WarrentheHero
2016-01-06, 02:18 PM
These are just some neat spells I've thought of, some of which are from an as-yet unposted WIP Swordmage, which is a teleporting swordfighter with half-casting.
http://www.giantitp.com/forums/showthread.php?473243-5e-Spellbrew-contest-I (DracoKnight's 5e Spellbrew Contest I)
Greater Mending
1st-level transmutation - Bard, Cleric, Druid, Sorcerer, Swordmage, Wizard
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (three lodestones)
Duration: Instantaneous
This spell functions as the Mending cantrip, but with in a greater capacity. This spell can repair a single object or a group of identical objects within a 10' cube. For example, this spell could repair a breach in the hull of a ship, or reassemble a group of shattered wooden chairs. Each casting of this spell can only effect one material at a time, so casting it on a crate of moth-eaten silk, for example, can repair the silk, but not the crate itself, or another fabric in it.
Blazing Pursuit
1st-level evocation - Bard, Swordmage, Warlock, Wizard
Casting Time: 1 bonus action
Range: Self
Components: V, M (a weapon)
Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack during the spell’s duration, your weapon becomes coated in flames, and the attack deals an extra 2d6 fire damage to the target. Additionally, if the target ends its turn within 10 feet of you, you may teleport up to 10 feet to a space adjacent to that target.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Scalding Gust
1st-level evocation - Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S, M (a small figure of a dragon carved from wood or stone)
Duration: Instantaneous
Spectral wings sprout from your shoulder blades, buffeting those in front of you. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d6 fire damage and is pushed 5 feet away from you on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried, and any unattended and unsecured objects weighing 15 pounds or less are pushed 10 feet away from you.
At Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Frost Backlash
2nd-level evocation - Swordmage, Warlock, Wizard
Casting Time: 1 reaction, which you take in response to being damage by a creature within melee range of you that you can see
Range: Melee Weapon range
Components: V, M(a weapon)
Duration: Instantaneous
You immediately counter, forcing your opponent to make a Dexterity saving throw. The target takes damage equal to your weapon damage plus 2d12 cold damage on a failed save, and half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 1st.
Mindquake
9th-level enchantment - Warlock, Wizard
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pearl worth at least 200 gp with the draconic rune for "mind" etched on one hemisphere and "shatter" on the other)
Duration: Instantaneous
You reach out to a creature, attempting to destroy some part of its mind. The target must succeed on an Intelligence saving throw. If the creature has a CR less than or equal to half of your character level, it makes the save at disadvantage. A creature that fails the save must roll a d100 and consult the following chart. A creature that succeeds on the saving throw takes 6d10 psychic damage.
d100
Effect
1-6
The target forgets how to breathe.
6-10
The target suffers 18d10 psychic damage
11-20
The target suffers 15d10 psychic damage
21-30
The target suddenly remembers everything that has ever happened in their life to the last detail. It is stunned for 1d4 minutes and suffers 410 psychic damage.
31-40
The target's Intelligence score is reduced by 1d12 + your casting modifier
41-50
The creature's perceptions change. It sees its current allies as enemies, and sees you and your allies as enemies.
51-58
The target loses proficiency with all weapons, armor, and shields
59
The target loses proficiency with all weapons, and cannot gain proficiency with any
60
The target loses proficiency with all armor and shields, and cannot gain proficiency with any
61-70
The target suffers 10d10 psychic damage and forgets everything that has happened within the last three days
71-75
The target suffers 5d8 psychic damage and is effected as though subject to a Feeblemind spell
76-80
The target loses the spellcasting trait. If it does not have spellcasting, it suffers 15d10 psychic damage
81-85
The target's brain stops sending signals to its body. It is paralyzed for 1d6 rounds +1
86-90
The target's eyes deceive them. They treat all creatures as though those creatures were invisible. The target cannot detect creatures through blindsight, blindsense, tremorsense, truesight, or any other form of vision. The target can, however, feel, smell, and hear creatures
91-95
The target is blinded and deafened. Blindsight, blindsense, and tremorsense are unaffected
96
The target suffers disadvantage on all attack rolls, saving throws, and ability checks, as a permanent delay between their mind and their body is created
97
The target believes it is a regular lizard
98
The target's Intelligence, Charisma, and Wisdom scores all become 1
99
The target become subject of an Astral Projection spell, but cannot end the spell as an action, and cannot cross through portals
00
The target suffers a brain aneurism and drops to 0 hit points
http://www.giantitp.com/forums/showthread.php?473243-5e-Spellbrew-contest-I (DracoKnight's 5e Spellbrew Contest I)
Greater Mending
1st-level transmutation - Bard, Cleric, Druid, Sorcerer, Swordmage, Wizard
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (three lodestones)
Duration: Instantaneous
This spell functions as the Mending cantrip, but with in a greater capacity. This spell can repair a single object or a group of identical objects within a 10' cube. For example, this spell could repair a breach in the hull of a ship, or reassemble a group of shattered wooden chairs. Each casting of this spell can only effect one material at a time, so casting it on a crate of moth-eaten silk, for example, can repair the silk, but not the crate itself, or another fabric in it.
Blazing Pursuit
1st-level evocation - Bard, Swordmage, Warlock, Wizard
Casting Time: 1 bonus action
Range: Self
Components: V, M (a weapon)
Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack during the spell’s duration, your weapon becomes coated in flames, and the attack deals an extra 2d6 fire damage to the target. Additionally, if the target ends its turn within 10 feet of you, you may teleport up to 10 feet to a space adjacent to that target.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Scalding Gust
1st-level evocation - Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S, M (a small figure of a dragon carved from wood or stone)
Duration: Instantaneous
Spectral wings sprout from your shoulder blades, buffeting those in front of you. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d6 fire damage and is pushed 5 feet away from you on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried, and any unattended and unsecured objects weighing 15 pounds or less are pushed 10 feet away from you.
At Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Frost Backlash
2nd-level evocation - Swordmage, Warlock, Wizard
Casting Time: 1 reaction, which you take in response to being damage by a creature within melee range of you that you can see
Range: Melee Weapon range
Components: V, M(a weapon)
Duration: Instantaneous
You immediately counter, forcing your opponent to make a Dexterity saving throw. The target takes damage equal to your weapon damage plus 2d12 cold damage on a failed save, and half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 1st.
Mindquake
9th-level enchantment - Warlock, Wizard
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pearl worth at least 200 gp with the draconic rune for "mind" etched on one hemisphere and "shatter" on the other)
Duration: Instantaneous
You reach out to a creature, attempting to destroy some part of its mind. The target must succeed on an Intelligence saving throw. If the creature has a CR less than or equal to half of your character level, it makes the save at disadvantage. A creature that fails the save must roll a d100 and consult the following chart. A creature that succeeds on the saving throw takes 6d10 psychic damage.
d100
Effect
1-6
The target forgets how to breathe.
6-10
The target suffers 18d10 psychic damage
11-20
The target suffers 15d10 psychic damage
21-30
The target suddenly remembers everything that has ever happened in their life to the last detail. It is stunned for 1d4 minutes and suffers 410 psychic damage.
31-40
The target's Intelligence score is reduced by 1d12 + your casting modifier
41-50
The creature's perceptions change. It sees its current allies as enemies, and sees you and your allies as enemies.
51-58
The target loses proficiency with all weapons, armor, and shields
59
The target loses proficiency with all weapons, and cannot gain proficiency with any
60
The target loses proficiency with all armor and shields, and cannot gain proficiency with any
61-70
The target suffers 10d10 psychic damage and forgets everything that has happened within the last three days
71-75
The target suffers 5d8 psychic damage and is effected as though subject to a Feeblemind spell
76-80
The target loses the spellcasting trait. If it does not have spellcasting, it suffers 15d10 psychic damage
81-85
The target's brain stops sending signals to its body. It is paralyzed for 1d6 rounds +1
86-90
The target's eyes deceive them. They treat all creatures as though those creatures were invisible. The target cannot detect creatures through blindsight, blindsense, tremorsense, truesight, or any other form of vision. The target can, however, feel, smell, and hear creatures
91-95
The target is blinded and deafened. Blindsight, blindsense, and tremorsense are unaffected
96
The target suffers disadvantage on all attack rolls, saving throws, and ability checks, as a permanent delay between their mind and their body is created
97
The target believes it is a regular lizard
98
The target's Intelligence, Charisma, and Wisdom scores all become 1
99
The target become subject of an Astral Projection spell, but cannot end the spell as an action, and cannot cross through portals
00
The target suffers a brain aneurism and drops to 0 hit points