Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
5th Edition and Cormyr: Flexing My Idea Muscle and Thinking Out Loud
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Jeremy E Grenemyer" data-source="post: 7083904" data-attributes="member: 12388"><p><strong>Ideas For New Arcane and Divine Spells</strong></p><p></p><p>What follows are some ideas for arcane spells. Some of these could be divine spells as well.</p><p></p><p>1. "Spell Mime" - This spell creates an illusionary humanoid figure. That figure mimes the somatic gestures, as well as the movements required to handle material components, for the last spell that was cast in the area of the Spell Mime's effect. The figure continues to mime in this manner until the duration of the Spell Mime ends. While this spell is in effect, it grants advantage to any arcane or divine caster that attempts to identify the spell the being mimed. This spell does not produce sounds related to verbal components. The figure is faceless. </p><p></p><p>2. "Spell Scribe" - This spell creates a temporary illusionary arcane script that shows the formula for casting the last spell that was cast in the area of the Spell Scribe. The script appears on any flat surface the caster designates, but this surface cannot be smaller than an area proscribed by the width and length of the caster's hand, nor can the surface area be longer or wider than the caster's height. If the last spell cast was memorized from a spellbook then the script created by the Spell Scribe duplicates the arcane writings of the spellcaster that cast that spell. If the last spell cast was not memorized from a spellbook then the script appears in the form and style of the caster's own arcane writing style. </p><p></p><p>3. "Spell Chime" - This spell temporarily links the caster to an object that can be manipulated to produce sound (a lute or a warhorn, for example, or something like a large church bell). For the duration of this spell, any time the caster successfully casts a spell, the object linked to the caster sounds off. This spell automatically fails if the caster is attuned to three magic items. It's duration automatically ends if the caster becomes attuned to three magic items. </p><p></p><p>4. "Spell Echo" - This spell recreates any and all sounds produced by the last spell to have been cast in the area of the Spell Echo's effect prior to the Spell Echo being cast. Secondary sounds are not produced. A secondary sound would be any sound produced as a result of the spell, such as a grunt of pain from being slashed by a <em>Blade Barrier</em>, or the sound of a statue toppling over after it was struck by a <em>Bigby's Hand</em> spell. Note: The sounds of the blades slashing a creature, as well as the sound of the conjured hand striking the statue, would be produced by the Spell Echo. This spell lasts as long as the spell whose sounds the Spell Echo is recreating.</p><p></p><p>5. "Spell Informant" - Once cast, this spell lingers in an area designated by the caster. Any time a spell is cast in that area, the Spell Informant sends a magical message that appears in the mind of the spellcaster. This message gives the name of the being that just the spell. Upon delivery of this message the Spell Informant ends. A caster may not have more Spell Informants active than his or her highest spellcasting level. If the being that is being identified is known by multiple names, the Spell Informant uses the last name the being was called by.</p><p></p><p>6. "Blood Coins" - After you cast this spell, you may select a number of coins no greater than five times your caster level. If any of the coins you select have been touched by someone other than you who has either committed a murder or assisted in the commission of a murder within the last 24 hours, then those coins will begin to ooze blood. The coins bleed for a number of rounds equal to your caster level, or until you spend a bonus action to end the spell. </p><p></p><p>7. "Forge Echo" - This spell may be cast on any object that was made by an ironsmith. The spell reproduces the sound of the smith's hammer as it was being used to forge the object the spell was cast upon. If multiple smiths worked an object at the same time, all their hammers sound off.</p><p></p><p>8. "Similarity" - This spell causes an item of clothing worn by a creature within the spell's range to appear identical to another item of clothing of the same kind worn by a different creature within the spell's range. For example, the dust and mud covered boots of a passing mercenary may be made to temporarily resemble the clean, ornate boots of a nobleman riding in the other direction. At higher levels, the caster may select multiple of the same kind of clothing item to appear identical. For example, the travel robes of a party of adventurers may be temporarily made to resemble the robes of one of the king's guards manning the castle gate that the PCs wish to get past. This spell ends after one hour, or when any of the clothing items involved in the spell become separated by a distance longer than the range of the spell.</p><p></p><p>9. "Coin Curse" - The caster may select one object no larger than a sack or a small chest when this spell is cast. If any coins within the object are removed by any creature other than the caster, the coins deliver an electric shock to the creature. This causes 1 HP of damage. At higher levels, this spell may be cast on larger objects. If cast as a 9th level spell, this spell may target the dwelling of the caster (such as a tower, castle, dungeon abode, or the lair of a dragon). </p><p></p><p>10. "Forge Sacrifice" - This spell requires at least one metallic object produced from metal smelted in a forge. If the object is placed within a cold or otherwise inert forge, that forge becomes instantly hot enough to melt ore and extract metal. This effect lasts for one hour per object sacrificed. Only 24 objects may be sacrificed in this manner per casting.</p></blockquote><p></p>
[QUOTE="Jeremy E Grenemyer, post: 7083904, member: 12388"] [b]Ideas For New Arcane and Divine Spells[/b] What follows are some ideas for arcane spells. Some of these could be divine spells as well. 1. "Spell Mime" - This spell creates an illusionary humanoid figure. That figure mimes the somatic gestures, as well as the movements required to handle material components, for the last spell that was cast in the area of the Spell Mime's effect. The figure continues to mime in this manner until the duration of the Spell Mime ends. While this spell is in effect, it grants advantage to any arcane or divine caster that attempts to identify the spell the being mimed. This spell does not produce sounds related to verbal components. The figure is faceless. 2. "Spell Scribe" - This spell creates a temporary illusionary arcane script that shows the formula for casting the last spell that was cast in the area of the Spell Scribe. The script appears on any flat surface the caster designates, but this surface cannot be smaller than an area proscribed by the width and length of the caster's hand, nor can the surface area be longer or wider than the caster's height. If the last spell cast was memorized from a spellbook then the script created by the Spell Scribe duplicates the arcane writings of the spellcaster that cast that spell. If the last spell cast was not memorized from a spellbook then the script appears in the form and style of the caster's own arcane writing style. 3. "Spell Chime" - This spell temporarily links the caster to an object that can be manipulated to produce sound (a lute or a warhorn, for example, or something like a large church bell). For the duration of this spell, any time the caster successfully casts a spell, the object linked to the caster sounds off. This spell automatically fails if the caster is attuned to three magic items. It's duration automatically ends if the caster becomes attuned to three magic items. 4. "Spell Echo" - This spell recreates any and all sounds produced by the last spell to have been cast in the area of the Spell Echo's effect prior to the Spell Echo being cast. Secondary sounds are not produced. A secondary sound would be any sound produced as a result of the spell, such as a grunt of pain from being slashed by a [I]Blade Barrier[/I], or the sound of a statue toppling over after it was struck by a [I]Bigby's Hand[/I] spell. Note: The sounds of the blades slashing a creature, as well as the sound of the conjured hand striking the statue, would be produced by the Spell Echo. This spell lasts as long as the spell whose sounds the Spell Echo is recreating. 5. "Spell Informant" - Once cast, this spell lingers in an area designated by the caster. Any time a spell is cast in that area, the Spell Informant sends a magical message that appears in the mind of the spellcaster. This message gives the name of the being that just the spell. Upon delivery of this message the Spell Informant ends. A caster may not have more Spell Informants active than his or her highest spellcasting level. If the being that is being identified is known by multiple names, the Spell Informant uses the last name the being was called by. 6. "Blood Coins" - After you cast this spell, you may select a number of coins no greater than five times your caster level. If any of the coins you select have been touched by someone other than you who has either committed a murder or assisted in the commission of a murder within the last 24 hours, then those coins will begin to ooze blood. The coins bleed for a number of rounds equal to your caster level, or until you spend a bonus action to end the spell. 7. "Forge Echo" - This spell may be cast on any object that was made by an ironsmith. The spell reproduces the sound of the smith's hammer as it was being used to forge the object the spell was cast upon. If multiple smiths worked an object at the same time, all their hammers sound off. 8. "Similarity" - This spell causes an item of clothing worn by a creature within the spell's range to appear identical to another item of clothing of the same kind worn by a different creature within the spell's range. For example, the dust and mud covered boots of a passing mercenary may be made to temporarily resemble the clean, ornate boots of a nobleman riding in the other direction. At higher levels, the caster may select multiple of the same kind of clothing item to appear identical. For example, the travel robes of a party of adventurers may be temporarily made to resemble the robes of one of the king's guards manning the castle gate that the PCs wish to get past. This spell ends after one hour, or when any of the clothing items involved in the spell become separated by a distance longer than the range of the spell. 9. "Coin Curse" - The caster may select one object no larger than a sack or a small chest when this spell is cast. If any coins within the object are removed by any creature other than the caster, the coins deliver an electric shock to the creature. This causes 1 HP of damage. At higher levels, this spell may be cast on larger objects. If cast as a 9th level spell, this spell may target the dwelling of the caster (such as a tower, castle, dungeon abode, or the lair of a dragon). 10. "Forge Sacrifice" - This spell requires at least one metallic object produced from metal smelted in a forge. If the object is placed within a cold or otherwise inert forge, that forge becomes instantly hot enough to melt ore and extract metal. This effect lasts for one hour per object sacrificed. Only 24 objects may be sacrificed in this manner per casting. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5th Edition and Cormyr: Flexing My Idea Muscle and Thinking Out Loud
Top