rferries
2021-02-10, 06:37 PM
Here are some buffed versions of existing spells. Be advised I'm still very new to 5e so while I may have identified some lacklustre spells, I may have overshot the fixes!
Arcane Weapon (Replaces Arcane Sword)
7th-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
Duration: 1 minute
You create a floating, spectral weapon within range that lasts for the duration. The weapon traditionally takes the form of a greatsword, but it can take the form of any melee weapon you choose, or even that of a shield, spectral warrior, or some other form. The weapon's form does not affect its statistics. It occupies a 5-foot space and may share the space of a friendly creature.
When you cast the spell, you can make a melee spell attack against a creature within 10 feet of the weapon. On a hit, the target takes force damage equal to 4d8 + your spellcasting ability modifier.
Until the spell ends, you can use a bonus action on each of your turns to move the weapon up to 60 feet to a spot you can see and repeat this attack against the same target or a different one.
The weapon can take one reaction on every turn in combat, either to make opportunity attacks or to attempt to parry melee attacks against friendly creatures. The weapon may use its reaction to add your spellcasting ability modifier to the AC of a friendly creature against one melee attack that would hit that creature. To do so, you must be aware of the attacker and the weapon must be within 5 feet of the friendly creature.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d8 for each slot level above 7th.
Classes: Bard, Sorcerer, Warlock, Wizard
Circle Of Death/Circle of Life
6th-level Necromancy
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (the powder of a crushed black pearl worth at least 500 gp)
Duration: Instantaneous
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each non-undead creature in that area must make a Constitution saving throw. A target takes 11d8 necrotic damage on a failed save, or half as much damage on a successful one.
If you substitute the material component with the powder of a crushed white pearl worth at least 500 gp during the casting, the spell deals radiant damage instead and does not damage non-undead creatures.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Classes: Sorcerer, Warlock, Wizard
Enervation
4th-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Crackling black or ultraviolet bolts of energy reach out from you, striking creatures you can see within range to drain life from them. When you cast this spell and as an action on each of your turns, you may force a target to make a Dexterity saving throw. A target takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one.
Whenever the spell deals damage to a target, you regain hit points equal to the amount of necrotic damage the target takes (gaining any excess as temporary hit points).
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. When you cast this spell using a 9th-level spell slot, any damage dealt by this spell reduces the target's maximum hit points until they finish a long rest.
Classes: Sorcerer, Warlock, Wizard
Find Traps
2nd-level Divination
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You imbue a willing creature with a preternatural danger sense when it comes to artificial hazards. The target has advantage on Intelligence (Investigation) and Wisdom (Perception) checks made to detect and identify traps, on saving throws against traps, and on ability checks made using thieves' tools to disarm traps.
A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would help the target sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not help reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Classes: Cleric, Druid, Ranger, Wizard
Flame Arrows
3rd-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a ranged weapon or an ammunition container (such as a quiver). When a target is hit by a ranged weapon attack using a piece of ammunition fired from that weapon or drawn from that container, the ammunition is magical and the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition 1 round after it is fired from the weapon or withdrawn from the container.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional weapon or container for each slot level above 2nd.
Classes: Ranger, Sorcerer, Warlock, Wizard
Horrid Wilting
8th-level Necromancy
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a bit of sponge)
Duration: Instantaneous
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 13d8 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails its save gains one level of exhaustion.
Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly. All fog and nonmagical liquids in the area vanish instantly, leaving only traces of dust.
You may exclude yourself and any number of friendly creatures from the spell's effects.
If you cast animate dead or create undead on the corpse of a creature killed by this spell, any undead you create are particularly desiccated in appearance and gain immunity to cold damage.
At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the damage increases to 15d8 and a creature that fails its save gains two levels of exhaustion.
Classes: Sorcerer, Warlock, Wizard
Instant Summons
6th-level Conjuration (Ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a sapphire worth 1,000 gp)
Duration: Instantaneous
You instantly call to hand any object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell brings you either a specific object (e.g. the broom you left at home) or any unattended object of its kind (e.g. a broom from an abandoned farm somewhere on a random plane). If you attempt to summon a nonspecific item worth 1 gp or more, the spell fails.
If the item rightfully belongs to another unwilling creature, is in the unlawful possession of another creature, or is currently under guard (whether by creatures, traps, or other defences), the spell does not bring you the item. Instead, you learn who the creature (if any) possessing the object is and roughly where the object is located at that moment.
Classes: Wizard
Stoneskin
4th-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (diamond dust worth 100 gp)
Duration: 1 hour
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
At Higher Levels. When you cast this spell using a spell slot of 9th level, the duration increases to 8 hours and the target has resistance to bludgeoning, piercing, and slashing damage.
Classes: Sorcerer, Warlock, Wizard
True Strike
1st-level Divination
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Choose a creature within range (including yourself). That creature has advantage on attack rolls until the end of its next turn.
Classes: Bard, Cleric, Paladin, Ranger, Sorcerer, Warlock, Wizard
Weird
9th-level Illusion
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a silver hand mirror worth at least 5,000 gp)
Duration: Concentration, up to 1 minute
You choose a non-deity creature within range and weave a nemesis for them from shadowstuff. The nemesis is a perfect copy of the creature (even including their non-artifact equipment) and attacks them relentlessly, acting immediately after you cast this spell. The nemesis cannot be charmed or frightened. It ignores all other creatures, and all damage it deals (whether from weapons or spells) is psychic damage. Creatures with truesight or true seeing have resistance to this damage and advantage on saves against the attacks of their nemesis.
When either the target or the nemesis is killed, the nemesis vanishes back into nothingness.
Classes: Bard, Sorcerer, Warlock, Wizard
Witch Bolt
1st-level Evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against a target creature. On a hit, you establish a link to that target. On each of your turns for the duration, you may use your action to make a ranged spell attack against another creature to establish a link to that target as well.
When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you may choose any number of linked targets within 30 feet of each other. Each chosen target takes 1d12 lightning damage, and any others are no longer linked.
A creature is no longer linked and cannot be targeted by this spell if it is outside the spell's range or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
Classes: Sorcerer, Warlock, Wizard
Glibness
4th-level Enchantment
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You imbue a willing creature with a great eloquence and personal charm. Until the spell ends, whenever they make a Charisma (Deception), Charisma (Intimidation), or Charisma (Persuasion) check, they can replace the number they roll with a 15.
Additionally, no matter what the target says, magic that would determine if they are telling the truth indicates that they are being truthful.
Classes: Bard, Sorcerer, Warlock, Wizard
Arcane Weapon (Replaces Arcane Sword)
7th-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
Duration: 1 minute
You create a floating, spectral weapon within range that lasts for the duration. The weapon traditionally takes the form of a greatsword, but it can take the form of any melee weapon you choose, or even that of a shield, spectral warrior, or some other form. The weapon's form does not affect its statistics. It occupies a 5-foot space and may share the space of a friendly creature.
When you cast the spell, you can make a melee spell attack against a creature within 10 feet of the weapon. On a hit, the target takes force damage equal to 4d8 + your spellcasting ability modifier.
Until the spell ends, you can use a bonus action on each of your turns to move the weapon up to 60 feet to a spot you can see and repeat this attack against the same target or a different one.
The weapon can take one reaction on every turn in combat, either to make opportunity attacks or to attempt to parry melee attacks against friendly creatures. The weapon may use its reaction to add your spellcasting ability modifier to the AC of a friendly creature against one melee attack that would hit that creature. To do so, you must be aware of the attacker and the weapon must be within 5 feet of the friendly creature.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d8 for each slot level above 7th.
Classes: Bard, Sorcerer, Warlock, Wizard
Circle Of Death/Circle of Life
6th-level Necromancy
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (the powder of a crushed black pearl worth at least 500 gp)
Duration: Instantaneous
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each non-undead creature in that area must make a Constitution saving throw. A target takes 11d8 necrotic damage on a failed save, or half as much damage on a successful one.
If you substitute the material component with the powder of a crushed white pearl worth at least 500 gp during the casting, the spell deals radiant damage instead and does not damage non-undead creatures.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Classes: Sorcerer, Warlock, Wizard
Enervation
4th-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Crackling black or ultraviolet bolts of energy reach out from you, striking creatures you can see within range to drain life from them. When you cast this spell and as an action on each of your turns, you may force a target to make a Dexterity saving throw. A target takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one.
Whenever the spell deals damage to a target, you regain hit points equal to the amount of necrotic damage the target takes (gaining any excess as temporary hit points).
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. When you cast this spell using a 9th-level spell slot, any damage dealt by this spell reduces the target's maximum hit points until they finish a long rest.
Classes: Sorcerer, Warlock, Wizard
Find Traps
2nd-level Divination
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You imbue a willing creature with a preternatural danger sense when it comes to artificial hazards. The target has advantage on Intelligence (Investigation) and Wisdom (Perception) checks made to detect and identify traps, on saving throws against traps, and on ability checks made using thieves' tools to disarm traps.
A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would help the target sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not help reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Classes: Cleric, Druid, Ranger, Wizard
Flame Arrows
3rd-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a ranged weapon or an ammunition container (such as a quiver). When a target is hit by a ranged weapon attack using a piece of ammunition fired from that weapon or drawn from that container, the ammunition is magical and the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition 1 round after it is fired from the weapon or withdrawn from the container.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional weapon or container for each slot level above 2nd.
Classes: Ranger, Sorcerer, Warlock, Wizard
Horrid Wilting
8th-level Necromancy
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a bit of sponge)
Duration: Instantaneous
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 13d8 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails its save gains one level of exhaustion.
Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly. All fog and nonmagical liquids in the area vanish instantly, leaving only traces of dust.
You may exclude yourself and any number of friendly creatures from the spell's effects.
If you cast animate dead or create undead on the corpse of a creature killed by this spell, any undead you create are particularly desiccated in appearance and gain immunity to cold damage.
At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the damage increases to 15d8 and a creature that fails its save gains two levels of exhaustion.
Classes: Sorcerer, Warlock, Wizard
Instant Summons
6th-level Conjuration (Ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a sapphire worth 1,000 gp)
Duration: Instantaneous
You instantly call to hand any object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell brings you either a specific object (e.g. the broom you left at home) or any unattended object of its kind (e.g. a broom from an abandoned farm somewhere on a random plane). If you attempt to summon a nonspecific item worth 1 gp or more, the spell fails.
If the item rightfully belongs to another unwilling creature, is in the unlawful possession of another creature, or is currently under guard (whether by creatures, traps, or other defences), the spell does not bring you the item. Instead, you learn who the creature (if any) possessing the object is and roughly where the object is located at that moment.
Classes: Wizard
Stoneskin
4th-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (diamond dust worth 100 gp)
Duration: 1 hour
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
At Higher Levels. When you cast this spell using a spell slot of 9th level, the duration increases to 8 hours and the target has resistance to bludgeoning, piercing, and slashing damage.
Classes: Sorcerer, Warlock, Wizard
True Strike
1st-level Divination
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Choose a creature within range (including yourself). That creature has advantage on attack rolls until the end of its next turn.
Classes: Bard, Cleric, Paladin, Ranger, Sorcerer, Warlock, Wizard
Weird
9th-level Illusion
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a silver hand mirror worth at least 5,000 gp)
Duration: Concentration, up to 1 minute
You choose a non-deity creature within range and weave a nemesis for them from shadowstuff. The nemesis is a perfect copy of the creature (even including their non-artifact equipment) and attacks them relentlessly, acting immediately after you cast this spell. The nemesis cannot be charmed or frightened. It ignores all other creatures, and all damage it deals (whether from weapons or spells) is psychic damage. Creatures with truesight or true seeing have resistance to this damage and advantage on saves against the attacks of their nemesis.
When either the target or the nemesis is killed, the nemesis vanishes back into nothingness.
Classes: Bard, Sorcerer, Warlock, Wizard
Witch Bolt
1st-level Evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against a target creature. On a hit, you establish a link to that target. On each of your turns for the duration, you may use your action to make a ranged spell attack against another creature to establish a link to that target as well.
When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you may choose any number of linked targets within 30 feet of each other. Each chosen target takes 1d12 lightning damage, and any others are no longer linked.
A creature is no longer linked and cannot be targeted by this spell if it is outside the spell's range or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
Classes: Sorcerer, Warlock, Wizard
Glibness
4th-level Enchantment
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You imbue a willing creature with a great eloquence and personal charm. Until the spell ends, whenever they make a Charisma (Deception), Charisma (Intimidation), or Charisma (Persuasion) check, they can replace the number they roll with a 15.
Additionally, no matter what the target says, magic that would determine if they are telling the truth indicates that they are being truthful.
Classes: Bard, Sorcerer, Warlock, Wizard