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Phhase
2019-07-28, 02:37 AM
I'm gonna use this thread to keep track of custom spells I wanna create. Feel free to post feedback/your own spells! I'll be updating the main post with new spells/modifications from time to time. If I see something particularly cool, I'll put it in the main post (With permission and credit of course).

Most Recent Edit: Added Sonic Lance

Rain of Fire

4th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (A small chunk of sulfur ore)
Duration: Concentration, up to 2 minutes

A smoke cloud appears in the shape of a cylinder that is 5 feet tall with a radius of 50 feet, centered on a point 100 feet above you. The spell will not fail if there isn't sufficient space, but its radius will be abrogated. If cast outside during a storm, this spell deals only 2/3 damage. On the following round, and for as long as your concentration holds, bolts of flame descend from the smoke, blanketing the area below. The fire does not strike you. Other creatures below the cloud take 4d6 fire damage each round that they begin within the cloud's area and fail a Dex Save equal to your spellpower. Successfully saving results in half damage.
Increase the damage by 1d6 for every level above 4th the spell is cast at.

Otiluke's Cryogenic Globule

5th-level evocation
Casting Time: 1 action
Range: 70 feet
Components: V, S
Duration: Instantaneous

A ball of subzero fluid is launched from your hand. Make a ranged spell attack. On a direct hit, the target and all creatures within 20ft take 6d6 cold damage and are restrained by the rapid-freezing liquid. Creatures within the splash zone must make a Reflex save to take half damage and avoid being restrained. A 20ft radius Fog Cloud heavily obscures the impact zone for 1 round thereafter.

As an action, restrained enemies may make a Strength(Athletics) check to break free of the ice.

If the attack misses, roll 1d8 to determine which space beside the target the projectile lands.
For each level above 5th this spell is cast at, deal 1d6 extra cold damage.

Winter's Bite
4th-level evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

Your hand is wreathed in a claw of icy magic. Your touch drains heat, slowly freezing others solid. Make a melee spell attack. On a hit, you automatically establish a grapple as ice freezes you together. To escape the grapple, creatures must use an action to succeed at a Strength(Athletics) check against you. You may use your spellcasting stat instead of Strength if it is higher for the purposes of maintaining a hold. Each round you maintain Concentration and the grapple, you can take a bonus action to deal 5d4 cold damage. You gain temporary hitpoints equal to half the damage dealt, and until the beginning of your next turn, reduce any cold damage you damage you take by the same amount.
For each level above 4th this spell is cast at, deal 2d4 extra cold damage.

Drifting Zephyr
4th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute

Your are wreathed in swirling, semi-ethereal wind. The incantation sounds distinctly songlike, and the spell creates a thrumming pulsation in the air audible up to 100 feet away through walls. Increase your speed by 40ft. You are not subject to attacks of opportunity. The first time an attack would strike you before your turn, you may use your reaction to avoid the attack, moving up to 15 feet in a direction roughly perpendicular to your attacker (never directly towards or away). This movement may pass through, but never end in a solid object.
For every two levels above 4th this spell is cast at, add 1 minute to the duration.

Investiture of Sound
6th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

Until the spell ends, you are wreathed in a keening, rippling field of sound, and you gain the following benefits:


Once per round, you may use your reaction to avoid any single attack or succeed at any one Dex Save as if you had Evasion.
Add 20ft to your speed.
Any creature that moves within 10 feet of you for the first time on a turn or ends its turn there takes 1d8 sonic damage.
If coming within 10 feet of the caster for the first time or beginning their turn there, creatures must make a Con save to avoid being deafened until they leave and 4 rounds afterward. It is impossible to hear or be heard if you are within the field.
Casters (That aren't you) within 10ft must make a Concentration check each round to be able to maintain concentration or cast.
Buffeting waves and distortions make it impossible to discern the physical features of the caster beyond basic colors and size.


Investiture of Acid
6th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

Until the spell ends, you are covered in gushing layers of emerald acid, and surrounded by a cloud of acrid fumes, and you gain the following benefits:


Creatures striking you with a melee weapon must make a Reflex save at -2. Failure means they take 1d8 acid damage and thier weapon becomes corroded. A corroded weapon deals -1 damage and has a 20% chance to break if used to strike again. If a corroded weapon suffers further exposure to your acid, it melts away completely. Entities touching you or striking with natural weapons take 1d10 damage instead, and failing the Reflex save inflicts a further 1d10 damage.
You emit a cloud of acrid vapors with a 15ft radius. Creatures that enter the cloud for the first time or start their turn in the cloud take 1d6 acid damage and must hold their breath. Failing to causes the damage to become 1d8 and forces a Con check to avoid becoming poisoned until 1 rounds after leaving the cloud.
As an action, you may release a surge of dense acidic vapor. This cloud rolls out from a point 5 feet in front of you, and travels to a point up to 50 feet away where it settles. It has a radius of 10 feet and affects everything between you and its final target. Creatures that touch the cloud take 3d4 acid damage and must succeed at a Reflex save each round they are affected to avoid their weapons and armor becoming corroded. Corroded armor has -2 AC. Corroded armor that is affected again dissolves completely. The area is heavily obscured. The cloud lasts 6 rounds or until the spell ends, whichever comes first.



Investiture of Shadow
6th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

Until the spell ends, you are surrounded by a cool shroud of wispy black shadow, and you gain the following benefits:


You gain +10 to Dex (Steath) checks
You emanate total darkness in a 20ft radius. You can see through this darkness, and the darkness is only visible to others if they are inside the field.
As an action, you may cause any area of shadow to erupt with tendrils of darkness. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dex saving throw or take 2d6 bludgeoning damage and 2d6 cold damage and be restrained by the tendrils until the spell ends or the effect is moved or dismissed.
If a creature is damaged by the caster while inside the zone of darkness, it must make a Wisdom saving throw or become frightened until 1 round after it leaves the zone.



Atomize
1st-level transmutation
Casting Time: 1 action
Range: 40ft
Components: V, S
Duration: Instantaneous/Other (See below)

Upon casting this spell upon a volume of liquid or fine particulate, up to one gallon of liquid or 2lbs of particulate are atomized, forming a cloud 10 feet in diameter. Creatures in the initial cloud must make a Con save against your spellpower to avoid inhaling the vapor. This save may be waived. Creatures entering the cloud after the fact may hold their breath as normal. The cloud lasts for 4 rounds and does not impair vision excepting special cases (ex. extremely photoreflective fluids under bright light). Potions or other magical liquids are applied at 1/4 efficacy with regards to numerical values if a full gallon is not provided (a typical potion is about 1 pint). For every two levels this spell is upcast, add 10 feet to the diameter and 1 gallon to the max liquid vaporized.


Sonic Lance
4th-level evocation
Casting Time: 1 action
Range: 60ft
Components: V, S
Duration: Instantaneous

A keening lance of sound issues from your outstretched palm. Make a ranged spell attack. Creatures that are struck suffer 4d8 sonic damage and are either deafened for 2 rounds or knocked back a number of feet equal to 10 * your spellcasting stat modifier (Your choice). Objects suffer 50% more damage.
For each level this spell is upcast, add 1d8 sonic damage.