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View Full Version : D&D 5e/Next Spells of Kara-Tur (Forgotten Realms)



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2016-01-23, 12:57 PM
Shaman Spells

Ancestral Vengeance
Advice
Attraction
Blood of Fire
Castigate
Create Water
Detect Curse
Detect Disease
Discern Shapechanger
Fires of Purity
Force Shapechange
Ice Blast

Wu Jen Spells

Multi-elemental
Accuracy
Apparition
Body outside Body
Chameleon
Creeping Darkness
Discern Shapechanger
Elemental Ward
Ghost Light
Heart Ripper
Horse's Nose
Ice Blast
Internal Fire

Fire
Fire Wings
Fiery Eyes
Fire Breath
Fire Shuriken

Earth
Earth Bolt
Hail of Stones

Wood
Backbiter

Water
Bo of Water
Cloud Chariot
Cobras Breath
Dance of the Unicorn
Ice Blast

Metal
Dancing Blade
Entangling Scarf
Iron Scarf
Lightning Blade

Accuracy
1st level Transmutation
Casting Time – 1 round
Range – Touch
Components – V, S, M (Ink, written with a mysical character on each weapon that is affected by the spell)
Duration – 10 minutes

When you cast this spell, you enchant one or more thrown weapons or one projectile weapon to improve the chances of hitting distant targets. For the spells duration, the range increment for the affected thrown weapons or the single projectile weapon is doubled.

Advice
5th level Enchantment
Casting Time – 1 round
Range – 60ft
Components – V
Duration – 1 hour

You influence the actions of the creature by the offering of profound advice and thoughtful advice that is grounded in your wisdom and experience. You must word your advice in such a manner as to make it sound reasonable, even if it is not.
If the target creature fails its Wisdom saving throw, it does its best to follow your advice, carrying out the suggested activity to the best of its abilities. If the action would place the creature in great peril or cause its death, the victim can attempt a second saving throw with advantage, just before attempting the task.

Ancestral Vengeance
2nd level Conjuration
Casting Time – 1 action
Range – 30ft
Target – One creature
Duration – Instant

When you cast this power, you reach out to an ancestral spirit, list the transgressions of the target and implore your ancestor to punish the miscreant.
The spirit deals 3d10 of psychic damage to the target on a failed Constitution save, half on a successful one.
At higher levels – For every slot above 2nd that you cast this spell at, the damage increases by 1d10.

Apparition
2nd level Illusion
Casting Time – 1 action
Range – Touch
Components – V, S, M (Miniature palette dotted with paints of assorted colours)
Duration – 1 minute

You touch a creature, and on a failed wisdom save (if it is an ally, it can choose to fail the save) its face appears horrible and terrifying. Creatures (with the exception of you and your allies) who view the recipient must make successful Wisdom saves or become frightened for the duration of the spell. A Creature that becomes frightened can repeat the wisdom saving throw on subsequent rounds.

Attraction
1st level transmutation
Casting Time – 1 action
Range – 30ft
Components – V, S.
Duration – Concentration, up to 1 minute

You point your finger at the subject, and a mystical aura surrounds the subject creature. Melee and ranged attacks against the creature have advantage on it if the creature fails the Wisdom save. The creature can attempt to make Wisdom saving throws on subsequent rounds.

Backbiter
1st level Abjuration
Casting Time – 1 action
Range – 30ft
Components – V, S, F (Affected weapon)
Duration – Concentration, up to 1 minute

You place an enchantment on a large wooden hafted weapon, and the next time that weapon is used to make an attack, the shaft contorts and the weapon strikes the wielder instead. The wielder of the weapon makes a normal attack roll, and deals normal damage if he hits. Once the attacker damages himself with the affected weapon, the spell is discharged.

Blood of Fire
5th level necromancy
Casting Time – 1 action
Range – 150ft
Components – V, S, M (Your blood)
Duration – Instant

You cut a pattern into the palm of your hand (you take 1d6 damage), hold your palm towards an enemy and you send five missiles of blood streaking towards targets within range. On a failed save, each of the missiles deals of damage, and creatures that are within 5 feet of a creature that is struck by a missile must make successful Dexterity saves or take the same damage.
At higher levels – for every spell slot above 5th this spell is cast at, an additional missile is formed.

Bo of Water
2nd level Evocation
Casting Time – 1 action
Range – Touch
Components – V, S, DF
Duration – Concentration, up to 1 minute

A 6 foot long staff that is formed of water springs forth from your hands, and you have proficiency in it. You wield it like a quarterstaff, and you deal 3d10 cold damage. The bo is considered a finesse weapon and a +1 magic weapon

Body Outside Body
7th level Conjuration
Casting time – 1 action
Range – 30ft
Components – V, S, M (Hairs from your head or body)
Duration – Concentration, up to 1 minute

This spell creates a duplicate of you that share the same ability scores, personality, class levels, skills, feats and memories. The copy carries the same armour, arms and equipment as you do, but they cannot cast spells. They have 1 quarter of your hit point total, and they are obedient to you. You can order the duplicate to take any action, and it will carry out the action. If the duplicate is slain, you take 10 points of psychic damage, and at the end of the period, it disappears without causing you any damage.

Chameleon
1nd level illusion
Casting Time – 1 action
Range – Touch
Components – V, S, M (Shed skin of a lizard)
Duration – 10 minutes

This spell alters the colouration of the creature that you touch to match that of the surrounding background. The creature gains advantage on Stealth checks to hide, and when moving though areas where the background changes gradually, the colouration changes immediately. When the background changes abruptly (for example, a stone wall to a bamboo forest), 1 round is required to effect the change in colouration.

Cloud Chariot
8th level Conjuration
Casting Time – 1 action
Range – Personal and Touch
Components – V, S, M (Small cotton ball)
Duration – 10 minutes

You touch up to six other willing allies and they lift on a small cloud and then fly away in whatever direction that you desire. You fly at 10 miles a minute, and you and the passengers feel none of the effects of the swift movement and the ride is perfectly steady and calm. At the end of the spell the cloud settles you down gently on the ground and dissipates

Cobras Breath
1st level Transmutation
Casting Time – 1 action
Range – 30ft
Components – S, M (Cobras fang)
Duration – Instant

Your saliva changes into a virulent poison that you spit in a cone emanating from yourself. Creatures that are within this cone must make a successful Consitutution saving throw or take 2d6 points of poison damage and become poisoned for 1d4 rounds.
At higher levels – For every slot above 1st this spell is cast at, an additional 1d6 of damage is inflicted.

Create Spring
2nd Level Transmutation
Casting Time – 1 round
Range – touch
Components – V, S, F (Bamboo cane)
Duration – Permanent

You lay your palm down on the ground along with a cane, and a spring of water bubbles forth from the natural rock or the earth you touch. The spring cannot arise from creatures, plants or artificial constructions such as buildings. The water that arises from the spring is fresh, clear at the source and cool, and puts forth six gallons of water per hour. No more than one spring may be created every 100 yards.
This spell only has a 20% chance of functioning in an arid environment.

Creeping Darkness
4th level Evocation
Casting Time – 1 action
Range – 120ft
Components – V, S, M (Whisker from an old black cat and a tiny bottle of smoke captured on a moonless night)
Duration – Concentration, up to 1 minute

This spell creates an amorphous cloud of inky blackness 30ft wide and 20ft high which you can shape and move as you desire during the duration of the spell. You can move the cloud up to 20ft per round, and it can seep through the smallest cracks and float though the air. Creatures that are in the cloud cannot see by normal vision or Darkvision, and the cloud also engulfs all sound within it. Creatures within the cloud cannot speak or hear. A moderate wind (11+mph disperses the cloud within 5 rounds, and a strong wind (21+ mph) disperses it within 2 rounds.

Dance of the Unicorn
5th level Abjuration
Casting Time – 1 action
Range – Personal
Components – V, S, DF
Duration – 10 minutes

You clear your mind and you surround yourself with a mist out to 30ft that washes the air clean of smoke, dust and poisons. Nonmagical contaminants, including inhaled poisons, are automatically negated within the cloud. In order to dispel magical effects, you must make a Wisdom check against the original casters check. The cloud of mist leaves a fine layer of condensation on everything within the area.

Detect Curse
3rd level Divination
Casting Time – 1 round
Range – 30ft
Components – V, S, M (Small gem worth 10gp)
Duration – Instant.

You determine if a creature, an object or an area has been cursed, carries a curse or has been the subject of a curse. You determine the general nature of the curse with a successful DC20 Arcana check. In scanning a cursed scroll, you could learn that the curse causes misfortune to the reader, but you could not tell the specific effects.
If you succeed at the Arcana check, you have advantage on casting Remove curse on the item or the person analysed with this spell
The spell can penetrate barriers, but one 1ft of stone, 1 inch of metal, a thin sheet of lead or 3 ft of wood or dirt blocks this spell.

Detect Disease
Divination Cantrip
Casting Time – 1 action
Range – 30ft
Components – V,S
Duration – Instant

You determine if a creature is infected with disease or carries a disease. You can determine the exact type of disease with a successful Medicine (DC20) check.
The spell can penetrate barriers, but one 1ft of stone, 1 inch of metal, a thin sheet of lead or 3 ft of wood or dirt blocks this spell.

Discern Shapechanger
4th level divination
Casting Time – 1 action
Range – 60ft
Components – V, S, M (Balm of honey and lotus flower, smeared on your eyelids)
Duration – concentration, up to 1 minute

You focus you mind, and you see the true form of polymorphed, disguised or transmuted creatures within 60 feet of you. Each round, you can examine one creature and determine if it is polymorphed, disguised or transmuted, and what the true form of it is.
If you look at a shapechanger in its true form, you know that it is a shapechanger, but you cannot determine what other forms that it might be capable of assuming.

Dream Sight
4th level divination
Casting Time – 1 action
Range – self
Components – S, M (Stick of incense worth at least 5 gp)
Duration – 10 minutes

You fall into a deep sleep while your spirit leaves your body in incorporeal form, and travels to distant locations. Your spirit can move 100ft per round, and can see and hear everything you could if you were in the same location. The spirit can be blocked by any spell that wards incorporeal creatures, and it can be detected and attacked in the same way as incorporeal creatures can. You can do nothing in this form except move and observe – you cannot speak, attack, cast spells, manifest powers or perform any other actions.
At the end of the spell, your spirit instantaneously returns to your body and you wake up. If your body is disturbed while your spirit is wandering, the spell ends immediately.

Earthbolt
3rd level Evocation
Casting Time – 1 action
Range - 30ft
Components V, S
Duration – Instant

With a shout, you strike the ground at your feet and create a bolt of geomantic force. This bolt travels through the earth, causing the earth, rock and sand to fly into the air, striking creatures in a 5ft wide path out to 30ft. Creatures caught in the path take 5d10 bludgeoning damage on a failed Dexterity save and half on a successful one. This spell only works if you are standing on dirt, earth, clay, stone or sand.

Elemental Burst
1st level Evocation
Casting Time – 1 action
Range – 30ft
Components – V, S
Duration – Instant

When you cast this spell, you designate an item that is composed of one of the five elements Wood, Fire, Water, Stone or Air. The Item than releases a magical burst of energy.
Wood, Metal or Stone – The item throws off sharp slivers in a 10ft radius burst. Creatures within the radius take 2d10 piercing damage on a failed Dexterity save, half on a successful one.
Fire – The fire flares up, causing 2d10 points of fire damage (half on a successful Dexterity save)
Water – Water pushes out in a sharp wave, and this knocks creatures within the burst prone. A successful Reflex save allows an affected creature to remain standing. Small creatures make the save with disadvantage, and large creatures with advantage.
This spell does not noticeably affect the structure of the target item.

Elemental Ward
4th level abjuration
Casting Time – 1 action
Range – 60ft
Components – V, S
Duration – Concentration, up to 1 minute

You broadcast a fearsome cry, and you drive off elementals. All elementals within the 60ft radius centred on you are frightened and flee unless they succeed at their Wisdom saving throw. Elementals that make the saving throw must make a new one each round or become frightened.

Entangling Scarf
2nd level transmutation
Casting Time – 1 action
Range – Touch
Components – V, S, F (A silk scarf)
Duration – Concentration, up to 1 minute

You seize a silk scarf, and the scarf magically extends to reach the target that you have a line of sight to, and wraps around it. You make a spell attack roll and if the target fails its Dexterity save, it becomes restrained. A creature that is capable of spellcasting that is bound by this spell must make a Concentration check (DC15) to cast a spell, and a creature can slip free of the scarves embrace with a successful dexterity check (DC20), or the scarf can be burst with a Strength check (DC25).

Fire Wings
3rd level Transmutation
Casting Time – 1 round
Range – Personal
Components – V, S, M (Feather of a bird, which the spell consumes), F (Golden amulet shaped like a phoenix)
Duration – 10 minutes

This spell transforms your arms into wings of fire, resembling those of a phoenix, and these wings do not damage you or any of the items you carry. Since your arms are transformed, you cannot hold items in your hands or cast spells with material and/or somatic components while using the fire wings, but rings, bracers and other items worn on your arms when you cast the spell still function normally.
You fly at a speed of 60 feet, and if the spell duration expires while you are aloft, you fall normally.
The wings can be extinguished by a hurricane or greater force wind, or immersion in water. You can use the wings to attack, but you are not considered proficient with them and you have disadvantage on your attack rolls. A successful attack deals 2d10 worth of fire damage.

Fiery Eyes
1st level Evocation
Casting Time – 1 action
Range – 30ft
Components – V, S
Duration – Concentration, up to 1 minute

With a few words and a simple gesture, your eyes glow with an unnatural fire of a colour of your choice. Your eyes project a beam of bright light out to 30 feet, illuminating the area. This causes blindness in creatures with sunlight sensitivity for 1d4 rounds. In addition, by focusing on an object for 3 rounds, you can cause combustible materials to burst into flames.

Fire Breath
5th level Evocation
Casting Time – 1 action
Range – 10 feet
Components – V, S, DF
Duration – Concentration, up to 1 minute

You gain the ability to breathe fire as an action once per round as per the duration of the spell. The flame targets one creature within 10 feet of you, and on a successful spell attack roll, the target takes 4d8 of fire damage, and combustible objects that the target has on its person may be ignited

Fire Shuriken
2nd level Evocation
Casting Time – 1 action
Range – Touch
Components – V, S, M (Shuriken coated with pine sap and sulphur. The pine sap and sulphur are consumed by the spell)
Duration – Instant

This spell creates 9 shuriken formed of magical fire (that does not burn you). You can throw three fire shuriken as an action, but all must target the same creature for that round.
A single fire shuriken deals 1d4 of piercing damage and 1d4 of fire damage on a successful spell attack roll.

Fires of Purity
6th level Evocation
Casting Time – 1 action
Range – touch
Components – V, S, DF
Duration – Concentration, up to 1 minute

You lay your hand on a creature, and it bursts into arcane flames that do not harm the target or you, but burn others. The target of the spell deals an additional 1d10 fire damage with a successful melee attack, and creatures that hit the target with natural weapons or unarmed attacks take 1d10 points of fire damage, and must succeed at a dexterity save or catch fire. The flame burns for 1d4 rounds and deals 1d10 worth of fire damage a round.
The target of the spell gains fire immunity for the spells duration, but is vulnerable to cold damage.

Force Shapechange
5th level Abjuration
Casting Time – 1 action
Range – 150ft
Components – V, S, DF
Duration – Concentration, up to 1 minute.

With a word, a gesture and concentration on your focus, you force any shapechanger (any creature with the shapechanger type or a supernatural or extraordinary ability to assume an alternate form) into its true form. When you cast the spell, you specify the targets and they must make wisdom saving throws. On a failure, they take 4d6 of force damage and 4d6 of psychic damage, and revert to their true form and is locked in that form for the duration of the spell. If they succeed, they retain their true form, but are still wracked with pain and take 4d6 psychic damage.
This spell has no effect on creatures under the effect of Alter Self, Polymorph Self or other spell effects, and has no effect on arcane or divine spellcasters that know transmutation spells.

Ghost Light
1st level Necromancy
Casting Time – 1 action
Range – 120ft
Components – V, S, M (Piece of phosphorus)
Duration – Concentration, up to 1 minute

You create a ghostly green radiance anywhere within range that shines with the brightness of a torch, and you can use this light to illuminate some object or can shape it in the form of medium size or smaller. You can control the movement of the light, and you can change the shape of the light at any time during the spells duration.
The light is imbued with unearthly power, and creatures within 30 feet of the light must make successful Wisdom saves or have disadvantage on attack rolls, weapon damage rolls and saving throws.

Hail of Stone
1st level conjuration
Casting Time – 1 action
Range – 120ft
Components – V, S, M (Piece of jade worth at least 5gp)
Duration – Instant

You create a rain of stones, causing damage to creatures and objects within the area. On a successful spell attack roll, all creatures in a 10ft radius 40ft high take 2d6 of bludgeoning damage.
At higher levels – For each slot above 1st the spell is cast at, the damage increases by 1d6.

Heart Ripper
4th level necromancy
Casting Time – 1 action
Range – 30ft
Components – V,S
Duration – Instant

With a sweep of the hand and a word, you send out four invisible bolts of force surging towards the targets in a 30ft cube. On a successful attack roll, if the target has less than 5 hit dice and fails it’s Constitution saving throw, the creatures chest caves in and drives its heart from its body, killing it instantly.
Creatures such as undead, constructs, oozes are unaffected by the spell, as are all creatures with more than 5 hit dice.

Horse’s Nose
2nd level transmutation
Casting Time – 1 action
Range – Personal
Components – V, S, DF
Duration – 1 hour

You gain the ability to smell out your enemies. You can detect opponents by sense of smell within 30 feet, if the opponent is downwind, the range is 15ft, and if the opponent is upwind, the range is 60ft.
You can also make a survival (Wisdom) check to find or follow a track by scent.

Ice Blast
2nd Level Evocation
Casting Time – 1 action
Range – 30ft
Components – S, M (Mouthful of water)
Duration – Instant

You spit forth a cone of icy crystals, and creatures that are within the cone must succeed on a Constitution save or take 2d8 of cold damage and suffer from a level of fatigue for the following 3 rounds.
At higher levels – For every spell slot above 2nd the spell is cast at, the cone deals another 1d8 of cold damage, and the fatigue lasts for one extra round.

Internal Fire
9th level Evocation
Casting Time – 1 round
Range – 150ft
Components – V, S, F (Iron brazier filled with red hot charcoal)
Duration – Instant

This spell creates a deadly raging heat in the internal organs of creatures with total Hit Dice not exceeding your level, in a radius surrounding you. The spell causes them to burst into flame from the inside. On a failed save, targets immolate and die in agony, and their bodies are reduced to ash. A successful fortitude save deals 14d6 damage, and are set ablaze

Iron Scarf
1st level transmutation
Casting Time – 1 action
Range – 30ft
Components – V, S, F (Silk Scarf)
Duration – Instant

When you cast this spell, you seize a silk scarf and lash it towards one creature within range. You must have a line of sight to the target. You make a spell attack role and the scarf magically extends and becomes as hard as iron on impact. If you hit the target, the target takes 2d10 of bludgeoning damage.
At higher levels – For every spell slot above 1st you cast this spell at, the damage goes up by 1d10

Lightning Blade
2nd level Evocation
Casting time – 1 action
Range – Touch
Components – V, S
Duration – Concentration, up to 1 minute

When you cast this spell, a sword blade of crackling electrical energy appears in the hand of the creature that you touch, who must be willing to take up the blade. The blade is treated as a martial weapon for the purposes of determining who is proficient in its use. The wielder can use the blade in two ways – To make a melee attack to deliver lightning damage, or to fire a bolt of lightning as a ranged melee attack at a range of 30ft.
The blade deals 2d8 of lighting damage. The sword fails to work underwater.
At higher levels – For every slot the spell is cast above 2nd, an additional 1d8 of lightning damage is dealt.

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2016-01-23, 01:05 PM
Here is a list of Spells converted from Oriental Adventures to 5th edition. The Shaman spell list can be used to add to Cleric and/or Druid spell lists, while the Wu Jen spells can be used by Wizards and Sorcerers.

These were converted with the setting of Kara-Tur (Toril) in mind, so in game set in the Realms, these should be hard to get in certain places. In nations such with a large Shou population, such as Thesk, they should not be that hard to get a hold of. But in places such as the Sword Coast or Cormyr, only a few people will be in the know. But please feel free to use them in your games.

I will post the rest up later.