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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.

oogaboogagoblin
2022-02-23, 11:31 AM
these are really cool, but a bit overpowered, if you raised the spell level a bit then it would be fine. for example pocket is basically giving the players a free bag of holding (not as much space but 50 lbs is a lot), so id say either give it a longer casting time or make it 1st or 2nd lvl. defensive rift is an amazing concept, but pretty broken, id have it so the effect/projectile gets halved damage and you need to make a check against the attack roll to get the projectile inside the rift, otherwise you can pretty easily counter ranged enemies with just a lvl 1 spell and some good dex and ac, also id make it lvl 3 or 4 because its basically better counterspell.

GalacticAxekick
2022-02-23, 02:09 PM
these are really cool, but a bit overpowered. if you raised the spell level a bit then it would be fine.Glad to hear you like the concepts! I'll comment my thoughts on the balance


for example pocket is basically giving the players a free bag of holding (not as much space but 50 lbs is a lot), so id say either give it a longer casting time or make it 1st or 2nd lvl.A Wizard with 10 Strength (for example) can carry 150 lbs. A Fighter with 16 Strength can carry 240 lbs. Pocket only bumps the Wizard up to 200 lbs. Is that really overpowered for a cantrip?

If I increase the casting time, nothing really changes. The pocket still exists until dispelled, and can be accessed freely.

If I make it cost a spell slot, it becomes STRONGER. Because you prepare it once, cast it, and never prepare it again (as opposed to giving up a cantrip for extra carrying capacity)

Maybe you meant "increase the time it takes to deposit/withdraw from the pocket" or "make it cost spell slots to deposit/withdraw from the pocket". But if I did that, it would be completely useless. Nobody wants to spend 1 minute or burn a spell slot just to dig something out of their bag.


Defensive rift is an amazing concept, but pretty broken [...] you can pretty easily counter ranged enemies with just a lvl 1 spell and some good dex and acShield gives you +5 AC against every ranged attack that comes your way for the whole round.

Defensive Rift gives you +5 AC against one ranged attack, and let's you choose a new target for it. If there are multiple ranged enemies, or if the enemy can make multiple attacks, you cant counter them all. And if there's one enemy making one attack you cant see (like a Rogue attacking from hiding) you cant counter it at all.

Isn't that comparable in power?


also id make it lvl 3 or 4 because its basically better counterspell.Counterspell automatically nullifies any spell of 3rd level or lower, and has a chance to nullify any spell above 3rd level.

Defensive Rift has a chance to nullify one ranged spell attack of any spell level, or alternatively, a chance to protect you (but no other target) from a Dex-based area effect of any spell level. It could not protect you from all three Scorching Rays like Counterspell would, nor could it protect your allies from Fireball like Counterspell would

In terms of defensive use, Defensive Rift is (ironically) worse than Counterspell!

It's only in terms of offensive use (redirecting the effect you nullified) that Defensive Rift stands out! And the Drunken Master Monk can redirect attacks with a 100% chance to hit the new target for 1 ki!

oogaboogagoblin
2022-02-23, 03:49 PM
A Wizard with 10 Strength (for example) can carry 150 lbs. A Fighter with 16 Strength can carry 240 lbs. Pocket only bumps the Wizard up to 200 lbs. Is that really overpowered for a cantrip?

what makes this overpowered isnt the extra carrying capacity,its what you can do with it. you essentially have a free 50lbs of INVISIBLE material that you can store anywhere, this is incredibly abusable.



Defensive Rift has a chance to nullify one ranged spell attack of any spell level, or alternatively, a chance to protect you (but no other target) from a Dex-based area effect of any spell level. It could not protect you from all three Scorching Rays like Counterspell would, nor could it protect your allies from Fireball like Counterspell would

In terms of defensive use, Defensive Rift is (ironically) worse than Counterspell!

wrong, sure at low level defensive rift is weak, but weirdly the higher level your opponent is the more overpowered this spell gets, with a rogue or monk (high ac and dex saves) you could reflect a disintegrate spell for pretty much free, if there was a check to reflect it then sure but this spell is really overpowered as it stands.

GalacticAxekick
2022-02-23, 03:59 PM
A what makes this overpowered isnt the extra carrying capacity,its what you can do with it. you essentially have a free 50lbs of INVISIBLE material that you can store anywhere, this is incredibly abusable.The material is only as "invisible" as anything else you would put in a bag. People can't see material through the bag, but they can reach in and grab it!


wrong, sure at low level defensive rift is weak, but weirdly the higher level your opponent is the more overpowered this spell gets, with a rogue or monk (high ac and dex saves) you could reflect a disintegrate spell for pretty much free, if there was a check to reflect it then sure but this spell is really overpowered as it stands.
The Mastermind Rogue and Drunken Master Monk can already do this! The Rogue does it for free! The Monk spends 1 ki, but hits automatically!

Are they overpowered?

EDIT: Of course, the Rogue and Monk can only redirect attacks towards targets within 5 feet themselves, and they don't get a +5 AC bonus. Their features are weaker than the spell!

But the spell also costs more! A 1st level slot is considered equivalent to 2 ki! The Wizard is spending more than the monk and giving up the Monk's auto-hit benefit to gain AC and redirect the attack further. Two pros for two cons.

oogaboogagoblin
2022-02-23, 05:22 PM
But the spell also costs more! A 1st level slot is considered equivalent to 2 ki! The Wizard is spending more than the monk and giving up the Monk's auto-hit benefit to gain AC and redirect the attack further. Two pros for two cons.

thats true, but id say deflecting a melee attack is quite a bit less powerful than deflecting high level magic is way more op, there should definatley either be a spell level cap that you can deflect (upcasting would raise it) or have it be a check like in counterspell

GalacticAxekick
2022-02-23, 09:26 PM
thats true, but id say deflecting a melee attack is quite a bit less powerful than deflecting high level magic is way more op, there should definatley either be a spell level cap that you can deflect (upcasting would raise it) or have it be a check like in counterspellSome high level spells ARE melee attacks! The Monk can redirect Blade of Disaster (9th level), Mordenkainen’s Sword (7th), Contagion (5th) and Steel Wind Strike (5th) for instance!

But if you're really concerned about redirecting powerful spells, how about this:

Whatever you redirect, you have to make the attack roll, because you are aligning the attack with its target. You use your spellcasting ability for this attack roll, but you only add your proficiency bonus if you are proficient with the weapon/capable of casting the spell.

So if a 1st level Wizard redirects an 11th level Wizards Disintegrate, they roll 1d20 + 3 Int instead of 1d20 + 5 Int + 4 Prof

oogaboogagoblin
2022-02-24, 07:41 AM
So if a 1st level Wizard redirects an 11th level Wizards Disintegrate, they roll 1d20 + 3 Int instead of 1d20 + 5 Int + 4 Prof
yeah thats a lot more fair, id still raise it to a higher spell level but thats just me

GalacticAxekick
2022-02-24, 11:21 AM
On an unrelated note, your quotes will be easier to read if you use the quote function instead of just copy and pasting text.

You can quote an entire post by clicking the quotation mark icon at the bottom right (which even says "reply with a quote" on desktop)

Alternatively, you can quote a text that you have copied and pasted by typing [QUÓTE] before it and [/QUÓTE] after it (except without the accents)


It will look like this :)

oogaboogagoblin
2022-02-24, 12:47 PM
thanks, that will be really useful :)