demonslayerelf
2017-07-21, 02:28 AM
Hello there! I'm that guy who's been rewriting the Monster Manual. Since I've been a little tripped up with my next set... HERE'S SOME SPELLS.
If you need a little bit of context for how these came about, here.
So, my group's campaign setting is massive. We've been building it up for almost a decade now, and fully explaining it would be a nightmare.(And don't even get me started in converting it to 5e)
But, these spells in particular come from a tribe of Dragon-Ancestry Sorcerers in the far, frozen North. Everybody born to this tribe was a Sorcerer, and all of them learned to utilize the following spells, over time. In-setting, the tribes saw it as tapping into their own blood, and would not teach it to outsiders. They still don't, but a few Wizards or Sorcerers have learned these spells through other methods.
Otherwise, here you go.
Drake's Scales
1st-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a colored reptile's scale)
Duration: Concentration, up to 1 hour
Hard, reptilian scales grow from the caster's body, allowing them to ignore extreme heat and cold, and a +1 to AC for the duration. The color of these scales matches the type of the reptile's scale component.
Drake's Tooth
2nd-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a predator's fang)
Duration: Concentration, up to 1 hour
Long, sharp fangs sprout from the caster's usual teeth; These deal a second die of damage when Biting a target. These count as a +1 magical weapon, and may only be used once per Attack Action.
Dragon's Roar
2nd-level Evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Instantaneous
A Shockwave of thunderous energy erupts from the Caster. Each creature within 30 feet must make a Constitution Saving Throw. On a failure, the victim takes 1d8 Thunder Damage, and must then make a Wisdom Saving Throw, becoming Frightened of the Caster until the end of their next turn on a failed save. A creature who succeeds the Constitution Saving Throw only takes the Thunder Damage.
Drake's Wings
3rd-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a bone from a creature's wing)
Duration: Concentration, up to 1 hour
Large, draconic wings rip their way out of the caster's back, granting them a Fly Speed equal to their Walking Speed. In addition, the caster may make a "Wing Attack," dealing two dice of their Unarmed Damage to every creature within their reach.
Draconic Persuasion
3rd-level Enchantment
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 minute
The caster's voice becomes deeper, resonant, and laden with strength and confidence. Everybody who can hear the caster must make a Wisdom Saving Throw against the caster's spell DC. On a failure, the caster gains advantage on all attempts to Persuade or Intimidate the target. In addition, any Saving Throws the creature makes against becoming Charmed or Frightened by the Caster for the duration are made at Disadvantage.
Dragon's Fang
4th-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (the fang of a Dragon)
Duration: Concentration, 1 hour
The Caster grows the mighty fangs of a Dragon; These count as +2 Magical Weapons. In addition, the Caster may make a Bite Attack in place of a normal Attack Action, dealing 2d8 Piercing Damage and 2d6 Damage of the appropriate type, as determined when this spell is cast.
Dragon's Breath
4th-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute
The Caster infuses their throat and mouth with the essence of a Dragon. The Caster gains the ability to breathe Fire, Cold, Acid, Lightning, or Poison as an Action. This deals 6d8 damage of the appropriate type to every creature in a 30-foot cone. The creatures within this cone may make a Dexterity Saving Throw(If Fire, Lightning, or Acid) or a Constitution Saving Throw(If Cold or Poison), halving the damage on a success. This ability Recharges on a 5-6. A Creature may only benefit from one spell(Or potion, etc.) that grants this ability at a time.
Dragon's Hide
5th-level Transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M(A Dragon Scale of the appropriate type)
Duration: Concentration, 1 hour
The Caster sprouts the scales of a Dragon. This grants them a +2 AC, and immunity to the appropriate type of damage.
Draconic Majesty
6th-level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: 10 minutes
The Caster imbues their being with a sense of power, awe, and fear. Every creature of the Caster's choosing must make a Wisdom Saving Throw. Upon a failure, they are Frightened or Charmed by the Caster for 10 minutes. They may make a Saving Throw at the end of every round to break the effect.
While Charmed or Frightened in this way, the victims look at the Caster much in the same way they would a true dragon, either paying their subservience to them, or getting as far away as possible.
Elemental Wings
7th-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M(A scrap of leather from the wing of a Dragon)
Duration: Concentration, 1 hour
The Caster's back rips open, dealing 2d8 Necrotic Damage, and sprouting a pair of large, leathery, scaly dragon wings. These grant a Flying Speed equal to twice the creature's Walking Speed, and the ability to, as a Reaction, gain Immunity to the appropriate type of damage, until the start of the Caster's next turn. If the caster was already Immune to this type of damage, they may instead use their Reaction to absorb the attack, healing that much damage.
Dragon Heart
8th-level Abjuration
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M(An empty metal Cage, 5000 Gold of incense to be burned within the cage.)
Duration: Until Dispelled
Upon killing a Dragon-type creature, the Caster may attempt to trap the Soul of the felled Dragon. The Dragon makes a Charisma Saving Throw at Disadvantage. Upon a success, nothing happens. If the Dragon fails it's save, they become sealed within the cage, and may not be revived by anything short of a Wish Spell, unless it is freed by destroying this Cage.
The Caster may attune to this Cage. This allows them to communicate with the Dragon within via Telepathy at will. While thus Attuned, the Caster gains Immunity to the Dragon's primary element, and once per day, may use the "Legendary Resistance" trait.
Dragon Sentry
9th-level Abjuration
Casting Time: 12 hours
Range: 30 feet
Components: V, S, M(A Cage prepared by the Dragon Heart Spell, and a suitable vessel costing no less than 50,000 Gold.)
Duration: Until Dispelled
The Caster must first hand-craft a Huge or larger shell made from Stone, Metal, and/or Gemstones. The Vessel may take any shape the Caster wishes. The Caster then spends 12 hours transferring and binding the Dragon Soul from the Cage into the Vessel. The Caster makes a Charisma Saving Throw, the DC equal to the Dragon's number of Hit Dice. Upon a failure, the Dragon Soul is released, and the Vessel is undisturbed. Upon a success, the Dragon Soul then makes a Charisma Saving Throw against the Caster's Spell DC(Legendary Resistance cannot be used to succeed). Upon a failure, they are fully bound to the Vessel, and must obey every order the Caster gives them. Once each Year after being bound, the Dragon Soul may make another Saving Throw. The Dragon Soul may not be revived, as per Dragon Heart, but they can no longer be attuned to.
The Vessel has the Dragon's original statistics, with the following changes;
They have no Legendary Actions, and no Legendary Resistances.
They become immune to nonmagical bludgeoning, piercing, and slashing damage, if they did not have this already.
The Dragon Sentry's Hit Die changes to reflect their new size.
Draconic Form
9th-level Transmutation
Casting Time: 12 hours
Range: Self
Components: V, S, M (a vial of the blood of a Dragon, and 1000 Gold worth of incenses that must be consumed by the appropriate element in a Silver Brazier worth an additional 5000 Gold)
Duration: 1 month
This spell changes the Caster's Type to Dragon for the duration. Their maximum Health increases by 100, and they are under the effects of Elemental Wings, Dragon's Hide, and Dragon's Fang spells.
Once per Long Rest, the Caster may also cast Draconic Majesty, Dragon's Breath, and Draconic Persuasion.
If you need a little bit of context for how these came about, here.
So, my group's campaign setting is massive. We've been building it up for almost a decade now, and fully explaining it would be a nightmare.(And don't even get me started in converting it to 5e)
But, these spells in particular come from a tribe of Dragon-Ancestry Sorcerers in the far, frozen North. Everybody born to this tribe was a Sorcerer, and all of them learned to utilize the following spells, over time. In-setting, the tribes saw it as tapping into their own blood, and would not teach it to outsiders. They still don't, but a few Wizards or Sorcerers have learned these spells through other methods.
Otherwise, here you go.
Drake's Scales
1st-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a colored reptile's scale)
Duration: Concentration, up to 1 hour
Hard, reptilian scales grow from the caster's body, allowing them to ignore extreme heat and cold, and a +1 to AC for the duration. The color of these scales matches the type of the reptile's scale component.
Drake's Tooth
2nd-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a predator's fang)
Duration: Concentration, up to 1 hour
Long, sharp fangs sprout from the caster's usual teeth; These deal a second die of damage when Biting a target. These count as a +1 magical weapon, and may only be used once per Attack Action.
Dragon's Roar
2nd-level Evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Instantaneous
A Shockwave of thunderous energy erupts from the Caster. Each creature within 30 feet must make a Constitution Saving Throw. On a failure, the victim takes 1d8 Thunder Damage, and must then make a Wisdom Saving Throw, becoming Frightened of the Caster until the end of their next turn on a failed save. A creature who succeeds the Constitution Saving Throw only takes the Thunder Damage.
Drake's Wings
3rd-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a bone from a creature's wing)
Duration: Concentration, up to 1 hour
Large, draconic wings rip their way out of the caster's back, granting them a Fly Speed equal to their Walking Speed. In addition, the caster may make a "Wing Attack," dealing two dice of their Unarmed Damage to every creature within their reach.
Draconic Persuasion
3rd-level Enchantment
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 minute
The caster's voice becomes deeper, resonant, and laden with strength and confidence. Everybody who can hear the caster must make a Wisdom Saving Throw against the caster's spell DC. On a failure, the caster gains advantage on all attempts to Persuade or Intimidate the target. In addition, any Saving Throws the creature makes against becoming Charmed or Frightened by the Caster for the duration are made at Disadvantage.
Dragon's Fang
4th-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (the fang of a Dragon)
Duration: Concentration, 1 hour
The Caster grows the mighty fangs of a Dragon; These count as +2 Magical Weapons. In addition, the Caster may make a Bite Attack in place of a normal Attack Action, dealing 2d8 Piercing Damage and 2d6 Damage of the appropriate type, as determined when this spell is cast.
Dragon's Breath
4th-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute
The Caster infuses their throat and mouth with the essence of a Dragon. The Caster gains the ability to breathe Fire, Cold, Acid, Lightning, or Poison as an Action. This deals 6d8 damage of the appropriate type to every creature in a 30-foot cone. The creatures within this cone may make a Dexterity Saving Throw(If Fire, Lightning, or Acid) or a Constitution Saving Throw(If Cold or Poison), halving the damage on a success. This ability Recharges on a 5-6. A Creature may only benefit from one spell(Or potion, etc.) that grants this ability at a time.
Dragon's Hide
5th-level Transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M(A Dragon Scale of the appropriate type)
Duration: Concentration, 1 hour
The Caster sprouts the scales of a Dragon. This grants them a +2 AC, and immunity to the appropriate type of damage.
Draconic Majesty
6th-level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: 10 minutes
The Caster imbues their being with a sense of power, awe, and fear. Every creature of the Caster's choosing must make a Wisdom Saving Throw. Upon a failure, they are Frightened or Charmed by the Caster for 10 minutes. They may make a Saving Throw at the end of every round to break the effect.
While Charmed or Frightened in this way, the victims look at the Caster much in the same way they would a true dragon, either paying their subservience to them, or getting as far away as possible.
Elemental Wings
7th-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M(A scrap of leather from the wing of a Dragon)
Duration: Concentration, 1 hour
The Caster's back rips open, dealing 2d8 Necrotic Damage, and sprouting a pair of large, leathery, scaly dragon wings. These grant a Flying Speed equal to twice the creature's Walking Speed, and the ability to, as a Reaction, gain Immunity to the appropriate type of damage, until the start of the Caster's next turn. If the caster was already Immune to this type of damage, they may instead use their Reaction to absorb the attack, healing that much damage.
Dragon Heart
8th-level Abjuration
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M(An empty metal Cage, 5000 Gold of incense to be burned within the cage.)
Duration: Until Dispelled
Upon killing a Dragon-type creature, the Caster may attempt to trap the Soul of the felled Dragon. The Dragon makes a Charisma Saving Throw at Disadvantage. Upon a success, nothing happens. If the Dragon fails it's save, they become sealed within the cage, and may not be revived by anything short of a Wish Spell, unless it is freed by destroying this Cage.
The Caster may attune to this Cage. This allows them to communicate with the Dragon within via Telepathy at will. While thus Attuned, the Caster gains Immunity to the Dragon's primary element, and once per day, may use the "Legendary Resistance" trait.
Dragon Sentry
9th-level Abjuration
Casting Time: 12 hours
Range: 30 feet
Components: V, S, M(A Cage prepared by the Dragon Heart Spell, and a suitable vessel costing no less than 50,000 Gold.)
Duration: Until Dispelled
The Caster must first hand-craft a Huge or larger shell made from Stone, Metal, and/or Gemstones. The Vessel may take any shape the Caster wishes. The Caster then spends 12 hours transferring and binding the Dragon Soul from the Cage into the Vessel. The Caster makes a Charisma Saving Throw, the DC equal to the Dragon's number of Hit Dice. Upon a failure, the Dragon Soul is released, and the Vessel is undisturbed. Upon a success, the Dragon Soul then makes a Charisma Saving Throw against the Caster's Spell DC(Legendary Resistance cannot be used to succeed). Upon a failure, they are fully bound to the Vessel, and must obey every order the Caster gives them. Once each Year after being bound, the Dragon Soul may make another Saving Throw. The Dragon Soul may not be revived, as per Dragon Heart, but they can no longer be attuned to.
The Vessel has the Dragon's original statistics, with the following changes;
They have no Legendary Actions, and no Legendary Resistances.
They become immune to nonmagical bludgeoning, piercing, and slashing damage, if they did not have this already.
The Dragon Sentry's Hit Die changes to reflect their new size.
Draconic Form
9th-level Transmutation
Casting Time: 12 hours
Range: Self
Components: V, S, M (a vial of the blood of a Dragon, and 1000 Gold worth of incenses that must be consumed by the appropriate element in a Silver Brazier worth an additional 5000 Gold)
Duration: 1 month
This spell changes the Caster's Type to Dragon for the duration. Their maximum Health increases by 100, and they are under the effects of Elemental Wings, Dragon's Hide, and Dragon's Fang spells.
Once per Long Rest, the Caster may also cast Draconic Majesty, Dragon's Breath, and Draconic Persuasion.