sandmote
2020-12-13, 09:43 PM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/FsHXAC-G3-Ss)
What it says on the tin, although I've reduced the emphasis on the five provinces of spellcasting a bit. Some of the spells are reused from some of my other material, because they're in these books but I already converted something very similar from 3.5e material.
The spells, with commentary:
5th-level transmutation
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (sand in quantities sufficient to made a life-size copy of the duplicated creature)
Duration: 10 minutes
A mass of sand within range billows and settles into the form of a beast of CR 1 or lower of your choice you have seen. The sand beast uses the statistics of the chosen creature, except that it is an elemental rather than a beast.
The created creature is friendly to you and your companions. It has its own turns, acting directly after you. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it will defend itself from hostile creatures, but otherwise take no actions.
For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.
When the duration of the spell ends or the creature is reduced to zero hit points, it collapses into an inert pile of sand.
(Artificer, Druid, Ranger, Warlock)I tried to distinguish it from the way most people run Conjure Beasts. Hopefully the higher level, lower CR cap, combined Beast Sense, and lack of concentration manage that? Based on Conjure Sand Lion, if it wasn't obvious.
4th-level necromancy
Casting Time: 1 action
Range: touch
Components: V, S, M (a burning candle)
Duration: Concentration, up to 1 minute.
You reach out and touch a creature, which must make a Wisdom saving throw or be marked with a burning green brand over their face. At the start of your next turn, you can choose to have the creature make an additional Wisdom saving throw, taking 1d6 acid damage on a failed save or half as much on a success. For the duration, you can choose to deal this damage again at the start of each of your turns. Each time you choose to repeat it, the damage increases by 1d6.
(Cleric, Paladin, Warlock)This is Flame of Justice, but fiddled with to fit the 5e action economy a bit better. I also figured acid fits better than fire, given I'm not trying to force everything into a desert theme.
1st-level enchantment (ritual)
Casting Time: 1 action
Range: touch
Components: V, S, M (a burning candle)
Duration: Concentration, up to 1 minute.
You reach out and link the creature's mind to a candle, connecting the strength of the flame to the creature's truthfulness and causing the candle to burn an unnatural shade. An unwilling creature can attempt a Charisma saving throw against the effect, ending the spell on a success. Constructs and undead are immune.
As long as the candle remains within 5 feet of the creature, the strength of the flame is tied to the last in-person communication (whether verbal, somatic, or telepathic) used by the creature. The candle burns evenly when the creature tells the truth, flickering instead when the creature tells an intentional half truth or slight deception. If the creature tells an outright lie, the flame is extinguished and the spell ends.
(Artificer, Bard, Cleric, Paladin, Warlock, Wizard)Rather than preventing a person from lying as Zone of Truth does (or affecting multiple targets), this spell is intended for magical confirmation on various subjects. Note also that it shows the difference between the whole truth and a partial lie, which Zone of Truth doesn't do. On the other hand, it only affects a single creature, and they can end the spell at any time (although it might be suspicious to do so. You could probably also grant at will casting as a warlock invocation, for the warlocks obsessed with contracts.
1st-level conjuration
Casting Time: 1 action
Range: touch
Components: V, S
Duration: 1 minute
As an action, you make a melee spell attack against a creature, causing toxins to erupt from your finger. On a hit, your target takes 2d8 poison damage, and you inject the toxins into the creature's body. On a miss, your target takes half as much damage and no poison gets into their body.
A creature that has the toxins inside its body makes a Constitution saving throw at the end of its turn. On a failed save it takes 1d4 poison damage. On a success the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.
(Bard, Druid, Ranger, Sorcerer, Wizard, Warlock)I consider a refluff of Thorn Whip to be a perfectly good Fist of the Adder, but I had this lying around so I'm pretending this is that. Rather than the poisoned condition, this is meant to force repeated saving throws against another spellcaster.
2nd-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a vial of blood)
Duration: Concentration, up to 1 minute.
A crimson rain drizzles down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is doused in the crimson liquid, which festers on the skin, and unless it is undead it must make a Constitution saving throw. It takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one.
When an undead creature enters the spell's area for the first time on a turn or starts its turn there, it gains 2d6 temporary hit points, which last until the end of the creature's next turn.
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 and the temporary hti points increase by 1d6 for each slot level above 2nd.
(Sorcerer, Wizard, Warlock)The damage type is worse than moonlight, but I expect it to be used more, because necromancers can get the benefits consistently.
3rd-level illusion
Casting Time: 1 minute
Range: 60 feet.
Components: V, S, M (a clear crystal)
Duration: Concentration, up to 1 hour.
As an action, you focus the environment around a see through crystal, which is echoed around itself. Up to 20 illusory duplicates appear within range, each duplicating the environment within 10 feet of the crystal.
Each illusory duplicate travels in the some position relative to the crystal, stopping, starting, and raising as the crystal does. For example, if someone carrying the crystal falls down, all of the illusions will appear to drop into the ground at the same time.
Physical interaction with a reflection reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine a duplicate can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the duplicate for what it is, the creature can see through all the duplicates.
(Bard, Warlock, Wizard)This is meant to be a conversion of sunwarp, but I'm honestly sure how useful it is. The duration is longer than Major Image and the potential effect is stronger (20' across is large enough to have quite a few illusory horsemen, while Major Image is limited to 4). On the other hand, it doesn't let you control the duplicates independently, so it isn't quite as useful as mislead.
3rd-level divination
Casting Time: 1 minute
Range: self
Components: S, M (10 feet of water beneath the feet)
Duration: Concentration, up to 1 hour.
As long as you remain with water possessing a depth of at least ten feet beneath your feet you know the direction of a landmark you have visited before, such as a structure, natural feature, or settlement. You can be any distance over the water, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks the effects of the spell. If the structure is shielded from scrying or destroyed, the spell fails.
(Artificer, Bard, Cleric)I can't tell if I need to boost the level of this. The material component can be dropped for a focus (cause it doesn't cost anything), should I add an expensive astrolabe as a component as well?
2nd-level evocation
Casting Time: 1 minute
Range: 30 feet
Components: S, M (a feather)
Duration: 10 minutes
An invisible wall of silence appears in the air at a point you choose within range. The wall can form a sphere with a 10 foot radius, a hemispherical dome with a 15 foot radius or a flat plane up to 30 feet long and 30 feet high. In either case the wall is one inch thick and moves vertically and horizontally as you do.
Any sound originating on one side of the wall is blocked from passing through the space, including speech, song, and effects dealing thunder damage. Spells with a somatic component can target a point beyond the wall without issue, but spells requiring the target hear a spoken phrase may fail if the target is unable to hear the caster.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the thickness of the wall increases by 10 feet for each slot level above 2nd. If making a hemispherical dome, the thickness extends away from you.
(Artificer, Bard, Warlock)Weaker than Silence against enemies, but less detrimental to your own party. Should I maybe allow to move it around, to let the party advance without being heard? That would make it useful for helping the meat shield sneak.
What it says on the tin, although I've reduced the emphasis on the five provinces of spellcasting a bit. Some of the spells are reused from some of my other material, because they're in these books but I already converted something very similar from 3.5e material.
The spells, with commentary:
5th-level transmutation
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (sand in quantities sufficient to made a life-size copy of the duplicated creature)
Duration: 10 minutes
A mass of sand within range billows and settles into the form of a beast of CR 1 or lower of your choice you have seen. The sand beast uses the statistics of the chosen creature, except that it is an elemental rather than a beast.
The created creature is friendly to you and your companions. It has its own turns, acting directly after you. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it will defend itself from hostile creatures, but otherwise take no actions.
For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.
When the duration of the spell ends or the creature is reduced to zero hit points, it collapses into an inert pile of sand.
(Artificer, Druid, Ranger, Warlock)I tried to distinguish it from the way most people run Conjure Beasts. Hopefully the higher level, lower CR cap, combined Beast Sense, and lack of concentration manage that? Based on Conjure Sand Lion, if it wasn't obvious.
4th-level necromancy
Casting Time: 1 action
Range: touch
Components: V, S, M (a burning candle)
Duration: Concentration, up to 1 minute.
You reach out and touch a creature, which must make a Wisdom saving throw or be marked with a burning green brand over their face. At the start of your next turn, you can choose to have the creature make an additional Wisdom saving throw, taking 1d6 acid damage on a failed save or half as much on a success. For the duration, you can choose to deal this damage again at the start of each of your turns. Each time you choose to repeat it, the damage increases by 1d6.
(Cleric, Paladin, Warlock)This is Flame of Justice, but fiddled with to fit the 5e action economy a bit better. I also figured acid fits better than fire, given I'm not trying to force everything into a desert theme.
1st-level enchantment (ritual)
Casting Time: 1 action
Range: touch
Components: V, S, M (a burning candle)
Duration: Concentration, up to 1 minute.
You reach out and link the creature's mind to a candle, connecting the strength of the flame to the creature's truthfulness and causing the candle to burn an unnatural shade. An unwilling creature can attempt a Charisma saving throw against the effect, ending the spell on a success. Constructs and undead are immune.
As long as the candle remains within 5 feet of the creature, the strength of the flame is tied to the last in-person communication (whether verbal, somatic, or telepathic) used by the creature. The candle burns evenly when the creature tells the truth, flickering instead when the creature tells an intentional half truth or slight deception. If the creature tells an outright lie, the flame is extinguished and the spell ends.
(Artificer, Bard, Cleric, Paladin, Warlock, Wizard)Rather than preventing a person from lying as Zone of Truth does (or affecting multiple targets), this spell is intended for magical confirmation on various subjects. Note also that it shows the difference between the whole truth and a partial lie, which Zone of Truth doesn't do. On the other hand, it only affects a single creature, and they can end the spell at any time (although it might be suspicious to do so. You could probably also grant at will casting as a warlock invocation, for the warlocks obsessed with contracts.
1st-level conjuration
Casting Time: 1 action
Range: touch
Components: V, S
Duration: 1 minute
As an action, you make a melee spell attack against a creature, causing toxins to erupt from your finger. On a hit, your target takes 2d8 poison damage, and you inject the toxins into the creature's body. On a miss, your target takes half as much damage and no poison gets into their body.
A creature that has the toxins inside its body makes a Constitution saving throw at the end of its turn. On a failed save it takes 1d4 poison damage. On a success the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.
(Bard, Druid, Ranger, Sorcerer, Wizard, Warlock)I consider a refluff of Thorn Whip to be a perfectly good Fist of the Adder, but I had this lying around so I'm pretending this is that. Rather than the poisoned condition, this is meant to force repeated saving throws against another spellcaster.
2nd-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a vial of blood)
Duration: Concentration, up to 1 minute.
A crimson rain drizzles down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is doused in the crimson liquid, which festers on the skin, and unless it is undead it must make a Constitution saving throw. It takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one.
When an undead creature enters the spell's area for the first time on a turn or starts its turn there, it gains 2d6 temporary hit points, which last until the end of the creature's next turn.
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 and the temporary hti points increase by 1d6 for each slot level above 2nd.
(Sorcerer, Wizard, Warlock)The damage type is worse than moonlight, but I expect it to be used more, because necromancers can get the benefits consistently.
3rd-level illusion
Casting Time: 1 minute
Range: 60 feet.
Components: V, S, M (a clear crystal)
Duration: Concentration, up to 1 hour.
As an action, you focus the environment around a see through crystal, which is echoed around itself. Up to 20 illusory duplicates appear within range, each duplicating the environment within 10 feet of the crystal.
Each illusory duplicate travels in the some position relative to the crystal, stopping, starting, and raising as the crystal does. For example, if someone carrying the crystal falls down, all of the illusions will appear to drop into the ground at the same time.
Physical interaction with a reflection reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine a duplicate can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the duplicate for what it is, the creature can see through all the duplicates.
(Bard, Warlock, Wizard)This is meant to be a conversion of sunwarp, but I'm honestly sure how useful it is. The duration is longer than Major Image and the potential effect is stronger (20' across is large enough to have quite a few illusory horsemen, while Major Image is limited to 4). On the other hand, it doesn't let you control the duplicates independently, so it isn't quite as useful as mislead.
3rd-level divination
Casting Time: 1 minute
Range: self
Components: S, M (10 feet of water beneath the feet)
Duration: Concentration, up to 1 hour.
As long as you remain with water possessing a depth of at least ten feet beneath your feet you know the direction of a landmark you have visited before, such as a structure, natural feature, or settlement. You can be any distance over the water, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks the effects of the spell. If the structure is shielded from scrying or destroyed, the spell fails.
(Artificer, Bard, Cleric)I can't tell if I need to boost the level of this. The material component can be dropped for a focus (cause it doesn't cost anything), should I add an expensive astrolabe as a component as well?
2nd-level evocation
Casting Time: 1 minute
Range: 30 feet
Components: S, M (a feather)
Duration: 10 minutes
An invisible wall of silence appears in the air at a point you choose within range. The wall can form a sphere with a 10 foot radius, a hemispherical dome with a 15 foot radius or a flat plane up to 30 feet long and 30 feet high. In either case the wall is one inch thick and moves vertically and horizontally as you do.
Any sound originating on one side of the wall is blocked from passing through the space, including speech, song, and effects dealing thunder damage. Spells with a somatic component can target a point beyond the wall without issue, but spells requiring the target hear a spoken phrase may fail if the target is unable to hear the caster.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the thickness of the wall increases by 10 feet for each slot level above 2nd. If making a hemispherical dome, the thickness extends away from you.
(Artificer, Bard, Warlock)Weaker than Silence against enemies, but less detrimental to your own party. Should I maybe allow to move it around, to let the party advance without being heard? That would make it useful for helping the meat shield sneak.