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What's your favorite NEW spell for 5.24e?
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<blockquote data-quote="Mistwell" data-source="post: 9441924" data-attributes="member: 2525"><p>5.24e has a fair number of entirely new spells. I am presenting the ten I'm aware of, though there are many that have the same name as before but entirely different mechanics I am not including, and there are also some from supplement books not originally in the PHB that are now in the PHB that I won't be including. This is just brand new spells! Please choose up to 3.</p><p></p><p>A brief summary of these:</p><p></p><p><strong>Arcane Vigor (Sorc/Wiz)</strong>: 2nd lev bonus action range self: Use 1 to 2 of your Hit Dice and gain those hit points plus your spellcaster mod. At higher levels: 1 more die for each.</p><p><strong>Divine Smite (Pal)</strong>: Yes, the same Paladin ability, now it's a spell. Lev 1 bonus action after a hit: 2d8 radiant, +1d8 if fiend or undead. At higher levels: 1d8 for each</p><p><strong>Elementalism (Druid/Src/Wiz)</strong>: Cantrip, action range 30 feet. Create of: light breeze, thin shroud of dust or word in dirt, harmless embers and scented colored smoke in 5ft cube that lights candles lamps and torches, or spray of cool mist or a cup of water.</p><p><strong>Fount of Moonlight (Brd/Dru)</strong>: 4th level action range self (concentration 10 mins): Bright light 20/dim light 20, resistance to radiant, your melee attacks deal extra 2d6 radiant, after you take damage from creature in 60' that creature saves (Con) or blinded until end of your next turn.</p><p><strong>Jallarzi's Storm of Radiance (War/Wiz)</strong>: 5th lev action range 120' (concentration 1 min): 10ft radius 40' high, creatures in area blinded and deaf, cant cast spells with V component, take 4d10 damage (1/2 Radiant, 1/2 Thunder) con save for 1/2, saves when spell enters your area, or ends turn there, but save only 1x a turn. Higher levels +2d10 each.</p><p><strong>Power Word Fortify (Brd/Cler)</strong>: 7th lev action range 60: split 120 temp HP among up to 6 creatures in range however you choose to split it.</p><p><strong>Sorcerous Burst (Src)</strong>: Cantrip, action range 120ft: Ranged spell attack for 1d8 of energy type of your choosing. Exploding dice on rolling an 8 (so roll an 8, add another d8). Upgrades 1d8 at 5th, 11th, and 17th.</p><p><strong>Starry Wisp (Brd/Dru)</strong>: Cantrip, action range 60ft: Ranged spell attack for 1d8 radiant, until end of your next turn target emits 10' radius dim light and cannot benefit from Invis condition. Upgrades 1d8 at 5th, 11th, and 17th.</p><p><strong>Tasha's Bubbling Cauldron (War/Wiz)</strong>: 6th lev action range 5' duration 10mins: Creates immovable cauldron filled with common or uncommon potion of your choice in vials in quantity equal to spellcasting mod. Bonus action for you or ally to grab 1 potion vial from cauldron. Potions disappear if not consumed prior to next casting of spell.</p><p><strong>Yolande's Regal Presence (Brd/Wiz)</strong>: 5th level action range self (concentration 1 min): 10ft emanation, Wis save when emanation enters foes space, foe enters emanation, or ends turn there (but 1 save per turn only), take 4d6 psychic damage, prone, and pushed 10', save for 1/2</p></blockquote><p></p>
[QUOTE="Mistwell, post: 9441924, member: 2525"] 5.24e has a fair number of entirely new spells. I am presenting the ten I'm aware of, though there are many that have the same name as before but entirely different mechanics I am not including, and there are also some from supplement books not originally in the PHB that are now in the PHB that I won't be including. This is just brand new spells! Please choose up to 3. A brief summary of these: [B]Arcane Vigor (Sorc/Wiz)[/B]: 2nd lev bonus action range self: Use 1 to 2 of your Hit Dice and gain those hit points plus your spellcaster mod. At higher levels: 1 more die for each. [B]Divine Smite (Pal)[/B]: Yes, the same Paladin ability, now it's a spell. Lev 1 bonus action after a hit: 2d8 radiant, +1d8 if fiend or undead. At higher levels: 1d8 for each [B]Elementalism (Druid/Src/Wiz)[/B]: Cantrip, action range 30 feet. Create of: light breeze, thin shroud of dust or word in dirt, harmless embers and scented colored smoke in 5ft cube that lights candles lamps and torches, or spray of cool mist or a cup of water. [B]Fount of Moonlight (Brd/Dru)[/B]: 4th level action range self (concentration 10 mins): Bright light 20/dim light 20, resistance to radiant, your melee attacks deal extra 2d6 radiant, after you take damage from creature in 60' that creature saves (Con) or blinded until end of your next turn. [B]Jallarzi's Storm of Radiance (War/Wiz)[/B]: 5th lev action range 120' (concentration 1 min): 10ft radius 40' high, creatures in area blinded and deaf, cant cast spells with V component, take 4d10 damage (1/2 Radiant, 1/2 Thunder) con save for 1/2, saves when spell enters your area, or ends turn there, but save only 1x a turn. Higher levels +2d10 each. [B]Power Word Fortify (Brd/Cler)[/B]: 7th lev action range 60: split 120 temp HP among up to 6 creatures in range however you choose to split it. [B]Sorcerous Burst (Src)[/B]: Cantrip, action range 120ft: Ranged spell attack for 1d8 of energy type of your choosing. Exploding dice on rolling an 8 (so roll an 8, add another d8). Upgrades 1d8 at 5th, 11th, and 17th. [B]Starry Wisp (Brd/Dru)[/B]: Cantrip, action range 60ft: Ranged spell attack for 1d8 radiant, until end of your next turn target emits 10' radius dim light and cannot benefit from Invis condition. Upgrades 1d8 at 5th, 11th, and 17th. [B]Tasha's Bubbling Cauldron (War/Wiz)[/B]: 6th lev action range 5' duration 10mins: Creates immovable cauldron filled with common or uncommon potion of your choice in vials in quantity equal to spellcasting mod. Bonus action for you or ally to grab 1 potion vial from cauldron. Potions disappear if not consumed prior to next casting of spell. [B]Yolande's Regal Presence (Brd/Wiz)[/B]: 5th level action range self (concentration 1 min): 10ft emanation, Wis save when emanation enters foes space, foe enters emanation, or ends turn there (but 1 save per turn only), take 4d6 psychic damage, prone, and pushed 10', save for 1/2 [/QUOTE]
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