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D&D 5E Old School- Blasphemy spell


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How would you retool it as to not be too OP for 5e?
Looking for ideas on a final battle with my BBEG

I don't know what edition's version you're talking about. Nor do I actually remember what the spell did.

But regardless of all that, if I was to do this in my game, intending for an NPC spellcaster to use it, I really woudn't care about balancing it. I'd just have it do what it ought to and ballpark the right slot level. If I'm off a little, it would only impact that fight. The only trick is making sure the effect is powerful enough to be worth using at all, but not overwhelmingly strong so it becomes unfun to deal with.
 

I don't know what edition's version you're talking about. Nor do I actually remember what the spell did.

But regardless of all that, if I was to do this in my game, intending for an NPC spellcaster to use it, I really woudn't care about balancing it. I'd just have it do what it ought to and ballpark the right slot level. If I'm off a little, it would only impact that fight. The only trick is making sure the effect is powerful enough to be worth using at all, but not overwhelmingly strong so it becomes unfun to deal with.

http://www.d20srd.org/srd/spells/blasphemy.htm
 

Here's the text that the OP linked to.

Blasphemy
Evocation [Evil, Sonic]
Level: Clr 7, Evil 7
Components: V
Casting Time: 1 standard action
Range: 40 ft.
Area: Nonevil creatures in a 40-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: None or Will negates; see text
Spell Resistance: Yes

Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.

HD…………………………….....Effect
Equal to caster level.……Dazed
Up to caster level -1…….Weakened, dazed
Up to caster level -5…….Paralyzed, weakened, dazed
Up to caster level -10….Killed, paralyzed, weakened, dazed

The effects are cumulative and concurrent.
No saving throw is allowed against these effects [paralyzed]

Dazed: The creature can take no actions for 1 round, though it defends itself normally.

Weakened: The creature’s Strength score decreases by 2d6 points for 2d4 rounds.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.

Killed: Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a Will save (at a -4 penalty) to negate.

Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.
 

I'd say you can use it as is, and just change Weakened to "suffer disadvantage on all attack rolls, saving throws and ability checks" so no one has to mess with ability score damage.



but I'd make it look something like this:

Any nonevil creature within the area of a blasphemy spell must attempt a Wisdom save or be paralyzed. They can attempt a new save at the beginning of each turn to break the paralysis. After a successful they are weakened for 2d4 round. Weakened creatures suffer disadvantage on all attack rolls, saving throws and ability checks.
 

Just off the top of my head:

Ok, first off, compared to other 5E spells, this one should be 9th level. Even then, it might be too good - an 18th level lich using this spell auto-kills 8th level characters.

It needs to be concentration. The targets get no save initially, but at the end of each creature's turn, it may attempt a Wisdom save to throw off the spell's effects. (Alternately, each creature in the area gets an initial save at disadvantage, but makes subsequent saves normally.)

I'm a bit dubious of the "non-evil" bit, as 5e doesn't integrate alignment into the system. For example, in my campaign, we completely ignore alignment. I suppose one could change that to non-fiendish, non-undead, or something similar. Or just allow the caster to choose who is targeted by the spell within the area effect.

Dazed = Incapacitated
Weakened = Disadvantage on all Strength-related skill checks and saves, all Strength-based weapon attacks.
Paralyzed = Paralyzed
Killed = Dead
 
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Here are some Lair Actions I came up with... thoughts?

Lair Actions
Necrotic Burst. The Master releases a spherical burst of necrotic energy that travels 120 ft away from centered on himself. Those in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 18 Constitution saving throw. All undead that this action hits, heal 35 (10d6).

Insect Plague. This is not a spell. A portion of his Insect Aura ushers forth from around him and moves to a point he can see. A 20 foot radius plague of insects swarm that area and deals 48 (8d10) piercing damage. DC 21 DEX for half damage.

Deaths Servant. A wave of necrotic energy at a creature he can see, DC 20 CON saving throw or take 25 necrotic damage. If this reduces a living creature to 0 HP, they die. Creature will rise in 1d3 rounds as a Lich (if caster) or Death Knight (if melee).

Soul Tether. Spirits from the underworld move throughout the lair.
All enemies within the Lair must make a DC 20 WIS saving throw. On a failed save, a thread of the creature’s soul is tethered to The Master. Whenever The Master takes damage from any source, the tethered the damage is divided equally between all souls tethered to The Master. The damage dealt to these souls is considered force damage.
If a creature succeeds on this saving throw, it is immune to this effect for 24 hours.
 

I'd say you can use it as is, and just change Weakened to "suffer disadvantage on all attack rolls, saving throws and ability checks" so no one has to mess with ability score damage.



but I'd make it look something like this:

Any nonevil creature within the area of a blasphemy spell must attempt a Wisdom save or be paralyzed. They can attempt a new save at the beginning of each turn to break the paralysis. After a successful they are weakened for 2d4 round. Weakened creatures suffer disadvantage on all attack rolls, saving throws and ability checks.

This seems comparable to other 7th level spells, so could be a good compromise from the original.
 

Here are some Lair Actions I came up with... thoughts?
They look neat.

Though maybe you ought to make the first 2 legendary actions instead, and come up with a third, a buff or perception type action.

And leave the last two as lair actions. Although change the Death's Servant so that the lair simply raises up a corpse, rather than attacking it and possibly raising.
 


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