Ninja_Prawn
2015-12-28, 03:47 PM
Greetings children! Soon, I will be unleashing the 3rd part of my fey creatures homebrew project, containing more races, spells, items, feats and all that stuff. This post is something of a teaser-trailer, as well as an entry into DracoKnight's spellbrew contest (http://www.giantitp.com/forums/showthread.php?473243-5e-Spellbrew-contest-I). I welcome any and all feedback you may have, as well as suggestions for more spells (though the limit for the contest is 5, so I'll put them into the second post if any come up).
Curse Weapon
5th-level transmutation - Bard, Wizard
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Permanent (until broken)
You touch a weapon. Until the spell ends, the weapon becomes magical (if it wasn’t already) and gains the following property in addition to any others it has:
“Curse. This weapon is cursed, and touching it extends this curse to you, unless you are a fey creature, in which case you suffer no ill effect. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times.
Whenever you roll a 1 on an attack roll with this weapon, roll a d6 and apply the result from the table below.
1. You fall prone and your turn ends immediately.
2. You are blinded until the end of your next turn.
3. You are deafened until the end of your next turn.
4. You are immediately teleported 20 feet in a random direction. If you would end up within a slid obstacle, you take 2d6 bludgeoning damage and end up as close to the destination as possible.
5. All food items within ten feet of you immediately spoil, becoming completely inedible.
6. The weapon transforms into a live goose, which is magically bound to your hand and cannot be removed by any means (except by ending the curse). It reverts to its original form after one minute.”
This curse can be broken only by a Remove Curse spell or similar. This ends the effect on the weapon and anyone who has touched it.
Dire Charm
4th-level enchantment - Bard, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Touch
Components: V, S, M (a nymph's eyelash, worth at least 100gp. If you are a nymph, you may use your own - you don't even have to pluck it out)
Duration: 10 days
You touch a humanoid and attempt to charm it. It must make a Wisdom saving throw, and does so with disadvantage unless you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends. If you or your companions do anything harmful to it, it may attempt the saving throw again. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration becomes permanent (until dispelled).
Gingerbread Cottage
5th-level conjuration - Warlock, Wizard
Casting Time: 10 minutes
Range: 30 feet
Components: V, S, M (candies, biscuits and cakes worth at least 10gp, which the spell consumes)
Duration: 8 hours
This spell conjures a small cottage made out of gingerbread centred on a point you can see within range. You determine the floorplan of the cottage, though it must fit within a 15x15 foot footprint, and may have no more than one storey and one door. The interior is comfortably appointed, and up to six people may rest inside (if there are more occupants, it becomes too cramped to allow resting).
The walls of the cottage are magically reinforced and cannot be destroyed except by Dispel Magic or Disintegrate. The door has a mundane lock (DC 15 to pick). You may place windows in any of the exterior walls, allowing those inside to see out and those outside to see in. Ranged attacks can be made through windows.
Everything inside the cottage is made out of gingerbread and other sweet treats. There are enough non-essential elements to feed up to six creatures, which gain the following benefits after spending 10 minutes eating in the cottage: the creature is freed from any charm or domination affecting it, and is immune the charmed condition. Its hit point maximum increases by 2d6 and it gains the same number of hit points. These benefits last for the next 8 hours.
Nondescript
2nd-level illusion - Bard, Ranger, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
This spell make you seem ordinary and nondescript to others, though it does not change your actual appearance. Creatures who saw you while you were under the influence of this spell are unable to recall you upon being asked if they had seen you or someone matching your description.
Secret Enclave
9th-level conjuration - Bard, Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a tiny, silver bell)
Duration: 10 minutes
You conjure a shimmering, multicoloured portal, large enough to admit creatures up to large in size, which connects to a pocket dimension, much like the Demiplane spell. The enclave is a cube with 600 foot sides and behaves as if it were part of the Feywild, including the seasons, weather and special effects described on page 50 of the DMG. The floor is made of earth that is fertile but cannot be burrowed through. When the spell ends, the portal disappears, and any creatures or objects inside the enclave remain trapped there, as the portal also disappears from the other side.
You or anyone else can create another portal leading back to the enclave by casting this spell again. However, once an enclave has been created, its location is fixed, and the portal can only be opened from that same location (or from within the enclave). If you are in the correct location, you do not need to know anything about the enclave to open a portal to it; you do not even need to know that it is there.
Curse Weapon
5th-level transmutation - Bard, Wizard
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Permanent (until broken)
You touch a weapon. Until the spell ends, the weapon becomes magical (if it wasn’t already) and gains the following property in addition to any others it has:
“Curse. This weapon is cursed, and touching it extends this curse to you, unless you are a fey creature, in which case you suffer no ill effect. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times.
Whenever you roll a 1 on an attack roll with this weapon, roll a d6 and apply the result from the table below.
1. You fall prone and your turn ends immediately.
2. You are blinded until the end of your next turn.
3. You are deafened until the end of your next turn.
4. You are immediately teleported 20 feet in a random direction. If you would end up within a slid obstacle, you take 2d6 bludgeoning damage and end up as close to the destination as possible.
5. All food items within ten feet of you immediately spoil, becoming completely inedible.
6. The weapon transforms into a live goose, which is magically bound to your hand and cannot be removed by any means (except by ending the curse). It reverts to its original form after one minute.”
This curse can be broken only by a Remove Curse spell or similar. This ends the effect on the weapon and anyone who has touched it.
Dire Charm
4th-level enchantment - Bard, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Touch
Components: V, S, M (a nymph's eyelash, worth at least 100gp. If you are a nymph, you may use your own - you don't even have to pluck it out)
Duration: 10 days
You touch a humanoid and attempt to charm it. It must make a Wisdom saving throw, and does so with disadvantage unless you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends. If you or your companions do anything harmful to it, it may attempt the saving throw again. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration becomes permanent (until dispelled).
Gingerbread Cottage
5th-level conjuration - Warlock, Wizard
Casting Time: 10 minutes
Range: 30 feet
Components: V, S, M (candies, biscuits and cakes worth at least 10gp, which the spell consumes)
Duration: 8 hours
This spell conjures a small cottage made out of gingerbread centred on a point you can see within range. You determine the floorplan of the cottage, though it must fit within a 15x15 foot footprint, and may have no more than one storey and one door. The interior is comfortably appointed, and up to six people may rest inside (if there are more occupants, it becomes too cramped to allow resting).
The walls of the cottage are magically reinforced and cannot be destroyed except by Dispel Magic or Disintegrate. The door has a mundane lock (DC 15 to pick). You may place windows in any of the exterior walls, allowing those inside to see out and those outside to see in. Ranged attacks can be made through windows.
Everything inside the cottage is made out of gingerbread and other sweet treats. There are enough non-essential elements to feed up to six creatures, which gain the following benefits after spending 10 minutes eating in the cottage: the creature is freed from any charm or domination affecting it, and is immune the charmed condition. Its hit point maximum increases by 2d6 and it gains the same number of hit points. These benefits last for the next 8 hours.
Nondescript
2nd-level illusion - Bard, Ranger, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
This spell make you seem ordinary and nondescript to others, though it does not change your actual appearance. Creatures who saw you while you were under the influence of this spell are unable to recall you upon being asked if they had seen you or someone matching your description.
Secret Enclave
9th-level conjuration - Bard, Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a tiny, silver bell)
Duration: 10 minutes
You conjure a shimmering, multicoloured portal, large enough to admit creatures up to large in size, which connects to a pocket dimension, much like the Demiplane spell. The enclave is a cube with 600 foot sides and behaves as if it were part of the Feywild, including the seasons, weather and special effects described on page 50 of the DMG. The floor is made of earth that is fertile but cannot be burrowed through. When the spell ends, the portal disappears, and any creatures or objects inside the enclave remain trapped there, as the portal also disappears from the other side.
You or anyone else can create another portal leading back to the enclave by casting this spell again. However, once an enclave has been created, its location is fixed, and the portal can only be opened from that same location (or from within the enclave). If you are in the correct location, you do not need to know anything about the enclave to open a portal to it; you do not even need to know that it is there.