PDA

View Full Version : D&D 5e/Next Spells of the Unapproachable East (Forgotten Realms)



M Placeholder
2016-01-16, 06:56 PM
Here are a number of spells converted from the 3.5 sourcebook Unapproachable East.

Druid/Spirit Shaman (http://www.giantitp.com/forums/showthread.php?473858-Spirit-Shaman&p=20254661#post20254661) Spell
Greenfire

Cleric Spells
Bladebane
Recitation
Soul Scour

Wizard Spells
Abolish Shadows
Decastave
Beltyn’s Burning Blood
Fiendform
Force Orb
Ilyykur’s Mantle
Improved Mage Armor
Nybor’s Gentle Reminder
Nybor’s Stern Reproof
Sinsabur’s Baleful Bolt
Snilloc’s Snowball
Sphere of Ultimate Destruction
Watchware

Paladin Spells
Bladebane

Sorcerer Spells
Abolish Shadows
Beltyn’s Burning Blood
Decastave
Fiendform
Force Orb
Ilyykur’s Mantle
Improved Mage Armor
Sinsabur’s Baleful Bolt
Snilloc’s Snowball
Sphere of Ultimate Destruction
Superior Darkvision

Abolish Shadows
3rd level Abjuration
Casting Time – 1 action
Range – 30ft
Components – V,S,M (Small Piece of obsidian)
Duration – Instantaneous

A radius of 30ft of dark energy centred on you leaps forth from your body and disrupts all the shadows in the area. All shadow creatures take 5d10 of damage on a failed Constitution save, half on a successful one.

Beltyns Burning Blood
5th level necromancy
Casting Time – 1 action
Range – 90ft
Components- V, S, M (Drop of blood and a pinch of saltpeter)
Duration – Concentration, up to 1 minute

You infuse the blood of a target creature with a boiling, corrosive mixture that deals 1d8 worth of acid damage and 1d8 worth of fire damage on a failed constitution save. On any round that the creature fails its fortitude save, the pain limits it to a single action in that round.
This spell does not affect constructs, undead, elementals, oozes, plants or incorporeal creatures.

Bladebane
3rd level transmutation
Casting Time – 1 action
Range – Touch
Components – V, S, M (Drop of blood and ruby dust worth 500gp)
Duration – Concentration, up to 1 minute

With a word and a gesture, you impart a blessing on a weapon that deals slashing damage. The weapons enhancement increases by 2 against a creature of a type of your choice at the start of the spell. The weapon deals an additional 2d8 of damage against that creature type.

Decastave
2nd level conjuration
Casting Time – 1 action
Range – Self
Components – V, S, M (Slender wand of duskwood)
Duration – Concentration, up to 1 minute

You conjure into existence a quarterstaff of force, 8 foot long and 2 inches in diameter, that lasts only as long as you keep it in your hand – if you pass it to another or you drop it, it dissipates into thin air. You are still able to cast other spells with somatic components by holding the staff in one hand.
You can use the staff in combat to strike opponents, dealing 1d8 of force damage on a hit and since the staff is made of force, it affects incorporeal and ethereal creatures as long as you can see the creatures. On a critical hit, the staff deals 1d8 lighting damage in addition to the force damage, and creatures must made a Constitution save or be deafened permanently.

Fiendform
6th level Transmutation
Casting Time – 1 action
Range – Self
Components – V, M (Bone from a fiendish creature)
Duration – 10 minutes

You change into the form of a creature with the fiend type and a challenge rating of 5 for the duration of this spell. Spells that would banish the fiend to its home plane end this spell, but they do not send you to another plane.

Force Orb
4th level Evocation
Casting Time – 1 action
Range – 120ft
Components – V, S
Duration – instant

Four globes of force streak from your palm at targets of your choosing. You make a spell attack roll to hit the target, and deal a total of 7d12 of force damage to the targets, divided any way you see fit, with the proviso that a single orb must deal at least 1d12 of damage. You declare the division of damage before the spell attack roll, and a creature that is struck directly takes full damage, half on a successful dexterity save. If the orb misses, it explodes and deals 2 points of force damage per die assigned to the orb, half on a successful dexterity save.


Greenfire
3rd Level Evocation
Casting Time – 1 action
Range – 120ft
Components – V, S, DF
Duration – 1 round

You evoke from the earth an upwelling of green energy which burns any creature in the spells area (a 30ft by 30ft by 10ft cube) for 3d12 of acid damage. Any creature that is in the area of effect when the spell is cast can make a dexterity saving throw for half damage, while those that enter the area while the greenfire is still active have no saving throw.
The greenfire does no harm to natural vegetation, ground cover or plant creatures if you so desire.

Iyytkur's Mantle
4th level Abjuration
Casting Time – 1 Standard Action
Range – personal
Components – V, S
Duration – 1 minute

You cloak yourself in a luminous aura that protects you against hostile magic. You have advantage on all saving throws against magic, and immunity against lighting damage.

Improved Mage Armor
3rd level abjuration
Casting Time – 1 action
Range – Touch
Components – V, S, M (Piece of Chainmail)
Duration – 8 hours

As Mage Armor, except the targets base AC becomes 16 + its Dexterity Modifier.

Nybor's Gentle Reminder
3rd level Enchantment
Casting Time – 1 action
Range – 30ft
Components – V, S, F (Slender wooden rod at least 1 foot long)
Duration – Concentration, up to 1 minute

This spell was developed by the Red Wizards to make their slaves toil with a little more pace, but has since become a staple in combat for Red Wizard enchanters. The subject suffers agonizing pain for the duration of the spell unless he succeeds on a Constitution saving throw. On a failure, the target is dazed for one round, and has disadvantage on all attack rolls, saving throws and checks while the spell lasts. A spellcaster or a manifester must make concentration checks to cast spells or manifest psionic powers (at the DC for the original saving throw) while under the effect of the spell.

Nybor’s Stern Reproof
7th level Enchantment
Casting Time – 1 action
Range – 30ft
Components – V, S, F
Duration – Concentration, up to 1 minute

This spell causes stabbing pains of even greater magnitude than those of Nybors Gentle Reminder. On a failed saving throw, the creature dies instantly, and even on a successful throw, the subject is dazed for 1d4 rounds, and has disadvantage on all attacks, saving throws and checks while the spell is active. A spellcaster or a manifester must make concentration checks to cast spells or manifest psionic powers (at the DC for the original saving throw) while under the effect of the spell.

Recitation
4th level Conjuration
Casting Time – 1 action
Range – 60ft
Components – V, S, DF
Duration – Concentration, up to 1 minute

By the oration of a sacred passage or a declaration, you invoke the blessings of the diety you serve upon yourself and your allies, while your foes are confused. Within a 60ft radius centered on you, your allies have advantage on attack rolls and saving throws, while your enemies have disadvantage.

Sinsabur's Baleful Bolt
4th level Necromancy
Casting Time -1 action
Range – 120ft
Components - V, S
Duration – Instant

You conjure up a black bolt that begins at your fingertips and travels out in a 5ft wide line out to the range of 120ft. To those that are in the way of the bolt that fail their dexterity saving throws, the bolt inflicts temporary 1d4 constitution damage and 1d4 strength damage. Lost ability score points are recovered normally at a rate of 1 point per day.
The affected creatures also lose hitpoints equal to constitution modifier number lost times the number of hit die the creature has. This may be fatal to a creature that is already injured.

Snillocs’s Snowball
1st level Evocation
Casting Time – 1 action
Range - 120ft
Components – V, S, M (Small piece of ice or small white rock chip)
Duration – Instant

An icy sphere appears in your hand, which you can throw at an opponent with a spell attack roll. On a hit, the sphere inflicts 2d10 of cold damage.
At higher levels – For each slot this spell is cast at above 1st level, you get an extra snowball you can throw at an enemy.

Soul Scour
5th level Necromancy
Casting Time – 1 Action
Range – Touch
Components – V, S, M (Pinch of dust from a the bones of an undead creature of challenge rating 15 or above)
Duration - Instant

Your touch corrupts the soul of the creature that is the focus of this spell, and racks his very psyche. On a successful attack roll, the spell deals 1d6 temporary charisma and 1d6 damage of temporary Wisdom damage. 1 minute later, another 1d6 points of temporary charisma damage is inflicted. A successful Wisdom save prevents the loss of abilities. The lost ability score points are returned at a rate of 1 after each completed short or long rest.

Sphere of Ultimate Destruction
9th level Conjuration
Casting Time – 1 action
Range – 150ft
Components – V, S, M (Dust from a creature destroyed by a Disintegrate spell or effect)
Duration – Concentration, up to 1 minute

You conjure a featureless black sphere composed of nothing that disintergrates almost anything that it comes into contact with, flying at up to 30 feet per round and occupies a 5ft space. If the sphere goes beyond 120ft of your position, it vanishes out of existence.
If the sphere ends its movement in a square that is occupied by a creature or an object, the target must make a Constitution save or be subject to a Disintegrate effect. If the saving throw is successful, then the creature takes 8d6 of damage instead.

Superior Darkvision
4th level Transmutation
Casting Time – 1 action
Range – Touch
Components – V, S, M (Chip of Agate)
Duration – 8 hours

The subject gains the ability to see in total darkness as if it were normal light, with terrain, distance and line of sight the only limitations to the subjects ability to see. Darkvision is in monochrome, but otherwise like normal sight. The spell does not grant the target creature the ability to see in magical darkness.

Watchware
5th level abjuration
Casting Time – 1 round
Range – Touch
Components – V, S, M (A sprinkling of rare sands and powdered reagents worth at least 500gp)
Duration – Permanent

You create a mystical connection with a single inanimate object, and when that object is moved, damaged or touched at a later date, you are instantly aware of the fact. If another creature physically touches the object, you also receive a mental image of the creature, which counts as firsthand knowledge should you choose to cast scrying on the creature.
The Watchwere functions only once, and then it is discharged. You can designate a password that allows another creature to handle the object without sounding the mental alarm. A DC30 investigation check can find a Watchware spell cast on an object.