Silkensword
2018-02-01, 04:23 AM
Welcome! You have set foot into the Arcaneum.
I'm starting this thread for feedback on homebrew spells that I have made.
Since I have only made two so far, it might seem a bit early to start a thread on this already -
but I enjoy doing it somewhat immensely, and there are a few things that I find lacking in 5e spells, in particular when it comes to offensive buffs.
Here is the link to the design document in which I work on all of the spells:
https://docs.google.com/document/d/1Uj5l5t3DfVri7cEYc-RbKJLG34_lnYqXcZGytirRNk4/edit?usp=sharing
For your, as well as my, convenience, I'm also going to put spells I have "finished" (take that with a grain of salt as all of these are subject to change) in this thread:
none so far
1st Level Enchantment
Classes: Bard, Cleric, Wizard, Warlock, Paladin
Casting Time: 1 Bonus Action
Components: V
Range: A willing creature within 30 ft.
Duration: Concentration, up to 1 minute
Description: Reaching into the tumultuous furnaces of raw magical power,
you grant yourself or an ally the ability to do potentially devastating
damage. Any damage die rolled by the affected creature are rolled again
and added to the damage total if the result of the dice rolled is the highest
possible. This is only done once for every dice.
At higher levels: When cast at higher levels, the amount of times the dice can be rolled
again should the highest outcome be reached is changed to twice the
spell slots level. (four times at level 2, eight times at level 4, to a
Maximum of 18 times at level 9)
none so far
none so far
none so far
5th level evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 action
Components: v, s, m (the retina of a dragon)
Duration: concentration up to 1 minute
Range: a creature within 60 feet
Ritual: no
Description: You cause the flow of the weave around a creature to whirl around and over it. Any complex magical effects are obliterated, while mundane ones become impossible to escape.
Saving throws made by the creature against spells or spell-like effects that would negate or halve damage fail automatically.
Saving throws made by the creature against other spells or spell-like effects automatically succeed.
If a spell deals damage and would have a secondary effect, such as placing a condition on the creature, it instead only deals damage, but an additional 2d6 force damage as well.
At the beginning of their turn, a creature affected this way may attempt to roll an int-save. If it succeeds, it takes 1d6 force damage and the spell ends. Effects that cause a creature to drop to 0 hit points are not considered damage.
none so far
none so far
8th Level Necromancy
Classes: Wizard, Druid
Casting Time: 1 Action
Components: VSM (the bone of a large beast)
Duration: Concentration, up to 1 minute
Range: 150 ft.
Description: At your behest, the bones of ancient creatures pierce the earth, creating
deadly obstacles for your enemies. When you cast this spell, you receive
a pool of 16d4. When you first cast this spell, you may make 5 feet of
ground difficult terrain per d4. Upon casting, any creatures in this area
Take 1d4 of piercing damage.
If you use more than one d4 on 5 feet of ground, the bones grow denser there, and creatures in that area take the equivalent amount of d4 in piercing damage.
If you place more than 6d4 on 5 feet of ground, the terrain becomes impassable instead, and a spire of bone reaches up 10 feet into the air.
Creatures large or smaller in this area must succeed on a dexterity saving throw and move 5 feet away, or take an additional 2d4 for a final 8d4 of piercing damage and be lifted. On their next turn, they have to move or succeed on a athletics or acrobatics check as it is difficult to stay on the slim spire.
Using all of your d4 on 5 feet of ground will result in a single spire, 50 feet tall. Creatures huge or smaller in this area must succeed on a dexterity saving throw and move 5 feet away, or be lifted up along with the spire. On their next turn, they have to move or succeed on a athletics or acrobatics check as it is difficult to stay on the slim spire.
For every 5 feet of movement a creature makes through difficult terrain created this way, they take 1d4 of piercing damage. A creature knocked prone on this terrain takes 4d4 of piercing damage.
To sustain the field, you must use your bonus action on your turn.
As an action, you may rearrange the distribution of the d4’s.
8th Level Divination
Classes: Cleric, Wizard, Bard
Casting Time: 1 Action
Components: VSM (a Black Sapphire worth 5000 gp, consumed when cast)
Range: Touch, willing creature
Duration: Instantaneous, lasts 10 minutes
Ritual: Yes
Description: You wreathe arcane energy into a cloak around a creature within
range. It counts as an attuned magical item that cannot be taken
off, and counts towards the attuned item total of that creature.
While worn, any attack roll made by the enchanted creature,
provided it hits, counts as a critical hit, and deals damage
accordingly. If this spell is cast on a creature who is attuned to as
many magical items as their limit allows, the spell fails and the
spellslot is wasted, the gem however is not consumed.
none so far
My to-do list:
-> More buff spells! Clerics know all of their spells for a reason, situational spells can be so much fun with classes that get to adapt to those situations!
-> Debuff spells? Battlefield control is already a big big thing in 5e and really what most spellcasters should focus on, but the concentration mechanic has made it hard to debuff enemies without giving up on other utilities.
What do you think? Do you have other ideas for spells that could be fun to have but can't bother to deal with the specifics? leave it to the mystical menagerie of the Arcaneum to do for you! :smalltongue:
I'm starting this thread for feedback on homebrew spells that I have made.
Since I have only made two so far, it might seem a bit early to start a thread on this already -
but I enjoy doing it somewhat immensely, and there are a few things that I find lacking in 5e spells, in particular when it comes to offensive buffs.
Here is the link to the design document in which I work on all of the spells:
https://docs.google.com/document/d/1Uj5l5t3DfVri7cEYc-RbKJLG34_lnYqXcZGytirRNk4/edit?usp=sharing
For your, as well as my, convenience, I'm also going to put spells I have "finished" (take that with a grain of salt as all of these are subject to change) in this thread:
none so far
1st Level Enchantment
Classes: Bard, Cleric, Wizard, Warlock, Paladin
Casting Time: 1 Bonus Action
Components: V
Range: A willing creature within 30 ft.
Duration: Concentration, up to 1 minute
Description: Reaching into the tumultuous furnaces of raw magical power,
you grant yourself or an ally the ability to do potentially devastating
damage. Any damage die rolled by the affected creature are rolled again
and added to the damage total if the result of the dice rolled is the highest
possible. This is only done once for every dice.
At higher levels: When cast at higher levels, the amount of times the dice can be rolled
again should the highest outcome be reached is changed to twice the
spell slots level. (four times at level 2, eight times at level 4, to a
Maximum of 18 times at level 9)
none so far
none so far
none so far
5th level evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 action
Components: v, s, m (the retina of a dragon)
Duration: concentration up to 1 minute
Range: a creature within 60 feet
Ritual: no
Description: You cause the flow of the weave around a creature to whirl around and over it. Any complex magical effects are obliterated, while mundane ones become impossible to escape.
Saving throws made by the creature against spells or spell-like effects that would negate or halve damage fail automatically.
Saving throws made by the creature against other spells or spell-like effects automatically succeed.
If a spell deals damage and would have a secondary effect, such as placing a condition on the creature, it instead only deals damage, but an additional 2d6 force damage as well.
At the beginning of their turn, a creature affected this way may attempt to roll an int-save. If it succeeds, it takes 1d6 force damage and the spell ends. Effects that cause a creature to drop to 0 hit points are not considered damage.
none so far
none so far
8th Level Necromancy
Classes: Wizard, Druid
Casting Time: 1 Action
Components: VSM (the bone of a large beast)
Duration: Concentration, up to 1 minute
Range: 150 ft.
Description: At your behest, the bones of ancient creatures pierce the earth, creating
deadly obstacles for your enemies. When you cast this spell, you receive
a pool of 16d4. When you first cast this spell, you may make 5 feet of
ground difficult terrain per d4. Upon casting, any creatures in this area
Take 1d4 of piercing damage.
If you use more than one d4 on 5 feet of ground, the bones grow denser there, and creatures in that area take the equivalent amount of d4 in piercing damage.
If you place more than 6d4 on 5 feet of ground, the terrain becomes impassable instead, and a spire of bone reaches up 10 feet into the air.
Creatures large or smaller in this area must succeed on a dexterity saving throw and move 5 feet away, or take an additional 2d4 for a final 8d4 of piercing damage and be lifted. On their next turn, they have to move or succeed on a athletics or acrobatics check as it is difficult to stay on the slim spire.
Using all of your d4 on 5 feet of ground will result in a single spire, 50 feet tall. Creatures huge or smaller in this area must succeed on a dexterity saving throw and move 5 feet away, or be lifted up along with the spire. On their next turn, they have to move or succeed on a athletics or acrobatics check as it is difficult to stay on the slim spire.
For every 5 feet of movement a creature makes through difficult terrain created this way, they take 1d4 of piercing damage. A creature knocked prone on this terrain takes 4d4 of piercing damage.
To sustain the field, you must use your bonus action on your turn.
As an action, you may rearrange the distribution of the d4’s.
8th Level Divination
Classes: Cleric, Wizard, Bard
Casting Time: 1 Action
Components: VSM (a Black Sapphire worth 5000 gp, consumed when cast)
Range: Touch, willing creature
Duration: Instantaneous, lasts 10 minutes
Ritual: Yes
Description: You wreathe arcane energy into a cloak around a creature within
range. It counts as an attuned magical item that cannot be taken
off, and counts towards the attuned item total of that creature.
While worn, any attack roll made by the enchanted creature,
provided it hits, counts as a critical hit, and deals damage
accordingly. If this spell is cast on a creature who is attuned to as
many magical items as their limit allows, the spell fails and the
spellslot is wasted, the gem however is not consumed.
none so far
My to-do list:
-> More buff spells! Clerics know all of their spells for a reason, situational spells can be so much fun with classes that get to adapt to those situations!
-> Debuff spells? Battlefield control is already a big big thing in 5e and really what most spellcasters should focus on, but the concentration mechanic has made it hard to debuff enemies without giving up on other utilities.
What do you think? Do you have other ideas for spells that could be fun to have but can't bother to deal with the specifics? leave it to the mystical menagerie of the Arcaneum to do for you! :smalltongue: