GalacticAxekick
2022-02-20, 08:14 PM
I'm currently working on an expansion of the school of Conjuration. As part of it, I've written the following spells. Let me know what you think, and what other spells I might add along this theme!
Pocket
Conjuration cantrip
Casting Time: Action
Range: Self
Components: S
Duration: Until dispelled
Choose a pocket, a pouch, or another vessel on your person. An invisible entrance to an extradimensional space opens at the mouth of the vessel, and any objects already within the vessel tumble into this extradimensional space.
The extradimensional space is infinitely large, but can only hold up to 50 lbs. If the vessel is ruptured, if it is turned inside out, or if this spell ends, the space's contents spill forth. This spell ends when you touch the vessel and use your action to end it, or when you cast this spell again.
Breathing creatures inside the space can survive a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Rift
Conjuration cantrip
Casting Time: Action
Range: 30 feet
Components: S
Duration: 1 minute
You create a rift within range, which appears as a vortex of colourless fog up to 1 foot in diameter. At the same time, you create an identical rift within your space. The two rifts hover in place for the duration, until you move, or until you cast this spell again. They hum audibly and radiate 5 feet of dim light.
Although light and sound cannot pass through your rifts, creatures and objects can. For example, a creature can reach through one rift to deposit or retrieve an object from outside the other rift. Likewise, a creature can reach through one rift to attack, grapple or shove a target outside the other rift.
If a creature or object is caught between the rifts when this spell ends, the rifts close around it and form an airtight seal. The rifts do not close completely (and you cannot cast this spell again) until the creature or object is dislodged.
Defensive Rift
1st level Conjuration
Casting Time: Reaction
Range: 30 feet
Components: S
Duration: Instantaneous
When you are targeted by an attack or you forced to make a Dexterity saving throw, you can create a rift in space, which grants you 3/4 cover against the triggering effect.
When the triggering attack misses, or when you succeed on your Dexterity saving throw against the triggering effect, you have the option to open a second rift within range. The attack or effect emerges from this second rift and continues towards a target or in a direction of your choice.
If you choose not to open a second rift, effects intercepted by the rift tumble of into an extradimensional space.
If a creature or object is caught between the rifts when this spell ends, the rifts close around it and form an airtight seal. The rifts do not close completely (and you cannot cast this spell again) until the creature or object is dislodged.
Portal
2nd level Conjuration
Casting Time: Action
Range: 30 feet
Components: S
Duration: Concentration (up to 1 hour)
You create two portals at points you can see within range, which appear as rings of colourless fog up to 5 ft in diameter. The two portals hover in place for the duration, or until you use your action to close one portal and replace it with a new portal within range. The portals hum audibly and radiate 5 feet of dim light.
Light, sound, creatures and objects can pass through your portals, allowing creatures to look, listen, manipulate objects, make attacks, and travel through them. If a falling creature or object enters one portal, it emerges from the other portal with enough momentum to travel the same distance that it fell from, but in whichever direction the second portal is pointing.
If a creature or object is caught between the portals when this spell ends or when you try to close a portal, the portals close around it and form an airtight seal. The portals do not close completely (and you can neither cast this spell again nor close a portal) until the creature or object is dislodged.
At higher levels. When you cast this spell with a spell level of 3rd level or higher, the maximum diamter of the portals you can create increases by 5 feet for each spell level above 2nd.
Conjuration cantrip
Casting Time: Action
Range: Self
Components: S
Duration: Until dispelled
Choose a pocket, a pouch, or another vessel on your person. An invisible entrance to an extradimensional space opens at the mouth of the vessel, and any objects already within the vessel tumble into this extradimensional space.
The extradimensional space is infinitely large, but can only hold up to 50 lbs. If the vessel is ruptured, if it is turned inside out, or if this spell ends, the space's contents spill forth. This spell ends when you touch the vessel and use your action to end it, or when you cast this spell again.
Breathing creatures inside the space can survive a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Rift
Conjuration cantrip
Casting Time: Action
Range: 30 feet
Components: S
Duration: 1 minute
You create a rift within range, which appears as a vortex of colourless fog up to 1 foot in diameter. At the same time, you create an identical rift within your space. The two rifts hover in place for the duration, until you move, or until you cast this spell again. They hum audibly and radiate 5 feet of dim light.
Although light and sound cannot pass through your rifts, creatures and objects can. For example, a creature can reach through one rift to deposit or retrieve an object from outside the other rift. Likewise, a creature can reach through one rift to attack, grapple or shove a target outside the other rift.
If a creature or object is caught between the rifts when this spell ends, the rifts close around it and form an airtight seal. The rifts do not close completely (and you cannot cast this spell again) until the creature or object is dislodged.
Defensive Rift
1st level Conjuration
Casting Time: Reaction
Range: 30 feet
Components: S
Duration: Instantaneous
When you are targeted by an attack or you forced to make a Dexterity saving throw, you can create a rift in space, which grants you 3/4 cover against the triggering effect.
When the triggering attack misses, or when you succeed on your Dexterity saving throw against the triggering effect, you have the option to open a second rift within range. The attack or effect emerges from this second rift and continues towards a target or in a direction of your choice.
If you choose not to open a second rift, effects intercepted by the rift tumble of into an extradimensional space.
If a creature or object is caught between the rifts when this spell ends, the rifts close around it and form an airtight seal. The rifts do not close completely (and you cannot cast this spell again) until the creature or object is dislodged.
Portal
2nd level Conjuration
Casting Time: Action
Range: 30 feet
Components: S
Duration: Concentration (up to 1 hour)
You create two portals at points you can see within range, which appear as rings of colourless fog up to 5 ft in diameter. The two portals hover in place for the duration, or until you use your action to close one portal and replace it with a new portal within range. The portals hum audibly and radiate 5 feet of dim light.
Light, sound, creatures and objects can pass through your portals, allowing creatures to look, listen, manipulate objects, make attacks, and travel through them. If a falling creature or object enters one portal, it emerges from the other portal with enough momentum to travel the same distance that it fell from, but in whichever direction the second portal is pointing.
If a creature or object is caught between the portals when this spell ends or when you try to close a portal, the portals close around it and form an airtight seal. The portals do not close completely (and you can neither cast this spell again nor close a portal) until the creature or object is dislodged.
At higher levels. When you cast this spell with a spell level of 3rd level or higher, the maximum diamter of the portals you can create increases by 5 feet for each spell level above 2nd.