Nope
2017-03-29, 03:27 AM
I recently thought a lot of cool spell ideas so decided to put them into this thread. Critique and feedback appreciated! Keep in mind the spells with [WIP] are work in progress, so judge them accordingly. I will add more spells as time goes on.
ROULETTE BLAST
4th-level evocation
Casting Time: 1 action
Range: 60 ft
Components: V, S, M (four coins with distinctive opposite sides)
Duration: Instantaneous
A cracking bolt of blue force launches from your hand. Make a ranged spell attack against a target within range. On a hit, the target takes 4d8 lightning damage.
If the initial attack hits, roll a d100. On a result of 25 or more, another bolt launches from your hand and strikes the target, dealing 4d8 damage. Repeat the process, adding 25 to the threshold each time. You can repeat this effect up to three times, for a maximum of four blasts.
AUTHENTIC IMAGE
4th-level illusion
Casting Time: 1 action
Range: 120 ft
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 1 hour
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, temperature and even texture appropriate to the thing depicted.
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
In addition, the illusion is so indistinguishable from reality that it can deal psychic damage to a creature. If you wish to deal damage in this way, it is always 4d6 psychic damage, regardless of the means it deals damage (an illusion of a rapier and a fire bolt will both deal 4d6 psychic.) It is also limited to deal damage to one creature per turn.
A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. In addition, the creature cannot be harmed by the illusion.
CHANCE
9th-level evocation
Casting Time: 2d4 rounds
Range: Self
Components: S, M (a four-sided die made of materials worth at least 500gp)
Duration: Instantaneous
Chance is the ultimate spell of luck. The spell's effects could range from a small mote of force that does nothing more than a small burn to a monumental barrage of energy, levelling if not annihilating everything in its path.
To determine what area of effect it has, roll a d4.
1. 60 ft. cone
2. 80 ft. cube
3. 120 ft. by 20 ft. line
4. 45 ft. radius
Each creature in the area must make a saving throw determined by rolling a d4. The damage type is also determined by this.
1. Constitution save, lightning damage
2. Dexterity save, fire damage
3. Intelligence save, force damage
4. Wisdom save, psychic damage
To determine the damage, roll a d20. Take the result and roll that many d10s. Each target takes that much damage on a failed save, and half as much damage on a successful one. Regardless of the damage type, it ignites any exposed flammable objects and damages structures.
ROULETTE BLAST
4th-level evocation
Casting Time: 1 action
Range: 60 ft
Components: V, S, M (four coins with distinctive opposite sides)
Duration: Instantaneous
A cracking bolt of blue force launches from your hand. Make a ranged spell attack against a target within range. On a hit, the target takes 4d8 lightning damage.
If the initial attack hits, roll a d100. On a result of 25 or more, another bolt launches from your hand and strikes the target, dealing 4d8 damage. Repeat the process, adding 25 to the threshold each time. You can repeat this effect up to three times, for a maximum of four blasts.
AUTHENTIC IMAGE
4th-level illusion
Casting Time: 1 action
Range: 120 ft
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 1 hour
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, temperature and even texture appropriate to the thing depicted.
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
In addition, the illusion is so indistinguishable from reality that it can deal psychic damage to a creature. If you wish to deal damage in this way, it is always 4d6 psychic damage, regardless of the means it deals damage (an illusion of a rapier and a fire bolt will both deal 4d6 psychic.) It is also limited to deal damage to one creature per turn.
A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. In addition, the creature cannot be harmed by the illusion.
CHANCE
9th-level evocation
Casting Time: 2d4 rounds
Range: Self
Components: S, M (a four-sided die made of materials worth at least 500gp)
Duration: Instantaneous
Chance is the ultimate spell of luck. The spell's effects could range from a small mote of force that does nothing more than a small burn to a monumental barrage of energy, levelling if not annihilating everything in its path.
To determine what area of effect it has, roll a d4.
1. 60 ft. cone
2. 80 ft. cube
3. 120 ft. by 20 ft. line
4. 45 ft. radius
Each creature in the area must make a saving throw determined by rolling a d4. The damage type is also determined by this.
1. Constitution save, lightning damage
2. Dexterity save, fire damage
3. Intelligence save, force damage
4. Wisdom save, psychic damage
To determine the damage, roll a d20. Take the result and roll that many d10s. Each target takes that much damage on a failed save, and half as much damage on a successful one. Regardless of the damage type, it ignites any exposed flammable objects and damages structures.