Stan
2016-11-17, 10:15 AM
Ninja Prawn has a spell contest going on. I realized that I haven't made new spells for a decade, so I figured I'd give it a go.
The spells in this post are extras that will not be submitted to the contest. Contest submissions will each be in their own post for easier linkage.
Change Mind
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Instantaneous
After someone has answered a question, you may cast this spell as part of re-asking the question. If they fail a wisdom save, they give the opposite response compared to the before. The target is aware that they have changed their response but they do not know why.
Change of Things
2nd-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: S, M (a piece of jewelry with a built in container of one cubic centimeter, costing 5 gp or more)
Duration: Instantaneous
This spell can be cast two ways. You can cast it on a set of clothing or armor, causing it to shrink to fit into the specially prepared jewelry. Later, you can cast it on yourself to exchange your clothing with that contained within a piece of jewelry. You can have multiple outfits shrunken, each in a different container.
Once Mandy became a member of court, she found it handy to be able to dress for any occasion at a moment’s notice.
Clothing Explosion
3rd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components:V, S
Duration: Instantaneous
Choose a creature that you can see within range. That creature must make a Charisma saving throw. On a failed save, the target’s largest item of clothing or held item (usually armor, a robe, or a cloak) flies away from them and lands 20’ away in a random direction.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, an additional item flies away for each slot level above 3rd.
Mandy created this spell to remove knight’s armor advantage. When cast at higher levels, it would disarm them too. Most warriors who found themselves without weapons or armor would surrender or run away. Against monsters, it has occasional uses such as that dragon that has a magic necklace around its horn. Mandy was eventually banned from court for occasionally using it to embarrass courtiers whom she found annoying.
Exchange Senses
3rd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
You choose a creature within range. You and the target exchange all sensory abilities. If the target is unwilling, it can avoid the effect with a successful Charisma save. Magical senses are exchanged but abilities like gaze attacks are not.
Pause Pulse
3rd-level invocation
Casting Time:1 action
Range: Self (30-foot-radius sphere
Components:V,S
Duration: Instantaneous
A wave of scrambled magic energy shoots forth from you in all directions. Everyone (other than you) within the area of effect must make a Wisdom save or be incapacitated for one round.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, for each slot level above 3rd, you can designate one creature within the area of affect who can cast a spell or who has a magical ability. Those creatures are stunned instead of incapacitated for one round if they fail their saving throw.
This spell was created by the evoker, Ednon, who had the sculpt spell ability, which makes this spell much better. Otherwise, you’re spending an action to cause all friends and foes around you to lose an action, which has minimal gain. Allowing spellcasters to be more vulnerable to the wave of magic with higher spell slots makes it more worthwhile. I considered having and Intelligence save to be able to make order of the chaos around you, but then those who you would most want to stun would likely have the best saves.
Relocation Elocution
4th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You select a 30’ cube within range. All creatures of size small or larger exchange positions. Unwilling targets can avoid the effect by rolling a Charisma save. Randomly determine final locations among everyone who failed their wave or chose not to roll a saving throw. A target can be randomly moved to their current location. If a target’s new location puts them in the air and they cannot fly, they fall immediately. Targets behind a barrier that blocks spells are unaffected.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may select one target’s final location instead of rolling randomly for each slot level above 4th. You must make selections at the time of casting, before saving throws are rolled.
Mandy created this to move opponents out of their perfect defensive positions. Plus it was fun to surprise people and mess with their plans.
Refined Relocation Elocution
6th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V
Duration: Instantaneous
You select a 50’ cube within range. All creatures of size small or larger within that cube are moved to a random location within the cube. Unwilling targets can avoid the effect by rolling a Charisma save. The cube contains 100 squares that are 5 ’by5’. For each target that fails their saving throw, roll percentile dice to determine which of those 100 squares the target is relocated to. You can think of the first die determining row and the second die determining column. If the roll would put the target within a solid object or the same square as another target, increase the roll by 1 until a free square is found. A target can be randomly moved to their current location. The vertical dimension is unaffected. If a target moves to a square where they same height now puts them in the air and they cannot fly, they fall immediately. Targets behind a barrier that blocks spells are unaffected.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you may select one target’s final location instead of rolling randomly for each slot level above 6th. You must make selections at the time of casting, before saving throws are rolled.
Relocation Elocution is nice but it wasn’t quite random enough for Mandy’s taste.
Sign of Change
3rd-level divination
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 24 hours
You create a magical sign, made of light with no physical form, at a location within range. At casting, you choose whether it is visible to everyone or only to you. Also at casting, you choose what to write on the sign, up to 25 words. The sign measures changes based on what is written on the sign. For example, if you had written “Number of Undead who have come through.” The sign would show a number corresponding to the number of undead who have come within range since the creation of the sign. You can set up the sign’s detection range up to a maximum of 120 feet.
Trivial Inquiry
Divination cantrip
Casting Time: 1 action
Range: 60 feet/B]
[B]Components: S, M (a small piece of citrine cut into a triangle worth 10 gp.
Duration: Instantaneous
You target one creature within range. If that creature fails a Charisma saving throw, you learn one piece of information about them. There is no guarantee that the info will be useful but it will not be a tautology, or near tautology such as is alive or is made of matter. You can learn a maximum number of things from one target equal to your Intelligence modifier.
While occasionally useful, this cantrip has a somewhat creepy origin. When Mandy rejected Ednon’s advances, he resorted to magic to learn more about her, hoping to pretend to have more in common with her. Despite failure on that front, the spell still proved useful for the occasional lucky tidbit that could be used for espionage or blackmail.
The limit is mainly to reduce DM burden. Imagine a PC sitting in a crowded bar and casting it at the same target 100 times, forcing you to come up with 50 bits of trivia.
The spells in this post are extras that will not be submitted to the contest. Contest submissions will each be in their own post for easier linkage.
Change Mind
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Instantaneous
After someone has answered a question, you may cast this spell as part of re-asking the question. If they fail a wisdom save, they give the opposite response compared to the before. The target is aware that they have changed their response but they do not know why.
Change of Things
2nd-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: S, M (a piece of jewelry with a built in container of one cubic centimeter, costing 5 gp or more)
Duration: Instantaneous
This spell can be cast two ways. You can cast it on a set of clothing or armor, causing it to shrink to fit into the specially prepared jewelry. Later, you can cast it on yourself to exchange your clothing with that contained within a piece of jewelry. You can have multiple outfits shrunken, each in a different container.
Once Mandy became a member of court, she found it handy to be able to dress for any occasion at a moment’s notice.
Clothing Explosion
3rd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components:V, S
Duration: Instantaneous
Choose a creature that you can see within range. That creature must make a Charisma saving throw. On a failed save, the target’s largest item of clothing or held item (usually armor, a robe, or a cloak) flies away from them and lands 20’ away in a random direction.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, an additional item flies away for each slot level above 3rd.
Mandy created this spell to remove knight’s armor advantage. When cast at higher levels, it would disarm them too. Most warriors who found themselves without weapons or armor would surrender or run away. Against monsters, it has occasional uses such as that dragon that has a magic necklace around its horn. Mandy was eventually banned from court for occasionally using it to embarrass courtiers whom she found annoying.
Exchange Senses
3rd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
You choose a creature within range. You and the target exchange all sensory abilities. If the target is unwilling, it can avoid the effect with a successful Charisma save. Magical senses are exchanged but abilities like gaze attacks are not.
Pause Pulse
3rd-level invocation
Casting Time:1 action
Range: Self (30-foot-radius sphere
Components:V,S
Duration: Instantaneous
A wave of scrambled magic energy shoots forth from you in all directions. Everyone (other than you) within the area of effect must make a Wisdom save or be incapacitated for one round.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, for each slot level above 3rd, you can designate one creature within the area of affect who can cast a spell or who has a magical ability. Those creatures are stunned instead of incapacitated for one round if they fail their saving throw.
This spell was created by the evoker, Ednon, who had the sculpt spell ability, which makes this spell much better. Otherwise, you’re spending an action to cause all friends and foes around you to lose an action, which has minimal gain. Allowing spellcasters to be more vulnerable to the wave of magic with higher spell slots makes it more worthwhile. I considered having and Intelligence save to be able to make order of the chaos around you, but then those who you would most want to stun would likely have the best saves.
Relocation Elocution
4th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You select a 30’ cube within range. All creatures of size small or larger exchange positions. Unwilling targets can avoid the effect by rolling a Charisma save. Randomly determine final locations among everyone who failed their wave or chose not to roll a saving throw. A target can be randomly moved to their current location. If a target’s new location puts them in the air and they cannot fly, they fall immediately. Targets behind a barrier that blocks spells are unaffected.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may select one target’s final location instead of rolling randomly for each slot level above 4th. You must make selections at the time of casting, before saving throws are rolled.
Mandy created this to move opponents out of their perfect defensive positions. Plus it was fun to surprise people and mess with their plans.
Refined Relocation Elocution
6th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V
Duration: Instantaneous
You select a 50’ cube within range. All creatures of size small or larger within that cube are moved to a random location within the cube. Unwilling targets can avoid the effect by rolling a Charisma save. The cube contains 100 squares that are 5 ’by5’. For each target that fails their saving throw, roll percentile dice to determine which of those 100 squares the target is relocated to. You can think of the first die determining row and the second die determining column. If the roll would put the target within a solid object or the same square as another target, increase the roll by 1 until a free square is found. A target can be randomly moved to their current location. The vertical dimension is unaffected. If a target moves to a square where they same height now puts them in the air and they cannot fly, they fall immediately. Targets behind a barrier that blocks spells are unaffected.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you may select one target’s final location instead of rolling randomly for each slot level above 6th. You must make selections at the time of casting, before saving throws are rolled.
Relocation Elocution is nice but it wasn’t quite random enough for Mandy’s taste.
Sign of Change
3rd-level divination
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 24 hours
You create a magical sign, made of light with no physical form, at a location within range. At casting, you choose whether it is visible to everyone or only to you. Also at casting, you choose what to write on the sign, up to 25 words. The sign measures changes based on what is written on the sign. For example, if you had written “Number of Undead who have come through.” The sign would show a number corresponding to the number of undead who have come within range since the creation of the sign. You can set up the sign’s detection range up to a maximum of 120 feet.
Trivial Inquiry
Divination cantrip
Casting Time: 1 action
Range: 60 feet/B]
[B]Components: S, M (a small piece of citrine cut into a triangle worth 10 gp.
Duration: Instantaneous
You target one creature within range. If that creature fails a Charisma saving throw, you learn one piece of information about them. There is no guarantee that the info will be useful but it will not be a tautology, or near tautology such as is alive or is made of matter. You can learn a maximum number of things from one target equal to your Intelligence modifier.
While occasionally useful, this cantrip has a somewhat creepy origin. When Mandy rejected Ednon’s advances, he resorted to magic to learn more about her, hoping to pretend to have more in common with her. Despite failure on that front, the spell still proved useful for the occasional lucky tidbit that could be used for espionage or blackmail.
The limit is mainly to reduce DM burden. Imagine a PC sitting in a crowded bar and casting it at the same target 100 times, forcing you to come up with 50 bits of trivia.