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View Full Version : D&D 5e/Next School of Ancient Magics (wizard subclass and attached spell list)



KittenMagician
2018-07-26, 11:23 PM
I made this because i really wanted to be able to create a character from konosuba (megumin) but just empowering fireball didnt feel the same. this subclass is focused on powerful magic from ancient times.

School of Ancient Magic
Wizard Subclass

Student of the Ancients
At 2nd level when you choose this sub class you learn to speak read and write one of the following languages: Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, or Sylvan.

Initiate of Ancient Techniques
At 2nd level your study of ancient magics allows you to understand a wider variety of magics. You may learn cantrips and 1st level spells from any spell list.

Adept of Ancient Techniques
At 6th level you understand the mysteries of what people of ancient times found commonplace a little bit better. You can now learn 2nd level spells from any spell list and you learn 2 more cantrips of your choice. In addition select 2 cantrips you know. When you cast the chosen cantrips you may cast them as a bonus action if they have a casting time of 1 action.

Master of Ancient Techniques
At 10th level you fully comprehend ancient techniques and how to enact all but the most powerful powers and spells. You can now learn 3rd and 4th level spells from any spell list. Whenever you cast a spell at a higher level, each level higher counts as 2 levels. In addition select another cantrip you know. When you cast the chosen cantrip you may cast them as a bonus action if it has a casting time of 1 action.

Penultimate Master of Magic
At 14th level your intense study for years has finally allowed you to learn ancient magic of unimaginable power. You learn one super level spell of your choice. In addition select another cantrip you know. When you cast the chosen cantrip you may cast them as a bonus action if it has a casting time of 1 action.



Super-level Magic
The following spells come from ancient times when magic casters were much more powerful. These spells are available to wizards provided they are able to find a book to teach them. You must also be able to speak, read, and write the spells associated language, the spell is always written in that language after all. You cannot learn a spell from this list if it is outside your school of magic (war magic wizards cannot learn any of them.)
Because of the nature of these spells and their power it takes immense amounts of concentration and strength to not have the spell kill you. As such you cannot move on a turn in which you cast one of these spells and each of them consumes multiple spell slots. Starting from your highest-level spell slot, you use up 17 spell slots for each of these spells. At higher levels, you may spend more spell slots, if available, to amplify the effects of the spell in a certain way. If you attempt to cast one of these spells with less than 17 spell slots, the following effects occur:
- 16-15 spell slots: Your intelligence drops to zero, and you become catatonic
- 14-13 spell slots: same as previous, but you also drop to zero hitpoints
- 12 spell slots: Same as previous, but you are dead with no saving throws
- 11 spell slots: Your body disintegrates
- 10-1 spell slots: Your body disintegrates, and a 10-foot diameter rift in reality opens for 1 minute and sucks all creatures that do not succeed on a DC 15 Dexterity or Strength saving throw inside.
If you successfully cast the spell you drop to zero strength until the end of your next turn.


Lustras' Perfect Transmutation
Super-level transmutation
Casting time: 1 turn (action and bonus action)
Range: Self
Components: V,S
Duration: Instantaneous
Language: Primordial

Choose a nonliving material such as stone metal wood (not living plants), etc. All of the chosen material that is not worn or held within a sphere with a radius of 800 ft with you on the edge is transmuted into another material. To determine the new material roll on the table below.
For each spell slot more than 17 you spend on this spell allows you to remove one option from the table for this casting of the spell.
D6 Result
1 Stone
2 Gold
3 Water
4 Iron
5 Coal
6 Sand


Deification
Super-level conjuration
Casting time: 1 turn (action and bonus action)
Range: Self
Components: V,S
Duration: 3 turns
Language: Celestial

You summon a god of the DM's choice that is of a domain you roll on the table below. The god possesses your body for the duration of this spell. The god is controlled by the DM and takes a turn immediately and further turns in your stead. The god takes your turn the turn it would dissipate. You have immunity to all damage types for as long as you are possessed. When the god dissipates, you are left with 1 hit point.
For each spell slot more than 17 you spend on this spell allows you to remove one option from the table for this casting of the spell.
D6 Result
1 Life
2 Death
3 War
4 Nature
5 Knowledge
6 Tempest



Grasp Heart
Super-level necromancy
Casting time: 1 turn (action and bonus action)
Range: 45 feet
Components: V,S
Duration: Instantaneous
Language: Abyssal

A creature within range that you can see must make a DC 15 Wisdom saving throw. On a failure the creature dies. On a success the creature is incapacitated until the end of your next turn. Undead are not affected by this spell.
For each spell slot more than 17 you spend on this spell increases the DC by 1 for this casting of the spell.


Colerra's Reinvigoration
Super-level evocation
Casting time: 1 turn (action and bonus action)
Range: Self
Components: V,S
Duration: Instantaneous
Language: Celestial

All creatures in a sphere with 100 foot radius centered on you regain all of their hit points. All undead within the sphere must make a DC 15 Wisdom saving throw. On a failure they are disintegrated. Plant live within the sphere is strengthened, they come into full bloom and there is new growth. All creatures within the sphere that have been dead for no longer than 10 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs.
For each spell slot more than 17 you spend on this spell increases the DC by 1 for this casting of the spell.


Explosion
Super-level evocation
Casting time: 1 turn (action and bonus action)
Range: 1000 feet
Components: V,S
Duration: Instantaneous
Language: Infernal

A spot where you point within range erupts in a massive explosion. Each creature in a 40-foot-radius sphere centered on that point takes 10d12 fire damage. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. Objects within the first 10-foot-radius are disintegrated. Every creature within a 30-foot-radius outside the explosion must make a Strength or Dexterity saving throw. A target is knocked back 10 feet and takes 3d6 bludgeoning damage and is prone on a failed save, or half as much damage and are not knocked prone on a successful one.
For each spell slot more than 17 you spend on this spell increases the damage by 2d12 for the fire damage and 1d6 for the bludgeoning damage for this casting of the spell.


Lightning Annihilation
Super-level evocation
Casting time: 1 turn (action and bonus action)
Range: Self (500 foot line)
Components: V,S
Duration: Instantaneous
Language: Primordial

An uncountable number of lightning bolts spring forth from your out stretched hands and arms forming a line 500 feet long and 20 feet wide in a direction you choose. Each creature in the line takes 10d12 lightning damage. The lightning ignites flammable objects in the area that aren’t being worn or carried. Every creature within a 20 feet of the line of lightning bolts must make a Strength or Dexterity saving throw. A target takes 3d6 thunder damage and is blinded and deafened on a failed save, or half as much damage and are not blinded on a successful one.
For each spell slot more than 17 you spend on this spell increases the damage by 2d12 for the lightning damage and 1d6 for the thunder damage for this casting of the spell.


Colerra's Ring of Peace
Super-level enchantment
Casting time: 1 turn (action and bonus action)
Range: Self
Components: V,S
Duration: 24 hours
Language: Sylvan

All creatures within a sphere with a 200 foot-radius centered on you when this spell is cast and each creature that enters the sphere or starts its turn within the sphere must make a DC 15 Charisma saving throw. Each creature that fails cannot attack or cast spells that affect other creatures. Creatures within the sphere have immunity to magic cast from outside the sphere and all ranged attacks into the sphere from outside it automatically miss. Each creature that succeeds the saving throw, is magically teleported to the closest safe space they fit in outside the sphere.
For each spell slot more than 17 you spend on this spell increases the DC by 1 for this casting of the spell.


Sotellian's Reign of Chaos
Super-level enchantment
Casting time: 1 turn (action and bonus action)
Range: Self
Components: V,S
Duration: 24 hours
Language: Draconic

All creatures within a sphere with a 200 foot-radius sphere with you at the edge when this spell is cast and each creature that enters the sphere or starts its turn within the sphere must make a DC 15 Charisma saving throw. Each creature that fails is driven into a rage with no regard for their own safety and must attack the nearest creature whether friend or foe. If they are capable of casting spells they may but they must move towards the nearest creature. Creatures within the sphere have take double damage from spells cast from outside the sphere, automatically fail all spell saving throws, and all ranged attacks into the sphere from outside it automatically hit, you still roll to see if there is a critical hit. Each creature that succeeds the saving throw, is magically teleported to the closest safe space they fit in outside the sphere.
For each spell slot more than 17 you spend on this spell increases the DC by 1 for this casting of the spell.


Sotellian's Polylocation
Super-level illusion
Casting time: 1 turn (action and bonus action)
Range: Self
Components: V,S
Duration: 1 hour
Language: Sylvan

You create 4 copies of yourself at different open spaces of your choice within 30 ft of you that are under your control. They each take a turn immediately after your turn. They each have four 1st-level spell slots, one 2nd level spell slot and have the same prepared spells as you. They have the same abilities scores and proficiencies that you do. They do not have the items you do other than weapons but they do have the same AC as you. When the duration of this spell ends the copies disappear along with their weapons.
For each spell slot more than 17 you spend on this spell increases the number of copies you create by 1 for this casting of the spell.


Utter Silence
Super-level abjuration
Casting time: 1 turn (action and bonus action)
Range: Self
Components: S
Duration: 4 hours
Language: Deep Speech

You create an area in which no sound can exist. For the duration, no sound can be created within or pass through a 1000-foot-radius sphere with you on the edge of it. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. Telepathy is also impossible. While inside the area magical items become mundane.
For each spell slot more than 17 you spend on this spell increases the size of the radius by 100 feet for this casting of the spell.





i'm working with my DM to come up with the divination school super-level spell. let me know what you think.

JNAProductions
2018-07-27, 01:45 PM
Student of the Ancients is fine.

Initiate of the Ancient Techniques, I'm iffy on... But it's probably okay.

Adept is broken. You get to double your DPR (probably on Eldritch Blast) for an average of 22 (before hit rolls) at the level you get it, and with a measly two level dip into Warlock, you get twice the Warlock's DPR. That is insane. (Also stuff like Blade Ward or True Strike become much more powerful, but I'm less concerned about that.)

Master is also utterly borked. Fireball normally does 10d6 from a 5th level slot (35 average). Cone of Cold does 8d8 (36 average). Cone of Cold edges out Fireball slightly, and improves better (1d8 as compared to 1d6). With this, Fireball now does 12d6 (42 average) making it BETTER than Cone of Cold. And then there's Animate Dead. Just imagine.

I won't even comment on the super spells, because I feel that the rest needs to be fixed before you can work on those.

KittenMagician
2018-07-27, 02:17 PM
Student of the Ancients is fine.

Initiate of the Ancient Techniques, I'm iffy on... But it's probably okay.

Adept is broken. You get to double your DPR (probably on Eldritch Blast) for an average of 22 (before hit rolls) at the level you get it, and with a measly two level dip into Warlock, you get twice the Warlock's DPR. That is insane. (Also stuff like Blade Ward or True Strike become much more powerful, but I'm less concerned about that.)

Master is also utterly borked. Fireball normally does 10d6 from a 5th level slot (35 average). Cone of Cold does 8d8 (36 average). Cone of Cold edges out Fireball slightly, and improves better (1d8 as compared to 1d6). With this, Fireball now does 12d6 (42 average) making it BETTER than Cone of Cold. And then there's Animate Dead. Just imagine.

I won't even comment on the super spells, because I feel that the rest needs to be fixed before you can work on those.

i understand what you are saying. i voiced some similar concerns to my DM who i was working with on it for master and he said it was fine. as for the adept part i dont fully understand what you mean (im not sure what DPR stands for). i was thinking of toning the master one back and make it a 2:3 instead of a 1:2 for actual level:casting level

thanks this is the kind of feedback im looking for

JNAProductions
2018-07-27, 09:55 PM
DPR is Damage Per Round.

For reference, at level 6, a Wizard can expect to do 11 DPR, then modified by hit chance.
A Warlock can expect to do 19.
This subclass can expect 22, and with a two level dip in Warlock, up that to 30 (when the Warlock is level 8 and gets 21).

Sir Brett Nortj
2018-07-27, 10:00 PM
Now THIS is original!

Greatly admire your imagination, kittenmagician!

KittenMagician
2018-07-28, 01:47 AM
Now THIS is original!

Greatly admire your imagination, kittenmagician!

thank you, i try. balancing is hard

Sir Brett Nortj
2018-07-31, 08:49 PM
thank you, i try. balancing is hard

Thought I would bump you!

This is better than the other types of angles, as you seem to have the right stuff for home brewing things that are not generics of other spells, yes?

I mean, really original!

Sir Brett Nortj
2018-07-31, 08:55 PM
You should call your contribution, "What dreams may come" and carry on!

Hell, others should be forging god like magic... but...

Have you considered, this is your home brew!

So, why play by the rules... Do you have a tournament to get to where you compare characters for approval?

What if you changed the rules... What if you put together, with the approval of Wizards, the 'new expansion,' a collective of home brew, and, other things... for 'your own book?'

Think about it, get paid to play, fame, hey, you could go into tenth level spells! This will sit well with the designers of the games, as they fondly remember second edition, yes? Well, some do... contact them, have them fly something by marketing, like 'Of the gods,' edition, and it will sell, the share holders will support you, and, all you got to do is "... accommodate that appetite..." ~ "Blood In Blood Out..." [1993] Movie.. if you are curious to dealing dreams to people...

JNAProductions
2018-07-31, 09:10 PM
SBN is trying to get people to make stuff for his system. You can find his thread here (http://www.giantitp.com/forums/showthread.php?563872-Call-for-submissions).