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sandmote
2023-07-31, 09:04 PM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/BTl53QaBjKTc)

Been off the forum for a while, but I'm back with a new set of spells. Mostly have a focus on expanding options for illusionists and diviners, including combat and utility options.

Illusion cantrip

Casting Time: 1 action
Range: 30 feet
Components: S, V
Duration: 1 round
You tap into the mind of a creature you can see within range and create an illusory manifestation of a surprise attack, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 psychic damage and will refuse to enter one empty square you can see of your choice for the duration.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. If another creature enters the space in which the target perceives the phantasm, the phantasm becomes faint to that creature and the spell ends.

At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Bard, Warlock, Wizard)

Divination cantrip

Casting Time: 1 action
Range: 30 feet
Components: S, V
Duration: Instantaneous
Choose a creature you can see within range that has taken damage since the start of your last turn. That creature must make a Constitution saving throw. On a failed save the target takes 1d4 psychic damage and is blinded until the end of your turn.

At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

(Cleric, Sorcerer, Warlock, Wizard)Better range than shocking grasp when trying to avoid attacks of opportunity yourself (you don't need to get within range before knowing if they can take a swing at you), but worse for helping your allies escape.

1st-level divination

Casting Time: 1 action
Range: 60 feet
Components: S, V, M (a shard of clear quartz)
Duration: 1 round
You flood the mind of a creature you can see within range with visions of dark events yet to come. The target must make a Wisdom saving throw. On a failed save the target takes 3d6 psychic damage and if the target is concentrating on a spell, the save DC to maintain their concentration from the damage increases by 1d4 plus your spellcasting modifier (minimum of 1). On a success the target takes half as much damage and the save DC to maintain their concentration increases by your spellcasting modifier (minimum of 1).

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

(Cleric, Warlock, Sorcerer, Wizard)Not giving wizards higher level damage dealing divinations, on account of the 6th level Divination Wizard's subclass feature giving spell slots back when you cast divinations of 2nd level or higher.

2nd-level illusion

Casting Time: 1 action
Range: 120 feet
Components: S, V
Duration: Concentration, up to 1 minute.
You hurls a mass of illusory threads at a creature you can see within range, which must make a Dexterity saving throw. On a failed save the creature becomes entangled within the illusory threads for the duration. While entangled the target has disadvantage on attack rolls against creatures within 5 feet and is blind to creatures more than 5 feet away.

The chains warp with a creature’s movement but do not constrict movement, and can easily be removed once a creature realizes they are made of illusory shadow stuff. An entangled creature can use an action to make an Athletics (Strength) check or Investigation (Intelligence) check against your spell save DC, ending the effect on a success.

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.

(Artificer, Bard, Cleric, Warlock, Wizard)Admittedly worse against melee focused opponents, but I wanted something you could use on creatures immune to being blinded. Not intended to stop a creature from running around until they stumble on an enemy,.

2nd-level illusion

Casting Time: 1 action
Range: 30 feet
Components: M, S, V (a pebble from the top of a high cliff)
Duration: 1 round
Choose up to five creatures within range, which feel as if they are suddenly falling. Each creature must make an Perception (Constitution) check. Creatures with a fly speed have advantage on this check.

A creature that fails its check falls prone and cannot stand for the spell’s duration. A creature that succeeds on the saving throw has its speeds halved for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target up to two additional creatures for each spell level above 2nd.

(Artificer, Bard, Ranger, Sorcerer, Wizard)

3rd-level illusion

Casting Time: 1 action
Range: self
Components: S, V
Duration: 1 round
Choose up to five creatures within range, which hear whatever message provide them during the spell’s duration. All of other creatures hear a different message of your choice, which must cover some banal topic of your choice, such as the weather, food, or local news.

Creatures not given the true message you create using this spell can make an Investigation (Charisma) check against your spell save DC to disern you are sending a hidden message, but do not learn the contents of the message. Creatures immune to being charmed automatically succeed on this check.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target up to two additional creatures for each spell level above 3rd.

(Bard, Cleric, Sorcerer, Warlock, Wizard)Gift of Gab is neat, but I wanted something with greater range and makes it easier to alert others. I expect this is also easy to use for social manipulation: have everyone else hear something perfectly pleasant while insulting the target(s), for example.

3rd-level divination

Casting Time: 1 action
Range: self
Components: S, V
Duration: 1 minute
You open your mind to the flow of battle, becoming able to spot openings in your enemy’s defenses before they occur. For the duration, you gain a special reaction each round, which you can use only to perform an opportunity attack when another creature triggers an opportunity attack from you.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you gain two such special reactions each round.

(Paladin, Ranger, Warlock)Admittedly steps on the cavalier's toes. I want it easier to play a tank instead of a meat shield though. This doesn't singlehandedly help, but certainly makes a character stickier. I also gave the spell to warlocks as eldritch blast probably remains noticeably stronger than using a weapon.

3rd-level divination

Casting Time: 1 action
Range: 60 feet
Components: S, V
Duration: 1 minute
You create an invisible sensor in an obvious location within range (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. One creature you can see within range must make a Wisdom saving throw. A willing creature can choose to fail this saving throw. On a failed save the creature uses the chosen sense through the sensor as if it were in its space. The creature is blinded (if you chose seeing) or deafened (if you chose hearing) to its own surroundings for the duration. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. All affected creatures sense from the same location.

(Bard, Cleric, Sorcerer, Wizard)Note this requires you to place the sensor within range, making it far less flexible than the PHB Clairvoyance. More useful for short range spying and showing nearby events to someone who won't give you a chance to tell them there's an assassin or other threat.

3rd-level divination

Casting Time:1 action
Range: touch
Components: S, V
Duration: Concentration, up to 10 minutes.
You reach out into a creature's mind, clearing away clutter and magical effects. For the duration, the target ignores the effects of one spell causing it be charmed or which cannot affect creatures immune to being charmed. If the target is under more than one such effect, you neutralize one spell that you know is present, or you neutralize one at random. If this spell ends before the duration of the other effect has elapsed, the effects of the spell resume as normal, including any conditional effects. For example, Locate Self allows you to ignore the conditions given by a Suggestion spell, but the target would still need to fulfill the Suggestion once Locate Self ends.

Additionally, the target can sense the direction to the location of any of its own body parts for the duration, as long as that body part is within 1,000 feet of it but not currently attached to its body. If the body part is moving, it knows the direction of its movement.

At Higher Levels. When you cast this spell using a 4th-level spell slot, the duration is concentration, up to 1 hour. When you use a 5th-level spell slot, the duration is concentration, up to 8 hours. When you use a spell slot of 6th-level or higher, the duration is 1 day.

(Bard, Cleric, Druid, Ranger, Warlock, Wizard)Originally intended to allow a PC to follow a vampire that drank from them. I figured it was worth increasing the flexibility to "center" yourself too.

3rd-level divination

Casting Time: 1 action
Range: 60 feet
Components: M, S, V (a shard of amethyst)
Duration: 1 round
Choose a point you can see within range, and reveal to each creature in a 20 foot cube originating from that point overwhelming secrets of the universe. Each target must make a Wisdom saving throw, taking 4d8 psychic damage on a failed save and half as much on a success. Each creature must also make an Intelligence saving throw. On a failed save the target cannot maintain concentration on any spells until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

(Bard, Cleric, Warlock) Higher level version of Flood the Mind. Wizards don't get it for the same reason I made that spell 1st level.

4th-level illusion

Casting Time: 1 action
Range: 30 feet
Components: S, V, M (a trowel or carving knife)
Duration: Concentration, up to 1 minute.
You create the image of an object out of solidified shadows that is no larger than a 15-foot cube which cannot grant more than light cover to objects behind it. The object appears at a spot within range and lasts for the duration. The object is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

Creatures can interact with the object as if it were solid, which can be shaped as you choose within its area, forming walls, strairs, or battlements as needed. The shadow object provides cover as normal for an object of its size and shape. If another object would be forced to move through the shadow object, it makes a Strength or Dexterity check using the statistics as an animated object of its size (use whichever bonus is higher). On a failed check the object bounces off the shadow as it would a solid object.

When a creature attempts to pass through the shadow object, it must make its choice of an Athletics (Strength) check or Acrobatics (Dexterity) check, failing to get through the shadow object on a failure. A creature can choose to fail this check.

(Artificer, Wizard)I guess I still had wall wizards on the brain when I wrote this. A combination of being able to plan construction and emergency siege equipment when you can't manage another Wall of Stone.

4th-level illusion

Casting Time: 1 action
Range: 60 feet
Components: S, V
Duration: Concentration, up to 1 hour
Delicious scents spread from a point you can see within range, creating the illusion of food in the mind of each creature in a 20-foot radius sphere centered on the spell’s origin. Each creature within the area must make a Wisdom saving throw. Creatures that don’t need to eat automatically succeed on the saving throw.

On a failed save the creature believes tantalizing food and drink to have appeared before it, causing it to stop what it is doing and eat. An affected creature stops its current activities, drops held or carried items, and begins consuming the illusory food and drink. The foods includes sound, temperature, and other stimuli, also evident only to the affected creature and appears to be whatever kind of food the creature prefers. The target rationalizes any illogical outcomes from interacting with the food, such as questions about where the food came from or why they don’t feel any fuller after eating it.

The target can use its action to examine the food with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the food is an illusion, and the spell ends for that creature. The spell also ends immediately if the creature sees an attack made targeting it, must make a saving throw, or takes any damage.

(Cleric, Warlock, Wizard)Based on the 3.5e spell.

5th-level divination

Casting Time: 1 action
Range: self
Components: S, V
Duration: 1 minute
You attune yourself to the weave of magic, gaining glimpses into what spells are created by other other creatures within 60 feet. For the duration, you gain a special reaction each round, which you can use only to identify a spell being cast. When you use this reaction to identify a spell, you can choose to make an ability check using your spellcasting modifier to identify the spell, instead of making an Arcana (Intelligence) check.

(Cleric, Sorcerer, Warlock, Wizard)I like the rule of not allowing PCs to learn what spell is being cast and casting Counterspell with one reaction. But as that rule can be somewhat sidestepped by having multiple PCs work together, I don't think I'll mind letting a higher level PC specialize in counterspells.

5th-level divination

Casting Time:1 action
Range:Touch
Components:S, V, M (a bit of hair wrapped in cloth)
Duration:Concentration, up to 10 minutes.
You touch a willing creature that isn’t a construct or undead. For the duration of the spell, you can use your action to see through the creature’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the creature’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

(Cleric, Druid, Wizard)Beast Sense for other creature types. Share a warlock's Devil's Sight, or narrate for the rest of the party as the rogue or familiar sneaks about.

5th-level illusion

Casting Time: 1 action
Range: 90 feet
Components: S, V
Duration: Concentration, up to 1 minute
A mass of illusory chains erupts in a 15-foot-radius, 30-foot-high cylinder centered on a point within range. Each creature within the cylinder must make a Dexterity saving throw. On a failed save the creature becomes restrained by the illusory chains for the duration.

An entangled creature can use an action to make an Athletics (Strength) check or Investigation (Intelligence) check, ending the effect on a success.

(Artificer, Warlock, Wizard)

5th-level illusion

Casting Time: 1 action
Range: 60 feet
Components: M, S, V (a pebble from the top of a high cliff)
Duration: Concentration, up to 10 minutes.
Choose a point within range, from which spring illusory motion that causes creatures to feel as if they are about to fall, which lasts for the duration. Each creature that enters or starts its turn within the field must make a Perception (Constitution) check. Creatures with a fly speed have advantage on this check.

A creature that fails its check falls prone and cannot stand until the start of their next turn. A creature that succeeds on the saving throw has its speeds halved until the start of its next turn.

(Bard, Sorcerer, Wizard)I did write an illusory pit spell before, but this feels a bit more consistent with 5e spell rules. Not that I'm sticking too closely to those for these spells, but its nice when I can fit it, I guess.

7th-level divination

Casting Time:1 action
Range: self
Components: S, V, M (a thin loop of cold)
Duration: Concentration, up to 10 minutes
Your mind turns feverish, as thoughts begin to flow too fast and clear for other creatures to read or interfere with. You gain the following benefits:

You are hasted for the duration, and can use your additonal action granted by the hasted condition to cast a cantrip with a casting time of 1 action.
If a creaure attempts to read your mind, you immeditly learn it is doing so and can craft a message of your choice for the creature to read.
You automatically succeed on Constitution saving throws made to maintain your concentration on spells.
You have advantage on Intelligence, Wisdom, and Charisma saving throws.
You are immune to the charmed and frightened conditions for the duration.

(Warlock, Wizard)I wanted a version of foresight that makes things more interesting rather than less. And suggestions to help make it worth the level would be appreciated.

7th-level illusion

Casting Time:1 action
Range:30 feet
Components:S, V
Duration:10 minutes
You reach out into a creature’s mind, and inflict false images of the present into the creature’s mind. The target must make an Intelligence saving throw. On a failed save the target has disadvantage on attack rolls, ability checks, and saving throws for the duration. Additionally, other creatures have advantage on attack rolls against the target for the duration.

At Higher Levels. If you cast this spell using a spell slot of 9th level the duration is 1 hour.

(Bard, Sorcerer, Warlock, Wizard) Negates Foresight long enough for you to kill a target.

7th-level divination

Casting Time: 1 action
Range: 30 feet
Components: S, V
Duration: Concentration, up to 1 minute.
You draw the pain a creature feels and has felt before to the forefront to its mind, making even the tiniest scratch sear with pain and even missed attacks harmful. The creature takes an additional 2d6 psychic damage each time the creature takes damage or is targeting by an attack. The creature can take this damage up to once per turn.

When you target a creature with this spell, the target must make a Wisdom saving throw. On a failed save the target is affected by this spell for the duration. On a successful save the target is affected until the start of your next turn or until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. The creatures must be within 30 feet of each other when you target them.

(Bard, Cleric, Warlock)Another combat divination, this time a debuff that drains a lot health per round.

7th-level divination

Casting Time: 10 minutes
Range: 10 feet
Components: M, S, V (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
Duration: Concentration, up to 10 minutes.
You reach out to the lingering spirit of a creature that died within the last year. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. A creature whose soul no longer exists or is trapped somewhere (such as in a magic jar or soul cage) cannot be contacted by this spell. A creature whose soul has been fundamentally transformed since death, such as by becoming a fiend or celestial, has advantage on the saving throw. The target learns your general nature, and can fail the saving throw voluntarily if it wants to communicate.

Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) 0
Familiar (you know the target well) -5
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10

On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.

On a failed save, a ghostly apparition of the target at the moment of their death appears in a point of its choice within range. The apparition cannot physically interact with environment, is immune to all mundane and magical effects, and cannot move from where it appears. The apparition can hear anything it would naturally be able to hear from its location, and see everything within 10 feet. The apparition can communicate normally with any creatures it sees or hears in the vicinity, and is able to share and recall any information of which it was aware of when it died and that which it has learned after death.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target a creature that died within the past 10 years. When you cast this spell using a spell slot of 9th level, you can target a creature that has died within the last 100 years.

(Bard, Cleric, Warlock, Wizard)Scrying for deceased targets

8th-level divination

Casting Time: 1 action
Range: 60 feet
Components: S, V
Duration: Concentration, up to 1 hour.
For the duration, you gain a voice in your head which informs you of what others are about to speak aloud. When you cast this spell and as a bonus action on your turn, you can choose a creature you can see within range. Until you choose a different creature or no longer see the target, you learn what the creature is about to say before is has a chance to say it. You gain the following benefits:

You have advantage on all checks and saving throws made to avoid showing a reaction to anything the creature says.
You instantly identify any spell the creature casts for the duration, requiring no action.
You cannot be surprised if the target initiates combat.
If the target is shielded against divination magic, the spell does not inform you of this, but the voice will go silent until you target a creature the spell can affect.

(Bard, Cleric, Sorcerer, Warlock, Wizard)I'm not sure what level this is best as, but I think this could be really cool if you run it well. A nightmare to DM though, maybe.

8th-level illusion

Casting Time: 1 action
Range: Self
Components: M, S, V (a vestige of your god or patron)
Duration: Concentration, up to 1 minute.
You create horrifying visions in the minds of surrounding creatures, each of which momentarily feels as if the world is ending and all its fears have come to pass. Each other creature in a 60-foot radius must make a Wisdom saving throw. Each creature within range, including yourself, must make a Wisdom saving throw or be stunned for the duration. Aberrations, Celestials, Fey, Fiends, Undead, and creatures immune to both the charmed and frightened conditions automatically succeed on this saving throw.

A creature stunned by this effect can repeat the saving throw at the end of each of its turns, ending the effect on a success. The effect also ends if the creature takes damage, or someone uses an action to shake or slap the creature back to reality.

(Cleric, Warlock)Fire Storm isn't really my idea of a "fire and brimstone" type spell, but that's all that's in the first party material. Does affecting yourself make it too risky to use at the table?

Miss Disaster
2023-08-14, 06:36 PM
My first impressions of these spells (I'll go over them more later with a fine tooth comb to check on mechanical balance) ... is that these are AWESOME. Love the mechanics, love the flavor. 2 schools that really needed some additional oomph.

sandmote
2023-08-21, 11:36 AM
My first impressions of these spells (I'll go over them more later with a fine tooth comb to check on mechanical balance) ... is that these are AWESOME. Love the mechanics, love the flavor. 2 schools that really needed some additional oomph.

I missed this when it was posted; really glad to hear about the theming. And, yeah, illusions and divinations really need some help.