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<blockquote data-quote="GMforPowergamers" data-source="post: 7378263" data-attributes="member: 67338"><p>can I bounce some ideas off you guys? I am making new spells and littering them through my campaign to flavor it.</p><p></p><p></p><p></p><p>Silver Hunters</p><p>3rd level Conjuration (ritual)</p><p>Casting time: 5 minutes</p><p>Duration: 8 hours</p><p>VSM, a silver statue of an animal worth atleast 150gp</p><p> </p><p>You conjure a silver hunter that has 10+ 5x the level of the spell hps, an AC of 15+ level of the spell, and 8+ level of the spell in all 6 stats. These creatures have resistance to all non-magical attacks, the scent ability, and can track by scent. They have a land movement rate of 15+5x the level of the spell. They have a bite attack that deals 1d6 damage (plus mod) and a prof bonus equal to yours. (at level 5+ spell increase the damage to d8, at 7+ increase to D10)</p><p>When reduced to 0hp instead of dying they turn to a mist and mark the target that killed them...for a number of rounds equal to the level of the spell the target takes 2x the spell level in necrotic damage.</p><p> </p><p>3rd level silver hunter(Silver fox)</p><p>AC 18 25hp 11 str, 11 dex, 11con, 11int, 11 wis 11 cha</p><p>Scent, track by scent</p><p>+3 to hit 1d6 damage (bite)</p><p>When reduced to ohp turn to mist and mark target takes 6 necrotic each turn for 3 rounds</p><p>5th level Silver hunter (Silver wolf)</p><p>AC 20 35hp 13 str 13 dex 13 con 13 int 13 wis 13 cha</p><p>scent track by scent</p><p>+5 to hit 1d8+1 damage</p><p>When reduced to ohp turn to mist and mark target takes 10 necrotic each turn for 5 rounds</p><p>7th level Silver hunter (Silver boar)</p><p>AC 22 45hp 15str 15 dex 15 con 15 int 15 wis 15 cha</p><p>+7 to hit 1d10+2 damage</p><p>When reduced to ohp turn to mist and mark target takes 14 necrotic each turn for 7 rounds</p><p>9th level Silver hunter (Silver Cat)</p><p>AC 23 55hp 17str 17 dex 17con 17int 17 wis 17 cha</p><p>+9 to hit 1d10+3 damage</p><p>When reduced to ohp turn to mist and mark target takes 18 necrotic each turn for 9 rounds</p><p> </p><p>Animate Cloak</p><p>4th level Necromancy (ritual)</p><p>Casting time: 10 minutes</p><p>Duration: 24 hours</p><p>VSM, a body of a spell caster.</p><p> </p><p>You wrap the remains in cloth and speak the words of power bringing the shade of a spell caster back as your undead servant. The cloak animates and you can choose 2 1st level spells and 1 2nd level spell that you know and they become spells known for the cloak. You can also choose up to 3 cantrips. The creature has 1 3rd level slot, 2 2nd level slots, and 3 1st level slots that return on a long rest. They may also make a cloak attack as a melee attack with reach. Once animated this way they count as skeletons and can be resumed control as per the animate dead spell.</p><p></p><p>Armor Class 13 (natural armor) Hit Points 23 (5d8) Speed 0 ft., fly 40 ft.</p><p>15 Str (+2) 14 Dex (+2) 10 Con (+0) </p><p>13 Int (+1) 12 Wis (+1) 15 Cha (+2)</p><p></p><p>Saving Throws Dex +4, Con +2 Skills Perception +3, Stealth +4</p><p></p><p>Damage Vulnerabilities fire </p><p>Damage Resistances bludgeoning </p><p>Damage Immunities poison </p><p>Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned </p><p>Senses darkvision 60 ft., passive Perception 12 Languages understands languages could speak in life but can’t speak Challenge 2 (450 XP)</p><p></p><p>Diligent Sentinel. Empty cloaks are designed to watch for intruders. They gain advantage on Wisdom (Perception) checks. </p><p></p><p>Eldritch SIght. Empty cloaks can Detect Magic at all times as per the spell</p><p></p><p>Shadow Construction. Empty cloaks are designed with a delicate shadow construction. They burst into pieces, then dissipate into shadow, on a critical hit. </p><p></p><p>Wrapping Embrace. Empty cloaks can share the same space as one Medium or smaller creature. The empty cloak has advantage on attack rolls against any creature in the same space with it, or can grant it's own abilities to someone willingly wearing it...</p><p></p><p>spell casting useing cha 3 cantrips 3/2/1 slots for spell casting knows 2 1st level 1 2nd level spell</p><p></p><p>Razor Cloak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. </p><p></p><p></p><p>Soldiers of Darkness</p><p>7th level Necromancy</p><p>Casting time 1 action</p><p>Duration 8 hours</p><p>VS</p><p> </p><p>You animate up to 10 skeletons or zombies under your control, or instead you may choose to give up 2 skeletons or zombies and replace them with 1 shadow. They remain under your control until the duration ends. If they are skeletons or Zombies you may choose to cast animate dead to keep them under your control as normal.</p><p> </p><p>Warriors Insight</p><p>4th level Divination</p><p>Casting time 1 bonus action</p><p>target 1 willing ally within 10ft</p><p>Duration 10 minutes (Concentration)</p><p> </p><p>The target gets a brief glimpse into the future and can plan accordingly. At the end of each of your turns roll 1d6, the target gains a bonus to Attacks, Damage, AC and Saves equal to that roll. You may at any time end this spell as a bonus action, if you do the target heals 1d6+ your prime caster stat mod+ your prof hp.</p><p> </p><p>Sever Spine</p><p>6th level Necromancy </p><p>Casting time: 1 action</p><p>Duration: 10 rounds Concentration (save)</p><p>VSM</p><p> </p><p>You point at a target and negative energy rips through them. The target becomes paralyzed and helpless, falling prone. At the start of every one of there turns they can make a Con save (at your DC) to end the effect. If you maintain concentration and they fail the save after 10 rounds the conditions become permanent until corrected with a greater restoration, regenerate, or heal spell.</p><p> </p><p>Dark Metamorphosis</p><p>7th level Necromancy</p><p>Casting time 24 hours</p><p>Duration 24 hours*</p><p>VSM </p><p> </p><p>You sever your own shadow, and your body falls into a stasis coma as you inhabit the shade. Your physical stats are changed to that of a shadow, but you maintain your mental stats, proficiencies, your spell casting, and any equipment on your body has a shadow version on your new shade. You roll new HP as 1d4 per your normal Hit dice, adding the shadows con mod. </p><p>You can when you take a long rest choose to not recoup your 7th level slot, if you do the duration continues another 24hours. </p><p>IF your shadow form dies your body awakens but with only 1hp. If you choose to end the spell before your shadow dies you wake up in the same condition you started the casting in.</p><p> </p><p>Negate Attack</p><p>3rd level Abjuration </p><p>Casting time 1 immediate action</p><p> </p><p>When an attack would hit you, or you fail a save you may cast this spell adding your Int plus half your prof to the save or AC, even if the effect still affects you, you resist half the damage if any.</p><p> </p><p>Let them eat cake</p><p>6th level transmutation</p><p>Casting time: 1 minute</p><p>Duration: 24 hours</p><p> </p><p>You turn garbage and rocks into small edible cakes. Each casting of this spell creates 1d4 cakes. Each cake when cut into quarters is moist and tasty... anyone eating a quarter of a cake heals 1d6 plus your prime stat mod hp, and can remove 1 level of exhaustion.. Each quarter is enough to allow an adult to count as having enough food and water for the day.</p><p> </p><p>Craft Soul Scarf</p><p>6th level Divination</p><p>Casting time: 1 hour</p><p>Duration: 24 hours</p><p>Self only</p><p> </p><p>You spend up to half your Hitdice when you cast this spell, roll a number of d4's equal to the number you spent and add them together. Until the duration runs out your enchant your scarf with that many hp, whenever you would take damage it takes damage instead. when it is reduced to 0hp it crumbles to dust.</p><p> </p><p>Call of the Haunted</p><p>6th level Necromancy (ritual)</p><p>Casting time: 1 hour</p><p>Duration: 30 days</p><p>Target: Up to your prime stat number of tiny animals</p><p>VSM a number of tiny dead bodies</p><p> </p><p>You create a hoard of skeletal servants that become a pack, or swarm. Each creature animated has the same physical stats they had in life but a 6 int 10 wis and 8 cha. They keep modes of movement and natural attacks they had in life. They animate with 3d4hp and directly answer to your mental commands. </p><p> </p><p>Mummify</p><p>6th level Necromancy</p><p>Casting time: 1 action</p><p>Duration: 10 rounds (concentration)</p><p>Range 100ft</p><p> </p><p>You point and death shrouds wrap the target. Make a ranged spell attack with advantage, on a hit deal 3d10+your casting stat mod bludgeoning damage and the creature is held. On a miss the target takes no damage, is not restrained, but you can repeat the attack on your next action. </p><p>On each turn the target may make a Str save (your DC) to break free, if he doesn't he take 3d6 necrotic damage. If the target dies and leaves a corps while restrained he becomes a mummy under your control for 24 hours.</p><p>This mummy counts as 2 zombies or skeletons for the purpose of using animate dead to keep it under your control afterwards.</p><p> </p><p>Heart Attack</p><p>5th level Necromancy</p><p>Casting time 1 action</p><p>Duration: 10 rounds (concentration)</p><p>Range 1 living target within 25ft</p><p> </p><p>The target starts to suffer from a heart attack. He counts as having the poison condition, and they cannot take reactions while poisoned. Every round at the start of their turn the creature takes 1d10 necrotic damage. At the end of their turn they can make a Con save (your DC) when the condition ends they take an addition 3d6 psychic damage.</p><p> </p><p>Moment to think</p><p>5th level Divination spell</p><p>Casting time: no action</p><p>Duration Instant</p><p>Range self</p><p> </p><p>When you roll initiative as no action you can roll 4d6 and replace your own and one allies D20 roll with the number you roll (still modified by their initiative mod), then you can take an action before the initiative count starts.</p><p> </p><p>Torture</p><p>3rd level Necromancy (ritual)</p><p>Casting time 1 minute</p><p>Duration: 1 hour</p><p>Range touch</p><p> </p><p>Target makes a Charisma save, if it fails at the start of every turn he takes 1d8 psychic damage, and at the end of every turn he heals 1d10 hitpoints. The caster can at any time choose to halt the spell for any number of rounds without dispelling it. </p><p> </p><p>Transmute Blood to Acid</p><p>4th level Transmutation</p><p>Casting time 1 action</p><p>Duration 1 minute</p><p>Range 20ft</p><p> </p><p>Target takes 3d6 acid damage, and 1d6 acid damage at the start of each of his turns.</p><p> </p><p>Retreat</p><p>5th level Conjuration</p><p>Casting time 1 immediate action</p><p>Duration Instant</p><p>Target self</p><p> </p><p>When you take damage that would bring you below 10hp you can use your immediate action to react to the damage (as long as it doesn't kill you) to teleport up to 1 mile.</p><p> </p><p>Disjunction</p><p>9th level Abjuration</p><p>Casting time 1 action</p><p>Range 60ft</p><p>Area of effect 10ft radius</p><p> </p><p>You send out a beam of anti-magic. Everything in the area of effect is hit by a 9th level dispel magic. Any magic items in the area are destroyed (artifacts get a save). </p><p> </p><p>Star Fire</p><p>5th level Evocation</p><p>Casting time: 1 action</p><p>Range 100ft</p><p>Area of effect: 30ft radius</p><p> </p><p>All creatures in the AOE are illuminated with bright light, all attacks against them have advantage until the end of your next turn. They also take 9d8 radiant damage, and can make a Dex save to reduce that by half. </p><p> </p><p>Dark Hole</p><p>5th level Evocation</p><p>Casting time 1 action</p><p>Duration 5 rounds (can't be dismissed always lasts 5 rounds)</p><p>Range 50ft</p><p> </p><p>You select a point within 50ft and it becomes a pinprick dark hole. This creates a zone of difficult terrain within 60ft of the point. Any creature that starts there turn within 30ft of the point must make a Str save or be pulled 20ft toward the point. Anyone that ends there turn within 30ft of the point takes Bludgeoning damage equal to your caster stat modifier. All ranged attacks made that pass through the zone have disadvantage and can't crit.</p><p>Anytime a creature touches the point (begins or ends turn in square) they take 1d10 force damage.</p><p>If you use a higher level slot the duration changes to a number of rounds equal to the spell slot used</p><p> </p><p>Rend Soul</p><p>7th level Necromancy</p><p>Casting time 1 action</p><p>Range 30ft</p><p> </p><p>The creature you point at recvie a soul rending strike. They must make a Str save or be knocked prone, then they take 5d6 necrotic damage (Con save for half), then they take 2d10 psychic damage (Int save for half), and they gain the frightened condition, but can at the start of every turn make a charisma save to end that. </p><p> </p><p>Phantasmal storm</p><p>8th level illusion</p><p>Casting time 1 minute</p><p>Range 100ft</p><p>Area of Effect 30ft radius</p><p> </p><p>All creatures within the area gain the frightened condition and take 4d10+15 psychic damage. They can make a Wisdom save to negate the condition and half the damage. </p><p> </p><p>Nightmare Steel Cage</p><p>9th level Necromancy</p><p>Casting time 1 action</p><p>Range Line of sight</p><p>Duration 1 hour (concentration)</p><p> </p><p>You lock a creature of Huge size or smaller in a dome of pure nightmare. Well trapped within the dome no escape is possible, and nothing can end the effect from within or without (unless you lose concentration). No effect may pass from one side to the other. </p><p> </p><p>Ultimate Defense of Logic</p><p>9th level Abjuration</p><p>Casting time 1 action</p><p>Range self</p><p>Duration 10 minutes</p><p> </p><p>During the duration of this spell you replace your AC with your Prime casting stat, and once per round you may use the shield spell to increase this without spending a slot. As a bonus action once per turn you may spend a spell slot, and heal yourself 2d8 per level of the spell slot spent. You have advantage on all saving throws, and add your Prime stat modifier to all saves.</p><p>When this spell ends you gain 1d4 levels of exhaustion.</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 7378263, member: 67338"] can I bounce some ideas off you guys? I am making new spells and littering them through my campaign to flavor it. Silver Hunters 3rd level Conjuration (ritual) Casting time: 5 minutes Duration: 8 hours VSM, a silver statue of an animal worth atleast 150gp You conjure a silver hunter that has 10+ 5x the level of the spell hps, an AC of 15+ level of the spell, and 8+ level of the spell in all 6 stats. These creatures have resistance to all non-magical attacks, the scent ability, and can track by scent. They have a land movement rate of 15+5x the level of the spell. They have a bite attack that deals 1d6 damage (plus mod) and a prof bonus equal to yours. (at level 5+ spell increase the damage to d8, at 7+ increase to D10) When reduced to 0hp instead of dying they turn to a mist and mark the target that killed them...for a number of rounds equal to the level of the spell the target takes 2x the spell level in necrotic damage. 3rd level silver hunter(Silver fox) AC 18 25hp 11 str, 11 dex, 11con, 11int, 11 wis 11 cha Scent, track by scent +3 to hit 1d6 damage (bite) When reduced to ohp turn to mist and mark target takes 6 necrotic each turn for 3 rounds 5th level Silver hunter (Silver wolf) AC 20 35hp 13 str 13 dex 13 con 13 int 13 wis 13 cha scent track by scent +5 to hit 1d8+1 damage When reduced to ohp turn to mist and mark target takes 10 necrotic each turn for 5 rounds 7th level Silver hunter (Silver boar) AC 22 45hp 15str 15 dex 15 con 15 int 15 wis 15 cha +7 to hit 1d10+2 damage When reduced to ohp turn to mist and mark target takes 14 necrotic each turn for 7 rounds 9th level Silver hunter (Silver Cat) AC 23 55hp 17str 17 dex 17con 17int 17 wis 17 cha +9 to hit 1d10+3 damage When reduced to ohp turn to mist and mark target takes 18 necrotic each turn for 9 rounds Animate Cloak 4th level Necromancy (ritual) Casting time: 10 minutes Duration: 24 hours VSM, a body of a spell caster. You wrap the remains in cloth and speak the words of power bringing the shade of a spell caster back as your undead servant. The cloak animates and you can choose 2 1st level spells and 1 2nd level spell that you know and they become spells known for the cloak. You can also choose up to 3 cantrips. The creature has 1 3rd level slot, 2 2nd level slots, and 3 1st level slots that return on a long rest. They may also make a cloak attack as a melee attack with reach. Once animated this way they count as skeletons and can be resumed control as per the animate dead spell. Armor Class 13 (natural armor) Hit Points 23 (5d8) Speed 0 ft., fly 40 ft. 15 Str (+2) 14 Dex (+2) 10 Con (+0) 13 Int (+1) 12 Wis (+1) 15 Cha (+2) Saving Throws Dex +4, Con +2 Skills Perception +3, Stealth +4 Damage Vulnerabilities fire Damage Resistances bludgeoning Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands languages could speak in life but can’t speak Challenge 2 (450 XP) Diligent Sentinel. Empty cloaks are designed to watch for intruders. They gain advantage on Wisdom (Perception) checks. Eldritch SIght. Empty cloaks can Detect Magic at all times as per the spell Shadow Construction. Empty cloaks are designed with a delicate shadow construction. They burst into pieces, then dissipate into shadow, on a critical hit. Wrapping Embrace. Empty cloaks can share the same space as one Medium or smaller creature. The empty cloak has advantage on attack rolls against any creature in the same space with it, or can grant it's own abilities to someone willingly wearing it... spell casting useing cha 3 cantrips 3/2/1 slots for spell casting knows 2 1st level 1 2nd level spell Razor Cloak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Soldiers of Darkness 7th level Necromancy Casting time 1 action Duration 8 hours VS You animate up to 10 skeletons or zombies under your control, or instead you may choose to give up 2 skeletons or zombies and replace them with 1 shadow. They remain under your control until the duration ends. If they are skeletons or Zombies you may choose to cast animate dead to keep them under your control as normal. Warriors Insight 4th level Divination Casting time 1 bonus action target 1 willing ally within 10ft Duration 10 minutes (Concentration) The target gets a brief glimpse into the future and can plan accordingly. At the end of each of your turns roll 1d6, the target gains a bonus to Attacks, Damage, AC and Saves equal to that roll. You may at any time end this spell as a bonus action, if you do the target heals 1d6+ your prime caster stat mod+ your prof hp. Sever Spine 6th level Necromancy Casting time: 1 action Duration: 10 rounds Concentration (save) VSM You point at a target and negative energy rips through them. The target becomes paralyzed and helpless, falling prone. At the start of every one of there turns they can make a Con save (at your DC) to end the effect. If you maintain concentration and they fail the save after 10 rounds the conditions become permanent until corrected with a greater restoration, regenerate, or heal spell. Dark Metamorphosis 7th level Necromancy Casting time 24 hours Duration 24 hours* VSM You sever your own shadow, and your body falls into a stasis coma as you inhabit the shade. Your physical stats are changed to that of a shadow, but you maintain your mental stats, proficiencies, your spell casting, and any equipment on your body has a shadow version on your new shade. You roll new HP as 1d4 per your normal Hit dice, adding the shadows con mod. You can when you take a long rest choose to not recoup your 7th level slot, if you do the duration continues another 24hours. IF your shadow form dies your body awakens but with only 1hp. If you choose to end the spell before your shadow dies you wake up in the same condition you started the casting in. Negate Attack 3rd level Abjuration Casting time 1 immediate action When an attack would hit you, or you fail a save you may cast this spell adding your Int plus half your prof to the save or AC, even if the effect still affects you, you resist half the damage if any. Let them eat cake 6th level transmutation Casting time: 1 minute Duration: 24 hours You turn garbage and rocks into small edible cakes. Each casting of this spell creates 1d4 cakes. Each cake when cut into quarters is moist and tasty... anyone eating a quarter of a cake heals 1d6 plus your prime stat mod hp, and can remove 1 level of exhaustion.. Each quarter is enough to allow an adult to count as having enough food and water for the day. Craft Soul Scarf 6th level Divination Casting time: 1 hour Duration: 24 hours Self only You spend up to half your Hitdice when you cast this spell, roll a number of d4's equal to the number you spent and add them together. Until the duration runs out your enchant your scarf with that many hp, whenever you would take damage it takes damage instead. when it is reduced to 0hp it crumbles to dust. Call of the Haunted 6th level Necromancy (ritual) Casting time: 1 hour Duration: 30 days Target: Up to your prime stat number of tiny animals VSM a number of tiny dead bodies You create a hoard of skeletal servants that become a pack, or swarm. Each creature animated has the same physical stats they had in life but a 6 int 10 wis and 8 cha. They keep modes of movement and natural attacks they had in life. They animate with 3d4hp and directly answer to your mental commands. Mummify 6th level Necromancy Casting time: 1 action Duration: 10 rounds (concentration) Range 100ft You point and death shrouds wrap the target. Make a ranged spell attack with advantage, on a hit deal 3d10+your casting stat mod bludgeoning damage and the creature is held. On a miss the target takes no damage, is not restrained, but you can repeat the attack on your next action. On each turn the target may make a Str save (your DC) to break free, if he doesn't he take 3d6 necrotic damage. If the target dies and leaves a corps while restrained he becomes a mummy under your control for 24 hours. This mummy counts as 2 zombies or skeletons for the purpose of using animate dead to keep it under your control afterwards. Heart Attack 5th level Necromancy Casting time 1 action Duration: 10 rounds (concentration) Range 1 living target within 25ft The target starts to suffer from a heart attack. He counts as having the poison condition, and they cannot take reactions while poisoned. Every round at the start of their turn the creature takes 1d10 necrotic damage. At the end of their turn they can make a Con save (your DC) when the condition ends they take an addition 3d6 psychic damage. Moment to think 5th level Divination spell Casting time: no action Duration Instant Range self When you roll initiative as no action you can roll 4d6 and replace your own and one allies D20 roll with the number you roll (still modified by their initiative mod), then you can take an action before the initiative count starts. Torture 3rd level Necromancy (ritual) Casting time 1 minute Duration: 1 hour Range touch Target makes a Charisma save, if it fails at the start of every turn he takes 1d8 psychic damage, and at the end of every turn he heals 1d10 hitpoints. The caster can at any time choose to halt the spell for any number of rounds without dispelling it. Transmute Blood to Acid 4th level Transmutation Casting time 1 action Duration 1 minute Range 20ft Target takes 3d6 acid damage, and 1d6 acid damage at the start of each of his turns. Retreat 5th level Conjuration Casting time 1 immediate action Duration Instant Target self When you take damage that would bring you below 10hp you can use your immediate action to react to the damage (as long as it doesn't kill you) to teleport up to 1 mile. Disjunction 9th level Abjuration Casting time 1 action Range 60ft Area of effect 10ft radius You send out a beam of anti-magic. Everything in the area of effect is hit by a 9th level dispel magic. Any magic items in the area are destroyed (artifacts get a save). Star Fire 5th level Evocation Casting time: 1 action Range 100ft Area of effect: 30ft radius All creatures in the AOE are illuminated with bright light, all attacks against them have advantage until the end of your next turn. They also take 9d8 radiant damage, and can make a Dex save to reduce that by half. Dark Hole 5th level Evocation Casting time 1 action Duration 5 rounds (can't be dismissed always lasts 5 rounds) Range 50ft You select a point within 50ft and it becomes a pinprick dark hole. This creates a zone of difficult terrain within 60ft of the point. Any creature that starts there turn within 30ft of the point must make a Str save or be pulled 20ft toward the point. Anyone that ends there turn within 30ft of the point takes Bludgeoning damage equal to your caster stat modifier. All ranged attacks made that pass through the zone have disadvantage and can't crit. Anytime a creature touches the point (begins or ends turn in square) they take 1d10 force damage. If you use a higher level slot the duration changes to a number of rounds equal to the spell slot used Rend Soul 7th level Necromancy Casting time 1 action Range 30ft The creature you point at recvie a soul rending strike. They must make a Str save or be knocked prone, then they take 5d6 necrotic damage (Con save for half), then they take 2d10 psychic damage (Int save for half), and they gain the frightened condition, but can at the start of every turn make a charisma save to end that. Phantasmal storm 8th level illusion Casting time 1 minute Range 100ft Area of Effect 30ft radius All creatures within the area gain the frightened condition and take 4d10+15 psychic damage. They can make a Wisdom save to negate the condition and half the damage. Nightmare Steel Cage 9th level Necromancy Casting time 1 action Range Line of sight Duration 1 hour (concentration) You lock a creature of Huge size or smaller in a dome of pure nightmare. Well trapped within the dome no escape is possible, and nothing can end the effect from within or without (unless you lose concentration). No effect may pass from one side to the other. Ultimate Defense of Logic 9th level Abjuration Casting time 1 action Range self Duration 10 minutes During the duration of this spell you replace your AC with your Prime casting stat, and once per round you may use the shield spell to increase this without spending a slot. As a bonus action once per turn you may spend a spell slot, and heal yourself 2d8 per level of the spell slot spent. You have advantage on all saving throws, and add your Prime stat modifier to all saves. When this spell ends you gain 1d4 levels of exhaustion. [/QUOTE]
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