can be used on any surface, including metals and exotic materials, and its depth is increased to 30 feet.
Larloch's Minor Drain
Necromancy cantrip
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
You drain life energy from a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage. You then gain temporary hit points equal to half the amount of damage dealt. This spell has no effect on undead or constructs.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
And then these spells were inspired by one of my own characters...
Misty Strike
4th-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: S
Duration: Instantaneous
You teleport up to 30 feet to an unoccupied space that you can see, which must be within 5 feet of another creature. You then make a single melee weapon attack against that creature. Do not roll to hit with this attack; it is an automatic critical hit.
Shield-Riposte
3rd-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile. If the source of the triggering attack is within 5 feet of you when you cast this spell, you may make a single melee weapon attack against it as part of the reaction.
Throwing Daggers
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You create three throwing daggers, which hover in midair before flying out towards one or more creatures of your choice that you can see within range. Make a ranged spell attack for each dagger. Each hit deals 1d6+1 piercing damage to its target. The daggers are non-magical and all strike simultaneously.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dagger for each slot level above 1st.
Transmute Weapon
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: S
Duration: Instantaneous
You permanently reconfigure one non-magical simple or martial weapon that you are holding into a different type of non-magical simple or martial weapon. If a weapon has been damaged, such as by a rust monster or black pudding, it is instantly and completely repaired by this spell and any enchantments placed upon it, such as by the Magic Weapon spell, are instantly dispelled.
Larloch is an ancient lich from the FR setting - these are some of his signature spells.
Devastate Undead
4th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (one black onyx stone worth at least 50gp)
Duration: Instantaneous
Target an undead creature that you control (such as by the Dominate Monster or Create Undead spells) and that you can see within range. That creature is instantly destroyed, leaving no remains, while you regain hit points equal to that creature's remaining hit points at the time of its destruction.
Larloch's Improved Passwall
6th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: 1 hour
This spell functions exactly like the standard Passwall spell, except that it can be used on any surface, including metals and exotic materials, and its depth is increased to 30 feet.
Larloch's Minor Drain
Necromancy cantrip
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
You drain life energy from a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage. You then gain temporary hit points equal to half the amount of damage dealt. This spell has no effect on undead or constructs.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
And then these spells were inspired by one of my own characters...
Misty Strike
4th-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: S
Duration: Instantaneous
You teleport up to 30 feet to an unoccupied space that you can see, which must be within 5 feet of another creature. You then make a single melee weapon attack against that creature. Do not roll to hit with this attack; it is an automatic critical hit.
Shield-Riposte
3rd-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile. If the source of the triggering attack is within 5 feet of you when you cast this spell, you may make a single melee weapon attack against it as part of the reaction.
Throwing Daggers
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You create three throwing daggers, which hover in midair before flying out towards one or more creatures of your choice that you can see within range. Make a ranged spell attack for each dagger. Each hit deals 1d6+1 piercing damage to its target. The daggers are non-magical and all strike simultaneously.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dagger for each slot level above 1st.
Transmute Weapon
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: S
Duration: Instantaneous
You permanently reconfigure one non-magical simple or martial weapon that you are holding into a different type of non-magical simple or martial weapon. If a weapon has been damaged, such as by a rust monster or black pudding, it is instantly and completely repaired by this spell and any enchantments placed upon it, such as by the Magic Weapon spell, are instantly dispelled.