A few custom Spells and abilities

Nevaroth

Villager
Hello everyone. What do you think about these custom spells, and this special ability I made? Are they too strong? too weak? too pointless? or just right?

The ability I made is for a player's character who spent 2 years being experimented on by an evil organization that delves into dark magic. These experiments over the 2 years gave her this ability. Its made for any class and the player's character is lvl 11 right now.

Dark Transformation Ability


Uses: 2 charges

Modes: Demon Form, Chaos Form

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Demon Form:
Casting Time: 1 Action
Duration: 1 minute
Cost: 1 charge
Requirement: Cannot have exhaustion level of 4 or higher.

Effects:
· Strength, Dexterity, and Constitution scores all increase by 4 (Can surpass the 20 limit).
· You gain a +4 bonus to AC.
· Movement speed increased by 20 feet.
· Your attacks deal an additional 1d12 necrotic damage.
· Exhaustion is nullified while transformation is active.
· Unarmed strikes use a d8 as their natural damage die.
· You gain 1 extra attack per turn.
· Gain vulnerability to radiant damage.
· Has advantage on saving throws against magic

Side Effects: While in Demon form player becomes empowered by dark energy, and may lose self-control. When this ability is activated the player must roll a d20, add your charisma modifier, and refer to the chart below:

16 or higher: You maintain full awareness of self and remains fully in control

8-15: You slightly lose control, and may attack any nearby creature. You maintain sense of who your target is, but may attack anyone that appears to get in your way. At the start of your turn if a friendly creature is equal or less in distance to you than your target, you must make a DC 14 Charisma saving throw. On a fail you must use 1 of your attacks against the creature. At the start of your turn if you have no primary enemy target, you must make a DC 16 Charisma saving throw. On a success you can end the ability. On a fail you attack the closest target, you can repeat this save at the start of each turn. A friendly creature can attempt to restore your self-control by making a DC 15 persuasion check to give you advantage on your next saving throw.

1-7: You lose all sense of self control and will attack every creature in sight. You have no sense of who is friendly and who is enemy. You will keep attacking until the duration ends. A friendly creature may make a DC 15 persuasion check to calm you. On a success you may roll on the chart again.

If you kill or knock an ally unconscious you may immediately perform a DC 10 charisma check with advantage. On a success you regain full awareness and self-control. You may repeat this saving throw at the start of each of your turns.

When the ability ends you suffer 2 point of exhaustion.
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Chaos Form:
Casting Time: 1 Action
Duration: 1 minute
Cost: 2 charges
Requirement: Cannot have exhaustion level of 3 or higher.

Effects:
· Strength, Dexterity, and Constitution scores all increase by 6 (Can surpass the 20 limit).
· You gain a +6 bonus to AC.
· Movement speed increased by 40 feet.
· Your attacks deal an additional 2d12 necrotic damage.
· Exhaustion is nullified while transformation is active.
· Unarmed strikes use a d12 as their natural damage die.
· You gain 2 extra attacks per turn.
· You gain 15 temporary hit points which are removed when the ability ends.
· Gain resistance to all damage except radiant
· Gain immunity to both necrotic and poison damage
· Gain vulnerability to radiant damage
· Has advantage on saving throws against magic

Side Effects: While in Demon form player becomes empowered by dark energy, and may lose self-control. When this ability is activated the player must roll a d20, add your charisma modifier, and refer to the chart below:

22 or higher: You maintain full awareness of self and remains fully in control

16-22: You slightly lose control, and may attack any nearby creature. You maintain sense of who your target is, but may attack anyone that appears to get in your way. At the start of your turn if a friendly creature is equal or less in distance to you than your target, you must make a DC 18 Charisma saving throw. On a fail you must use 1 of your attacks against the creature. At the start of your turn if you have no primary enemy target, you must make a DC 20 Charisma saving throw. On a success you can end the ability. On a fail you attack the closest target, you can repeat this save at the start of each turn. A friendly creature can attempt to restore your self-control by making a DC 18 persuasion check to give you advantage on your next saving throw.

1-15: You lose all sense of self control and will attack every creature in sight. You have no sense of who is friendly and who is enemy. You will keep attacking until the duration ends. A friendly creature may make a DC 20 persuasion check to calm you. On a success you may roll on the chart again.

If you kill or knock an ally unconscious you may immediately perform a DC 15 charisma check with advantage. On a success you regain full awareness and self-control. You may repeat this saving throw at the start of each of your turns.

When the ability ends you suffer 3 points of exhaustion.
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You regain both charges at the end of a long rest.
 

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Fire Bending
Transmutation cantrip
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 minute
You manipulate an existing flame that you can see within range. You can perform one of the following actions with the fire:
· You enhance the size of the fire by 5 feet to a maximum of 20 feet in diameter/length.
· If an enemy is not in the fire and within 5 feet of it you can make a ranged attack on them. If the fire is 5 feet in size the damage is 1D6 fire damage. At a size of 10 feet the damage is 1D8. At a size of 15 feet the damage is 1D10. At a size of 20 feet the damage is 1D12.
If an enemy is standing in the fire they take 1D4 fire damage at the start of their turn. Using any other action except for this one breaks control of the fire. Once you release control of the fire, it returns to its normal size.
The spell’s damage increases by 1 additional damage die when you reach 5th level, 11th level, and 17th level.

Power Surge
3rd-level transmutation
Casting Time: 1 action
Range: Self
Components: V,S
Duration: Concentration, until dispelled
You unleash your maximum inner power for the duration. Whenever you cast a spell or cantrip you deal an additional 1D12 damage of the same type as the spell. Using this spell takes a large toll on the body, and at the end of each of your turns you take 1D12 force damage as the power surge begins to tear apart your insides. When the spell is dispelled you suffer 1 point of exhaustion. The spell ends if you drop to 0 hit points, you dispel it, or if you lose concentration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt and the damage suffered both increase by 1D12 for each slot level above 3rd.

Magic Barrier
3rd-level conjuration
Casting Time: 1 reaction
Range: Self
Components: S
Duration: Instant
You instantly create a protective shield around your body that absorbs the incoming damage. The shield absorbs 2D8 + 4 damage, and any remaining damage passes on to you.
At Higher Levels. When casting this spell using a spell slot of 4th level or higher, the shield absorbs an additional 1D8 damage for each slot level above 3rd.

Last Memory
4th-level necromancy
Casting Time: 10 minutes
Range: touch
Components: V,S,M (Black Gem worth at least 500 gold)
Duration: Concentration 1 hour
You touch a deceased creature. For the duration of the spell you can view the last hour of the creature’s life seen through its own eyes. You can see what the creature sees, and hear what it hears. You can use your action to end the spell at any moment. While the spell is active you are blinded and deafened to your own surroundings.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher the duration increases to 12 hrs.

Store Memory
4th-level necromancy
Casting Time: 1 minute
Range: touch
Components: V,S,M (White crystal worth at least 2000 gold)
Duration: instantaneous
You store a singular memory into a crystal with a duration no greater than 1 hour. The crystal becomes a magical item, and a glowing blue fluid like substance appears to swirl inside it. When any creature touches the crystal, and closes their eyes they can view the memory. While viewing the memory the creature becomes blinded and deafened to its own senses. It can use its action at any time to exit the memory. If the creature receives any damage while viewing the memory, the memory ends.
At Higher Levels. When casting this spell using a spell slot of 5th level or higher, the number of memories that can be stored in the crystal increase by 1. (Ex. If a crystal already has 3 memories stored in it, you must cast Store Memory using a spell slot of 7th level or higher to add another memory).

Conjure Minions
3rd-level Conjuration
Casting Time: 1 action
Range: 30 feet
Components: V,S,M
Duration: Concentration, up to 1 hour
You conjure a number of creatures whose total challenge rating is equal to the spell slot used (Example: using a spell slot of 3, you can either conjure 1 creature with a challenge rating of 3 or 3 creatures with a challenge rating of 1). These creatures roll their own initiative, and obeys your command. You can communicate with each of the creatures telepathically, and can use your action to perceive through their senses. While perceiving through their senses you are blinded and deafened to your own. You can communicate with them within a range of 100 feet. If you cast this spell again the previous summons disappear.
At Higher Levels. When casting this spell using a spell slot of 4th level, the telepathic range is 200 feet and the duration is 2 hours. At a spell slot of 5th level the range is 1000 feet and the duration is 10 hours. At a spell slot of 6th level the range is 1 mile, and the duration is 24 hrs. At a spell slot of 7th level or higher the range is unlimited, and the duration is until dispelled. Additionally casting this spell at a slot of 5th level or higher does not require concentration.

The Fifth Eye
7th-level divination
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 10 minutes
You sit on the ground, close your eyes, and begin to sense the world around you. Within a 1-kilometer radius sphere centered on yourself you can see and sense all material objects around you regardless of visual sight. You can see through non magical walls and objects.
Mind Speak
2nd-level illusion
Casting Time: 1 action
Range: 30 feet
Components: V,S,M
Duration: Concentration, up to 2 minutes
Target must succeed on a wisdom saving throw or fall under the effects of the spell. While under the effects, whatever the target thinks in their head they speak out loud. You can determine whether they casually speak their mind, or if they uncontrollably shout it.
At Higher Levels. When casting this spell using a spell slot of 3rd level or higher you can speak a word into the targets head (inevitable making the target think that word and anything else they may think as a result).

Focus Sunlight
1st-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V,S,M
Duration: Instantaneous
You focus sunlight in a 5-foot radius centered on a point you choose within range. A creature hit by the light must make a constitution saving throw. On a failed save, the creature takes 2D8 radiant damage, or half on a success. To cast this spell there must be strong sunlight visible that the caster can focus on the target. If there is cloud coverage or any other obstacle the spell fails. Additionally if there is only mild sunlight present then bright light shines on the location, but no damage is dealt.
At Higher Levels. When casting this spell using a spell slot of 2nd level or higher the damage increases by 1D8 for each level above 1st.

Self-Destruct
5th-level evocation
Casting Time: 1 action
Range: Self
Components: V,S,M
Duration: Instantaneous
You unleash all your inner magic in a devastating explosion. Each creature within 40 feet of you must make a dexterity saving throw. On a failed save target takes 16D8 force damage and is pushed back 20 feet. On a successful save target takes half damage and is not pushed back. You take 14D12 force damage. If you drop to 0 hit points as a result your body turns to ash, and you can only be resurrected by means of true resurrection or the wish spell.
At Higher Levels. When casting this spell using a spell slot of 6th level or higher the damage dealt increases by 4D8 and the damage received by 3D12 for each level above 5th.
 

I'll have to take this in bite-sized pieces since you've put a lot of material out, so props for that at least. Off the cuff, the demon form thing seems like it is designed for a caster to become pseudo-melee, but aside from the loss of control there don't seem to be any tradeoffs. The Caster can still retain full spell abilities while also stepping on the fighter's toes.. However, if it's on a melee character, the massive bonus to AC and to hit will make the user nigh unerring and un-hittable. The crazy damage amps are further compounded by classes or options that grant additional attacks, as fighter in demon form would have 4 attacks per round, likely a STR of 24, and deal an extra 1d12 on every hit, since your stat block doesn't require the necrotic damage to be applied to unarmed - just melee attacks in general. The damage and survivability of said character would be unmatched, and unless the rest of the group has similar OP abilities the demon-fighter will just smear the encounter without effort, or you'll try and challenge him and wipe the group when the rest can't keep up.

Chaos form seems like it's just the previous stuff dialed to 11, so just copy/paste the above with the correct values. Basically, yes, I would consider these to be ridiculously OP at present, since upon re-reading I notice nothing inhibits players from casting spells while in these forms, so casters can become heavy melee hitters and still do all their caster stuff, which is fine if your group is going for that type of campaign, but I hope everyone has such options, and it's going to be a pain building encounters around this.
 

You make good points. The two forms would be very powerful and unmatched by the rest of the group. But my thought was the tradeoffs would be the threat to the rest of the group and the high exhaustion level occurred afterwards. If the player used the form there would be a high chance that they would also attack the party. So while the player could potentially wipe the floor with the enemy they could also turn into an enemy as well, and prove to be a very difficult fight for the party. And if the player kills or knocks an ally unconscious how would the rest of the party feel. The biggest tradeoff i think would be the exhaustion level gained afterwards. Gaining so much exhaustion can put the player out of commission for a few days.

But if you still think this is OP. What kind of tradeoffs would you put? or how would you nerf it? Maybe if i reduce the AC bonus from 4/6 down to 2/4? Or what else would you change?
 

Dark Transformation seems to be a unique ability given to a single character, if I understand correctly. As such it makes it hard to judge the ability, but I echo Dualazi's points. I'm vaguely reminded of the older Edition spell Tenser's Transformation, but there are many differences between the two abilities.

As for the other spells, you have not specified if they are supposed to be on the wizard/sorcerer/druid/cleric/bard list ect., but I am assuming wizard, though some of them seem suited to sorcerer.

Fire Bending - This seems a bit powerful for a cantrip with 1d12, even if it only under certain circumstances. I think the cantrips Create Bonfire and Control Flames would seem to be enough to cover most of this after a cursory first pass.

Power Surge - I would put a duration on it other than until dispelled, just to cut back on whatever "I'm concentrating for a bazillian hours" shenanigans and keep it in line with other spell descriptions. I realize that this is hardly necessary given the damage the caster is taking every round, but just for grins. I like the idea of the caster paying a price for power, but if there is one thing that I have discovered over the years, it is that players tend to find ways to minimize costs while maximizing benefits, so be wary. That said, I'm not seeing any immediate exploits, and it may be a spell most caster would not take.

Magic Barrier
- I'm not sure I would take this over the 1st level Shield, there is the case where the +5 AC provided by Shield is not going to do the job, but still this will only block on average 13 points of damage for a third level spell slot. Also how does it block "incoming damage"? Psychic damage? That does not seem to fit the fiction. That said it is probably okay if tightened up a little.

Last Memory - seems okay.

Store Memory - I realize that this is similar to the previous spell, but I'm not sure why this spell is Necromancy, as you are not dealing with a deceased person here. Maybe it should remove the memory from the target as well?

Conjure Minions - This spell seems much more powerful than equivalent summoning spells in the PHB, especially with the benefits of using higher level slots. I would not allow in my campaign.

The Fifth Eye - Seems alright, but I'm not sure I fully understand what is meant by "material objects". I would need some clarification. Do you see everything in range unless it is magically concealed?

Mind Speak - Shouldn't this spell be Enchantment? It seems a bit powerful for second level. I can envision it as being quite the interrogation technique, not fool-proof, but very useful.

Focus Sunlight - Since the caster is using real sunlight that must be present, shouldn't the school be transmutation? It also seems a bit finicky with lighting conditions, thus somewhat DM dependent. Maybe an add on about extra damage to creatures vulnerable to sunlight?

Self-Destruct - That is a lot of damage over a large area for a fifth level spell. Sure, you're paying a huge price for it, but compared to other damaging spells it is quite high.
 

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