Falcon X
2018-08-17, 09:22 PM
Here are a few spells I've put together for our party wizard.
(Yes, several ideas were borrowed from Bride of Portable Hole)
The feedback I am looking for is if they are of the appropriate spell level, but I would welcome any general thoughts on if the spell makes sense as written, if they are overpowered, how they can be broken, or what effects should be changed.
They are meant to be rare spells, so I am okay it they are at the upper threshold of power for their spell level, but not so much so that they should be bumped up to the next one.
Foam Sword
Foam Sword
Chronomancy cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (A hilt, ring, or other base for the foam)
Duration: 1 minute
A foam sword grows out of a hilt in an instant. You may use an action to make a melee attack, using spellcasting ability instead of strength, against a DC equal to 10 + the target’s dexterity bonus. On a successful melee attack, you snap and twist the strings of time that permeate a creature, sending stunning shivers down their spine. The target creature makes a Charisma saving throw, on a failed save the target is stunned until the start of your next turn.
Timecraft
Timecraft
Chronomancy cantrip
Casting Time: bonus action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You create one of the following effects within range:
- Compressed Oration: With lightning speed, you spurt a string of high-pitched syllables at a creature within range that can hear you. The clipped, percussive sound only lasts a few moments, and sounds like bizarre gibberish to everyone in hearing other than the target. The chosen creature, on the other hand, hears it as an extensive communication, up to 10 minutes of normal speech.
- Hourglass: With a verbal command and a simple gesture, you capture a mental imprint of what you personally saw during the 6 seconds directly preceding the beginning of this spell being cast. For up to 1 minute, you can create an image of the imprint in mid-air or on a surface. You can play the imprinted sight in real time, reverse, and slow motion as repeatedly as you want until the spell ends. It is visible to anyone close enough to see it.
- Time Pocket: You form a hidden pocket of stored time, secreting an object away only to emerge into the timestream later. You touch one nonmagical object no larger than one foot in any dimension. That object is suspended in time for the duration if the spell.
At the end one minute, the object reappears, you may choose to have the object appear in your hands or where it was when you originally cast the spell.
- Awaiting: You are able to hold the use of your turn up until the time of your next initiative pass, even if they allow you to take two turns side by side. This only effects the perception of the caster, and to all others, it appears that he used his turn on his normal initiative pass.
Time Shudder
Time Shudder
1st-level chronomancy
Casting Time: 1 action
Range: 120 feet
Components: S, V, M (a pinch of sand from an hourglass)
Duration: Instantaneous
You cause several time lines to converge for a single target, breaking them apart slightly within the timeline. The target makes a Charisma saving throw, taking 2d6 points of temporal damage on a failed save or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
Zombar’s Grog and Beer Nuts
Zombar's Grog and Beer Nuts
2nd Level Conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V, S, M (a pitcher and a bowl)
Duration: 1 hour
Made to feel inferior during a long winter as the
clerics created food and water for the king and his
men, Zombar the wizard began his research into
this spell. That summer, the king’s men kicked out
the clerics and their church, proclaiming their devotion
to the “God Of Grog.”
Zombar’s Grog and Beer Nuts creates a number of liters of Grog bowls of beer nuts up to his character level, so long as there are enough containers to hold each serving. This grog is mighty tasty and pretty strong stuff. The beer nuts are salty and sweet, honey-roasted to perfection.
Unfortunately, the nuts go stale and the grog goes flat after one hour, so they must be consumed quickly. Casting purify food and drink turns the grog into thin water and cleans the nuts of their salt and honey. While this allows the food and drink created by this spell to avoid spoiling so quickly, it also eliminates the whole point of creating grog and beer nuts.
Ice Sickle
Ice Sickle
3rd Level Evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a shard of ice, glass, or crystal)
Duration: 1 minute
This spell creates a kama-shaped formation of jagged, fast-swirling ice shards in your hand. You are granted resistance to cold damage. You are also automatically considered proficient with the ice sickle. The sickle deals cold damage equal to 2d10 plus your spellcasting modifier with a successful hit. You cannot be disarmed of the ice sickle nor can it be sundered. Since the sickle is virtually weightless, your Strength modifier does not apply on damage rolls. If you are able to use multiple attacks in a round, you can make them with the ice sickle. If you choose to hold something other than the ice sickle in your hand or use the hand in some other way, the ice axe vanishes until the hand is empty again.
In addition, this spell grants the ability to coat the surrounding area in a sheet of frost or ice. This ability may only be used once per casting of this spell and drains 1 hit point from the caster per 10 feet of the radius of the area of effect. The upper limit of this is the spell’s level times 20 feet. Creatures caught in the radius of the ice sheet take 1d6 points of cold damage on the round of creation, but no further damage after that. However, they must make a successful Dexterity saving throw when the ice appears or fall prone. A creature that enters or exits the area or ends its turn there must also succeed on a Dexterity saving throw. If this ice-forming power is used near a body of water, an ice floe can be created. The radius of the ice sheet melts at a rate of 10 feet per pound after this spell ends.
At higher levels: If this spell is cast using a level 5 spell slot, the duration increases to 1 hour, the damage increases to 3d10 plus your spellcasting modifier, and can create a maximum of 3 ice sheets. If this spell is cast using a level 7 spell slot, the duration increases to 24 hours, the damage increases to 4d10 plus your spellcasting modifier, and can create a limitless number of ice sheets for the duration.
Wight Privilege
Wight Privilege
5th level transfiguration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a 3 inch replica human finger bone cast in resin with an eagle feather at its core)
Duration: Concentration, up to 10 minutes
This spell transforms a creature with at least 1 hit point into the form of a Wight. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds at this check.
While in the form of a Wight, the creature adds 1d4 to all ability checks, attack rolls, and saving throws, has advantage on Charisma checks, and is treated as if the freedom of movement and sanctuary spells have been cast on them. The sanctuary effect does not end if the target attacks or casts a spell.
The transformation lasts for the duration, or until the target drops to 0 Hit Points or dies. The target’s game statistics, excluding mental ability scores, are replaced by the statistics of the Wight. The target retains its alignment and personality.
The target will assume the hit points of a Wight, rolling 6d8+18 to calculate them. When it reverts to its normal form, the creature returns to the number of hit points it had before it was transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce a creatures normal form to 0 points, it isn’t knocked unconscious.
Any zombies created by the target’s Life Drain ability will rise as normal and under the target’s control, even after regaining their original form.
The creature is not limited to the actions of the Wight, but instead adds the Wight’s Multiattack and Life Drain to their existing options of actions. It may also speak any languages, and have access to all proficiencies it had in its original form.
Any gear worn by or touching the target is melded into the new form. The creature can’t activate, use, weild, or otherwise benefit from any of that equipment. However, the equipment is replaced by studded leather armor, a longsword, and a longbow, all of which can be used. The character does not gain proficiencies in these items if they do not already have them.
Beast Tornado
Beast Tornado
8th-level conjuration
Casting Time: 1 action
Range: 1000 feet
Components: V, S, M (a piece of straw)
Duration: Concentration, up to 20 minutes
A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10’ wide at the bottom, 30’ wide at the top, and 100’ high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind through the air, on the ground, or along the sea up to 30 feet in any direction along the ground. You can spend an action to concentrate on controlling the cyclone’s every movement or specify a simple program. The cyclone always moves during your turn. If the cyclone exceeds the spell’s range, or your concentration is broken, it moves in a random, uncontrolled fashion for the rest of the 20 minutes and then dissipates. (You can’t regain control of the cyclone, even if comes back within range.)
The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. A Large or smaller creature must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.
Also summoned into the whirlwind are fey spirits that take the form of beasts. Choose one on the following options:
• Two Beasts of Challenge rating 5 or lower
• Four Beasts of Challenge rating 4 or lower
• Eight Beasts of Challenge rating 3 or lower
• Sixteen Beasts of Challenge rating 2 or lower
Each beast is also considered fey, and it disappears when it drops to 0 Hit Points or when the spell ends.
The summoned beasts are friendly only to you and act on your initiative. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise spread themselves throughout the whirlwind. They take no damage from the whirlwind itself.
Lastly, as a bonus action, you may fire one of the beasts out of the whirlwind as a projectile weapon (range 100/1000) using your profiency bonus and spellcasting ability modifyer, but using the damage of a single attack by the beast. The beast takes falling damage equal to 1d6 multiplide by 1d10. If it survives, it is prone and will act on your commands as normal the following round.
Shake Spear
Shake Spear
8th Level Evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (A small stick, a pinch of dirt, and a lump of clay)
Duration: 1 minute
A spear made of earth appears in your hand and is treated as a normal spear. However, if the spear is thrown, it may be thrown at ten times the normal distance. If thrown at an enemy, it must make a Constitution saving throw or take an extra 8d6 points of sonic damage, or half that damage on a successful save. The spear may be picked up and used by any creature for the duration.
In addition, the shake spear may be intentionally be hurled at the ground. In this case, the spear causes the effect of an earthquake spell as if cast by the caster of the Shake Spear spell with the radius of the earthquake originating at the point where the spear lands.
(Yes, several ideas were borrowed from Bride of Portable Hole)
The feedback I am looking for is if they are of the appropriate spell level, but I would welcome any general thoughts on if the spell makes sense as written, if they are overpowered, how they can be broken, or what effects should be changed.
They are meant to be rare spells, so I am okay it they are at the upper threshold of power for their spell level, but not so much so that they should be bumped up to the next one.
Foam Sword
Foam Sword
Chronomancy cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (A hilt, ring, or other base for the foam)
Duration: 1 minute
A foam sword grows out of a hilt in an instant. You may use an action to make a melee attack, using spellcasting ability instead of strength, against a DC equal to 10 + the target’s dexterity bonus. On a successful melee attack, you snap and twist the strings of time that permeate a creature, sending stunning shivers down their spine. The target creature makes a Charisma saving throw, on a failed save the target is stunned until the start of your next turn.
Timecraft
Timecraft
Chronomancy cantrip
Casting Time: bonus action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You create one of the following effects within range:
- Compressed Oration: With lightning speed, you spurt a string of high-pitched syllables at a creature within range that can hear you. The clipped, percussive sound only lasts a few moments, and sounds like bizarre gibberish to everyone in hearing other than the target. The chosen creature, on the other hand, hears it as an extensive communication, up to 10 minutes of normal speech.
- Hourglass: With a verbal command and a simple gesture, you capture a mental imprint of what you personally saw during the 6 seconds directly preceding the beginning of this spell being cast. For up to 1 minute, you can create an image of the imprint in mid-air or on a surface. You can play the imprinted sight in real time, reverse, and slow motion as repeatedly as you want until the spell ends. It is visible to anyone close enough to see it.
- Time Pocket: You form a hidden pocket of stored time, secreting an object away only to emerge into the timestream later. You touch one nonmagical object no larger than one foot in any dimension. That object is suspended in time for the duration if the spell.
At the end one minute, the object reappears, you may choose to have the object appear in your hands or where it was when you originally cast the spell.
- Awaiting: You are able to hold the use of your turn up until the time of your next initiative pass, even if they allow you to take two turns side by side. This only effects the perception of the caster, and to all others, it appears that he used his turn on his normal initiative pass.
Time Shudder
Time Shudder
1st-level chronomancy
Casting Time: 1 action
Range: 120 feet
Components: S, V, M (a pinch of sand from an hourglass)
Duration: Instantaneous
You cause several time lines to converge for a single target, breaking them apart slightly within the timeline. The target makes a Charisma saving throw, taking 2d6 points of temporal damage on a failed save or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
Zombar’s Grog and Beer Nuts
Zombar's Grog and Beer Nuts
2nd Level Conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V, S, M (a pitcher and a bowl)
Duration: 1 hour
Made to feel inferior during a long winter as the
clerics created food and water for the king and his
men, Zombar the wizard began his research into
this spell. That summer, the king’s men kicked out
the clerics and their church, proclaiming their devotion
to the “God Of Grog.”
Zombar’s Grog and Beer Nuts creates a number of liters of Grog bowls of beer nuts up to his character level, so long as there are enough containers to hold each serving. This grog is mighty tasty and pretty strong stuff. The beer nuts are salty and sweet, honey-roasted to perfection.
Unfortunately, the nuts go stale and the grog goes flat after one hour, so they must be consumed quickly. Casting purify food and drink turns the grog into thin water and cleans the nuts of their salt and honey. While this allows the food and drink created by this spell to avoid spoiling so quickly, it also eliminates the whole point of creating grog and beer nuts.
Ice Sickle
Ice Sickle
3rd Level Evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a shard of ice, glass, or crystal)
Duration: 1 minute
This spell creates a kama-shaped formation of jagged, fast-swirling ice shards in your hand. You are granted resistance to cold damage. You are also automatically considered proficient with the ice sickle. The sickle deals cold damage equal to 2d10 plus your spellcasting modifier with a successful hit. You cannot be disarmed of the ice sickle nor can it be sundered. Since the sickle is virtually weightless, your Strength modifier does not apply on damage rolls. If you are able to use multiple attacks in a round, you can make them with the ice sickle. If you choose to hold something other than the ice sickle in your hand or use the hand in some other way, the ice axe vanishes until the hand is empty again.
In addition, this spell grants the ability to coat the surrounding area in a sheet of frost or ice. This ability may only be used once per casting of this spell and drains 1 hit point from the caster per 10 feet of the radius of the area of effect. The upper limit of this is the spell’s level times 20 feet. Creatures caught in the radius of the ice sheet take 1d6 points of cold damage on the round of creation, but no further damage after that. However, they must make a successful Dexterity saving throw when the ice appears or fall prone. A creature that enters or exits the area or ends its turn there must also succeed on a Dexterity saving throw. If this ice-forming power is used near a body of water, an ice floe can be created. The radius of the ice sheet melts at a rate of 10 feet per pound after this spell ends.
At higher levels: If this spell is cast using a level 5 spell slot, the duration increases to 1 hour, the damage increases to 3d10 plus your spellcasting modifier, and can create a maximum of 3 ice sheets. If this spell is cast using a level 7 spell slot, the duration increases to 24 hours, the damage increases to 4d10 plus your spellcasting modifier, and can create a limitless number of ice sheets for the duration.
Wight Privilege
Wight Privilege
5th level transfiguration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a 3 inch replica human finger bone cast in resin with an eagle feather at its core)
Duration: Concentration, up to 10 minutes
This spell transforms a creature with at least 1 hit point into the form of a Wight. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds at this check.
While in the form of a Wight, the creature adds 1d4 to all ability checks, attack rolls, and saving throws, has advantage on Charisma checks, and is treated as if the freedom of movement and sanctuary spells have been cast on them. The sanctuary effect does not end if the target attacks or casts a spell.
The transformation lasts for the duration, or until the target drops to 0 Hit Points or dies. The target’s game statistics, excluding mental ability scores, are replaced by the statistics of the Wight. The target retains its alignment and personality.
The target will assume the hit points of a Wight, rolling 6d8+18 to calculate them. When it reverts to its normal form, the creature returns to the number of hit points it had before it was transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce a creatures normal form to 0 points, it isn’t knocked unconscious.
Any zombies created by the target’s Life Drain ability will rise as normal and under the target’s control, even after regaining their original form.
The creature is not limited to the actions of the Wight, but instead adds the Wight’s Multiattack and Life Drain to their existing options of actions. It may also speak any languages, and have access to all proficiencies it had in its original form.
Any gear worn by or touching the target is melded into the new form. The creature can’t activate, use, weild, or otherwise benefit from any of that equipment. However, the equipment is replaced by studded leather armor, a longsword, and a longbow, all of which can be used. The character does not gain proficiencies in these items if they do not already have them.
Beast Tornado
Beast Tornado
8th-level conjuration
Casting Time: 1 action
Range: 1000 feet
Components: V, S, M (a piece of straw)
Duration: Concentration, up to 20 minutes
A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10’ wide at the bottom, 30’ wide at the top, and 100’ high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind through the air, on the ground, or along the sea up to 30 feet in any direction along the ground. You can spend an action to concentrate on controlling the cyclone’s every movement or specify a simple program. The cyclone always moves during your turn. If the cyclone exceeds the spell’s range, or your concentration is broken, it moves in a random, uncontrolled fashion for the rest of the 20 minutes and then dissipates. (You can’t regain control of the cyclone, even if comes back within range.)
The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. A Large or smaller creature must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.
Also summoned into the whirlwind are fey spirits that take the form of beasts. Choose one on the following options:
• Two Beasts of Challenge rating 5 or lower
• Four Beasts of Challenge rating 4 or lower
• Eight Beasts of Challenge rating 3 or lower
• Sixteen Beasts of Challenge rating 2 or lower
Each beast is also considered fey, and it disappears when it drops to 0 Hit Points or when the spell ends.
The summoned beasts are friendly only to you and act on your initiative. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise spread themselves throughout the whirlwind. They take no damage from the whirlwind itself.
Lastly, as a bonus action, you may fire one of the beasts out of the whirlwind as a projectile weapon (range 100/1000) using your profiency bonus and spellcasting ability modifyer, but using the damage of a single attack by the beast. The beast takes falling damage equal to 1d6 multiplide by 1d10. If it survives, it is prone and will act on your commands as normal the following round.
Shake Spear
Shake Spear
8th Level Evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (A small stick, a pinch of dirt, and a lump of clay)
Duration: 1 minute
A spear made of earth appears in your hand and is treated as a normal spear. However, if the spear is thrown, it may be thrown at ten times the normal distance. If thrown at an enemy, it must make a Constitution saving throw or take an extra 8d6 points of sonic damage, or half that damage on a successful save. The spear may be picked up and used by any creature for the duration.
In addition, the shake spear may be intentionally be hurled at the ground. In this case, the spear causes the effect of an earthquake spell as if cast by the caster of the Shake Spear spell with the radius of the earthquake originating at the point where the spear lands.