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<blockquote data-quote="Quickleaf" data-source="post: 8284635" data-attributes="member: 20323"><p>I'm running an Egyptian-themed campaign with two clerics where there are "mysteries" they can be initiated into associated with their respective gods. These include access to new feats, equipment, prestige classes (based on<a href="https://media.wizards.com/2015/downloads/dnd/UA_Rune_Magic_Prestige_Class.pdf" target="_blank"> this UA</a>), and "secret" spells.</p><p></p><p>Am I designing these 5 spells effectively? And would you say they're appropriately leveled? Thanks much!</p><p></p><p><strong>Overview:</strong></p><ul> <li data-xf-list-type="ul"><em>Osiris' Hallowed Ground</em> (4th) – investigative spell more specific than <em>speak with dead</em> but doesn't need a body; converted from Scott Bennett's Old Empires document</li> <li data-xf-list-type="ul"><em>Ptah's Disapparition</em> (4th) – reactive 20 foot teleport to being targeted or in area of harmful effect</li> <li data-xf-list-type="ul"><em>Reunion</em> (5th) – bring back ghost of an ally who died within 10 days (but there is no body) but only for up to 10 days from moment of death; converted from GURPS Egypt</li> <li data-xf-list-type="ul"><em>Create Shabti </em>(6th) – create a statuette that become a CR 8 construct bound to you when you travel with it to the Outer Planes</li> <li data-xf-list-type="ul"><em>Sanctify Spirit Host </em>(6th) – enchant mummified corpse such that if anyone disturbs/desecrates its tomb, it animates as a modified mummy; converted from AD&D Powers & Pantheons</li> </ul><p>[SPOILER='Not related to the spells question, but here are the "mysteries" for your perusal']</p><h3>The Osiris Mysteries</h3><p><strong>5th level; Requires initiation at Hamunaptra or other Osirian cult center</strong></p><p></p><p>You may take the "Divine Arbitrator" prestige class.</p><p></p><p><strong><em>If you died and were resurrected…</em></strong> you may take the "Order of the Risen Scepter" prestige class.</p><p></p><p><em><strong>If you are undead…</strong></em> as a feat, you may select Turning Defiance (+1 Wisdom, and you and any undead allies within 30 feet have advantage on saves against Turn Undead).</p><p></p><p><strong><em>5th level</em></strong> = cooperative Turn Undead (Help another priest within 30 feet, bypassing Turn Resistance/Turning Defiance, or increasing range to 60 feet, or duration to 10 minutes)</p><p></p><p><strong><em>7th level</em></strong> = learn <em>Osiris’ hallowed ground</em> (4th level spell for sleuthing & identifying bodies; see Scott Bennet’s Old Empires)</p><p></p><p><strong><em>9th level </em></strong>= learn <em>reunion</em> (5th level spell bringing back recently dead as free-willed ghost; see GURPS Egypt) & <em>sanctify spirit host?</em></p><p></p><p><strong><em>11th level </em></strong>= learn <em>sanctify spirit host? </em>(6th? level spell imbuing corpse to become empowered mummy upon trigger; see Powers & Pantheons), and you can create a mummy with <em>create undead</em></p><p></p><h3>The Ptah Mysteries</h3><p><strong>5th level; Requires initiation at Djeby, Djakaptah, or other cult center of Ptah</strong></p><p></p><p>As a feat, you may select Magic Attunement (you gain an additional attunement slot and choice of an uncommon magic item from the Temple of Ptah).</p><p></p><p><strong><em>If you are a dwarf or cleric of the Forge domain… </em></strong>you may take the "Forge Master" (?) prestige class.</p><p></p><p><strong><em>5th level</em></strong> = You can use Channel Divinity to bond with a vehicle (e.g. barque, wagon, skyship, spelljammer) for up to 8 hours (or until you take a short or long rest), and during this time any buffing spells you cast extend to the entire vehicle and its crew.</p><p></p><p><strong><em>7th level </em></strong>= learn <em>Ptah’s disapparition</em> (4th level spell, as a reaction to being targeted by a harmful effect, teleport 20 feet to an unoccupied space you can see, and if it was an attack it has disadvantage, whereas if it required a saving throw do so with advantage)</p><p></p><p><strong><em>9th level </em></strong>= Add <em>teleportation circle</em> as a cleric spell for you.</p><p></p><p><strong><em>11th level </em></strong>= learn <em>create shabti</em> (6th level spell creating a statuette that turns into a special golem when you travel to underworld/afterlife planes) & when you cast <em>word of recall</em> you can transport a total number of creatures equal to your level</p><p>[/SPOILER]</p><p></p><h3>Osirian Secret Spells</h3><h4><span style="color: rgb(251, 160, 38)">Osiris’ Hallowed Ground</span></h4><p><em>4th-level Divination (<span style="color: rgb(251, 160, 38)">ritual</span>, restricted)</em></p><p>Casting Time: 1 minute</p><p>Range: Self</p><p>Components: V, S</p><p>Duration: Instantaneous</p><p></p><p><span style="color: rgb(251, 160, 38)">You focus on a place you can see extending in a 60-foot cube from you, causing shadowy forms to act out a death scene in silent pantomime. Choose whether the reenacted death scene is of the most recent death(s) in the area or of the most violent death(s) in the area. The shadowy forms have no discernible features beyond a vague outline, as only the person who died and the murder weapon (if any) are presented in detail.</span></p><p><span style="color: rgb(251, 160, 38)"></span></p><p><span style="color: rgb(251, 160, 38)">Additionally, you witness shadowy forms revealing one fact of your choice about one of the following subjects as it relates to the area:</span></p><ul> <li data-xf-list-type="ul"><span style="color: rgb(251, 160, 38)">typical inhabitants and creatures</span></li> <li data-xf-list-type="ul"><span style="color: rgb(251, 160, 38)">frequency with which death occurred at the site over the last year</span></li> <li data-xf-list-type="ul"><span style="color: rgb(251, 160, 38)">presence of trapped souls or lingering spirits</span></li> </ul><p></p><p><s>By feeling psychic echoes in a place you can see no larger than a 60-foot cube, you gain vague visions indicating who has died in the place (if you’re unfamiliar with the person you don’t learn their name, just gaining a general description), how long ago they died, and what killed them (e.g. monster, humanoid type, disease, old age, arrow).</s></p><p></p><h4><span style="color: rgb(251, 160, 38)">Reunion</span></h4><p><em>5th-level Necromancy (restricted)</em></p><p>Casting Time: 1 hour</p><p>Range: Touch</p><p>Components: V, S, M (jewelry, books, rare incense, perfumes, foods worthy of a feast, and other items favored by the deceased while alive worth at least 500 gp which the spell consumes)</p><p>Duration: Special</p><p></p><p>You call forth the <a href="https://www.dndbeyond.com/monsters/ghost" target="_blank"><strong>ghost</strong></a> of a <s>creature</s> <span style="color: rgb(251, 160, 38)">humanoid</span> familiar to you in life by touching the exact spot it died or the thing that killed it. T<s>he creature must have died no longer than 10 days ago</s> <span style="color: rgb(251, 160, 38)">The spell only functions within 10 days of the humanoid's death or the anniversary of the humanoid's death</span>, and its soul must both be willing and at liberty to respond to your call. Upon answering your call, the ghost is free to act as it will for up to 10 days after the day of its original death (<span style="color: rgb(251, 160, 38)">or the anniversary of its death</span>), whereupon it must move on to what awaits it in the afterlife. A <s>creature</s> <span style="color: rgb(251, 160, 38)">humanoid</span> may only be the target of <em>reunion</em> once.</p><p></p><h4><span style="color: rgb(251, 160, 38)">Sanctify Spirit Host</span></h4><p><em><span style="color: rgb(251, 160, 38)">5th</span>-level <s>6th</s> Necromancy (restricted)</em></p><p>Casting Time: 1 hour</p><p>Range: Touch</p><p>Components: V, S</p><p>Duration: Until dispelled</p><p></p><p>Performing this spell as part of burial rites of a mummified <span style="color: rgb(251, 160, 38)">humanoid</span> corpse, you sanctify the remains such that if they are ever disturbed or its tomb despoiled, the entombed corpse animates as a <a href="https://www.dndbeyond.com/monsters/mummy" target="_blank"><strong>mummy</strong></a>. Osiris sends the spirit of a divine minion to animate the mummy, which is Lawful Neutral, is not vulnerable to fire damage, nor is it harmed by holy water (except that created by followers of Set), cannot be turned or commanded (save by followers of Osiris), and its attack does not inflict mummy rot. The mummy animates only so long as necessary to defend the sanctity of its entombment. <span style="color: rgb(251, 160, 38)">Each time the tomb is despoiled, the mummy awakens in this manner until either it is destroyed or the spell is dispelled. Dispelling does not destroy the mummy if it is currently active.</span></p><p></p><h3>Ptah Secret Spells</h3><h4><span style="color: rgb(251, 160, 38)">Create Shabti</span></h4><p><em><em><span style="color: rgb(251, 160, 38)">7th</span>-</em>level <s>6th</s> Transmutation (restricted)</em></p><p>Casting Time: 12 hours</p><p>Range: Touch</p><p>Components: V, S, M (statuette crafted with your own hands, and powdered diamond dust worth 5,000 gp sprinkled over the statuette and consumed by the spell)</p><p>Duration: Instantaneous</p><p></p><p>You imbue a statuette with latent animative powers that only becomes manifest when you travel to the Outer Planes with the statuette, whereupon it transforms into a <strong>shabti</strong> (<a href="https://www.5esrd.com/database/creature/shabti-3pp/" target="_blank">CR 8 construct from Tome of Beasts</a>) which <s>obeys your commands</s><span style="color: rgb(251, 160, 38)"> is an ally to you</span>, acting to protect you as its utmost priority. You may only create one shabti at a time. <span style="color: rgb(251, 160, 38)">When you leave the Outer Planes, the shabti vanishes and returns to being a statuette. </span></p><p><span style="color: rgb(251, 160, 38)"></span></p><p><span style="color: rgb(251, 160, 38)">The statuette has AC 24, 10 hit points, and resistance to all damage. If the statuette is destroyed, it cannot turn into the shabti. If the shabti is destroyed, it does not return to statuette form upon leaving the Outer Planes.</span></p><p></p><h4><span style="color: rgb(251, 160, 38)">Ptah’s Disapparition</span></h4><p><em>4th-level Conjuration (restricted)</em></p><p>Casting Time: Reaction <span style="color: rgb(251, 160, 38)">(when you fail a saving throw or are hit by an attack)</span></p><p>Range: Self</p><p>Components: V, S</p><p>Duration: Instantaneous</p><p></p><p><span style="color: rgb(251, 160, 38)">You teleport up to 20 feet to an unoccupied space you can see, and the triggering attack or saving throw is rerolled with disadvantage.</span></p><p></p><p><s>As a reaction to being targeted by a harmful effect or being in the area of a harmful effect, you can teleport up to 20 feet to an unoccupied space you can see. If the effect was an attack it has disadvantage, whereas if it required a saving throw, you roll the save with advantage.</s></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8284635, member: 20323"] I'm running an Egyptian-themed campaign with two clerics where there are "mysteries" they can be initiated into associated with their respective gods. These include access to new feats, equipment, prestige classes (based on[URL='https://media.wizards.com/2015/downloads/dnd/UA_Rune_Magic_Prestige_Class.pdf'] this UA[/URL]), and "secret" spells. Am I designing these 5 spells effectively? And would you say they're appropriately leveled? Thanks much! [B]Overview:[/B] [LIST] [*][I]Osiris' Hallowed Ground[/I] (4th) – investigative spell more specific than [I]speak with dead[/I] but doesn't need a body; converted from Scott Bennett's Old Empires document [*][I]Ptah's Disapparition[/I] (4th) – reactive 20 foot teleport to being targeted or in area of harmful effect [*][I]Reunion[/I] (5th) – bring back ghost of an ally who died within 10 days (but there is no body) but only for up to 10 days from moment of death; converted from GURPS Egypt [*][I]Create Shabti [/I](6th) – create a statuette that become a CR 8 construct bound to you when you travel with it to the Outer Planes [*][I]Sanctify Spirit Host [/I](6th) – enchant mummified corpse such that if anyone disturbs/desecrates its tomb, it animates as a modified mummy; converted from AD&D Powers & Pantheons [/LIST] [SPOILER='Not related to the spells question, but here are the "mysteries" for your perusal'] [HEADING=2]The Osiris Mysteries[/HEADING] [B]5th level; Requires initiation at Hamunaptra or other Osirian cult center[/B] You may take the "Divine Arbitrator" prestige class. [B][I]If you died and were resurrected…[/I][/B] you may take the "Order of the Risen Scepter" prestige class. [I][B]If you are undead…[/B][/I] as a feat, you may select Turning Defiance (+1 Wisdom, and you and any undead allies within 30 feet have advantage on saves against Turn Undead). [B][I]5th level[/I][/B] = cooperative Turn Undead (Help another priest within 30 feet, bypassing Turn Resistance/Turning Defiance, or increasing range to 60 feet, or duration to 10 minutes) [B][I]7th level[/I][/B] = learn [I]Osiris’ hallowed ground[/I] (4th level spell for sleuthing & identifying bodies; see Scott Bennet’s Old Empires) [B][I]9th level [/I][/B]= learn [I]reunion[/I] (5th level spell bringing back recently dead as free-willed ghost; see GURPS Egypt) & [I]sanctify spirit host?[/I] [B][I]11th level [/I][/B]= learn [I]sanctify spirit host? [/I](6th? level spell imbuing corpse to become empowered mummy upon trigger; see Powers & Pantheons), and you can create a mummy with [I]create undead[/I] [HEADING=2]The Ptah Mysteries[/HEADING] [B]5th level; Requires initiation at Djeby, Djakaptah, or other cult center of Ptah[/B] As a feat, you may select Magic Attunement (you gain an additional attunement slot and choice of an uncommon magic item from the Temple of Ptah). [B][I]If you are a dwarf or cleric of the Forge domain… [/I][/B]you may take the "Forge Master" (?) prestige class. [B][I]5th level[/I][/B] = You can use Channel Divinity to bond with a vehicle (e.g. barque, wagon, skyship, spelljammer) for up to 8 hours (or until you take a short or long rest), and during this time any buffing spells you cast extend to the entire vehicle and its crew. [B][I]7th level [/I][/B]= learn [I]Ptah’s disapparition[/I] (4th level spell, as a reaction to being targeted by a harmful effect, teleport 20 feet to an unoccupied space you can see, and if it was an attack it has disadvantage, whereas if it required a saving throw do so with advantage) [B][I]9th level [/I][/B]= Add [I]teleportation circle[/I] as a cleric spell for you. [B][I]11th level [/I][/B]= learn [I]create shabti[/I] (6th level spell creating a statuette that turns into a special golem when you travel to underworld/afterlife planes) & when you cast [I]word of recall[/I] you can transport a total number of creatures equal to your level [/SPOILER] [HEADING=2]Osirian Secret Spells[/HEADING] [HEADING=3][COLOR=rgb(251, 160, 38)]Osiris’ Hallowed Ground[/COLOR][/HEADING] [I]4th-level Divination ([COLOR=rgb(251, 160, 38)]ritual[/COLOR], restricted)[/I] Casting Time: 1 minute Range: Self Components: V, S Duration: Instantaneous [COLOR=rgb(251, 160, 38)]You focus on a place you can see extending in a 60-foot cube from you, causing shadowy forms to act out a death scene in silent pantomime. Choose whether the reenacted death scene is of the most recent death(s) in the area or of the most violent death(s) in the area. The shadowy forms have no discernible features beyond a vague outline, as only the person who died and the murder weapon (if any) are presented in detail. Additionally, you witness shadowy forms revealing one fact of your choice about one of the following subjects as it relates to the area:[/COLOR] [LIST] [*][COLOR=rgb(251, 160, 38)]typical inhabitants and creatures[/COLOR] [*][COLOR=rgb(251, 160, 38)]frequency with which death occurred at the site over the last year[/COLOR] [*][COLOR=rgb(251, 160, 38)]presence of trapped souls or lingering spirits[/COLOR] [/LIST] [S]By feeling psychic echoes in a place you can see no larger than a 60-foot cube, you gain vague visions indicating who has died in the place (if you’re unfamiliar with the person you don’t learn their name, just gaining a general description), how long ago they died, and what killed them (e.g. monster, humanoid type, disease, old age, arrow).[/S] [HEADING=3][COLOR=rgb(251, 160, 38)]Reunion[/COLOR][/HEADING] [I]5th-level Necromancy (restricted)[/I] Casting Time: 1 hour Range: Touch Components: V, S, M (jewelry, books, rare incense, perfumes, foods worthy of a feast, and other items favored by the deceased while alive worth at least 500 gp which the spell consumes) Duration: Special You call forth the [URL='https://www.dndbeyond.com/monsters/ghost'][B]ghost[/B][/URL] of a [S]creature[/S] [COLOR=rgb(251, 160, 38)]humanoid[/COLOR] familiar to you in life by touching the exact spot it died or the thing that killed it. T[S]he creature must have died no longer than 10 days ago[/S] [COLOR=rgb(251, 160, 38)]The spell only functions within 10 days of the humanoid's death or the anniversary of the humanoid's death[/COLOR], and its soul must both be willing and at liberty to respond to your call. Upon answering your call, the ghost is free to act as it will for up to 10 days after the day of its original death ([COLOR=rgb(251, 160, 38)]or the anniversary of its death[/COLOR]), whereupon it must move on to what awaits it in the afterlife. A [S]creature[/S] [COLOR=rgb(251, 160, 38)]humanoid[/COLOR] may only be the target of [I]reunion[/I] once. [HEADING=3][COLOR=rgb(251, 160, 38)]Sanctify Spirit Host[/COLOR][/HEADING] [I][COLOR=rgb(251, 160, 38)]5th[/COLOR]-level [S]6th[/S] Necromancy (restricted)[/I] Casting Time: 1 hour Range: Touch Components: V, S Duration: Until dispelled Performing this spell as part of burial rites of a mummified [COLOR=rgb(251, 160, 38)]humanoid[/COLOR] corpse, you sanctify the remains such that if they are ever disturbed or its tomb despoiled, the entombed corpse animates as a [URL='https://www.dndbeyond.com/monsters/mummy'][B]mummy[/B][/URL]. Osiris sends the spirit of a divine minion to animate the mummy, which is Lawful Neutral, is not vulnerable to fire damage, nor is it harmed by holy water (except that created by followers of Set), cannot be turned or commanded (save by followers of Osiris), and its attack does not inflict mummy rot. The mummy animates only so long as necessary to defend the sanctity of its entombment. [COLOR=rgb(251, 160, 38)]Each time the tomb is despoiled, the mummy awakens in this manner until either it is destroyed or the spell is dispelled. Dispelling does not destroy the mummy if it is currently active.[/COLOR] [HEADING=2]Ptah Secret Spells[/HEADING] [HEADING=3][COLOR=rgb(251, 160, 38)]Create Shabti[/COLOR][/HEADING] [I][I][COLOR=rgb(251, 160, 38)]7th[/COLOR]-[/I]level [S]6th[/S] Transmutation (restricted)[/I] Casting Time: 12 hours Range: Touch Components: V, S, M (statuette crafted with your own hands, and powdered diamond dust worth 5,000 gp sprinkled over the statuette and consumed by the spell) Duration: Instantaneous You imbue a statuette with latent animative powers that only becomes manifest when you travel to the Outer Planes with the statuette, whereupon it transforms into a [B]shabti[/B] ([URL='https://www.5esrd.com/database/creature/shabti-3pp/']CR 8 construct from Tome of Beasts[/URL]) which [S]obeys your commands[/S][COLOR=rgb(251, 160, 38)] is an ally to you[/COLOR], acting to protect you as its utmost priority. You may only create one shabti at a time. [COLOR=rgb(251, 160, 38)]When you leave the Outer Planes, the shabti vanishes and returns to being a statuette. The statuette has AC 24, 10 hit points, and resistance to all damage. If the statuette is destroyed, it cannot turn into the shabti. If the shabti is destroyed, it does not return to statuette form upon leaving the Outer Planes.[/COLOR] [HEADING=3][COLOR=rgb(251, 160, 38)]Ptah’s Disapparition[/COLOR][/HEADING] [I]4th-level Conjuration (restricted)[/I] Casting Time: Reaction [COLOR=rgb(251, 160, 38)](when you fail a saving throw or are hit by an attack)[/COLOR] Range: Self Components: V, S Duration: Instantaneous [COLOR=rgb(251, 160, 38)]You teleport up to 20 feet to an unoccupied space you can see, and the triggering attack or saving throw is rerolled with disadvantage.[/COLOR] [S]As a reaction to being targeted by a harmful effect or being in the area of a harmful effect, you can teleport up to 20 feet to an unoccupied space you can see. If the effect was an attack it has disadvantage, whereas if it required a saving throw, you roll the save with advantage.[/S] [/QUOTE]
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