Spells Suggestions Thread

Started by Tala, December 03, 2016, 10:02:46 AM

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zDark Shadowz

Elemental Shield or Cloudkill Suggestion - Positivist Spell Change

Applies Death Ward to self / allies within the area, same duration as the spells (round/level)

InsectPlague

Some of these obviously self-serving currently, but

Spell Changes:

Magic Fang: SF Conjuration grants a bonus of 5 temp hp along with other bonuses for the duration of the spell, GSF Conjuration grants a total bonus of 10

Greater Magic Fang: GSF Conjuration makes greater magic fang effect all summons and companions rather than a few

Awaken: GSF Conjuration applies awaken to all summoned creatures, this will instantly dispel any magic fang or greater magic fang active on the summons

New Spells:

Spellblade:
Wiz 2/Sorc 2
Components: V,S
Casting Time: 1 Standard Action
Range: Self Only
Target: Self
Duration: 1 turn/level
Saving Throw: None
Spell Resistance: No

This spell creates a shimmering magical aura around the casters weapon granting it an additional 1 magic damage per 3 levels of the caster, this stacks with flame weapon/darkfire, if weapon already possesses magic damage, the damage stacks

Fury Of The Elements:
Druid 5
Components: V,S
Casting Time: 1 Standard Action
Range: Target Area
Target: Targeted Location
Duration: 1 turn/level
Saving Throw: None
Spell Resistance: None

Casting this spell summons a 3rd tier fire, air, water, and earth elemental in the area under the control of the druid, no other summoning spells can be active at the time, and summoning any other creatures results in the desummoning of all four elementals.


Insect Polymorph:
Druid 4
Components:V,S
Casting Time: 1 Standard Action
Range: Self
Target: Self
Duration: 1 turn/level
Saving Throw: None
Spell Resistance: None

Casting this spell turns the caster into a swarm of either deep midges, maggots, or a large hellwasp swarm for the duration of the spell

Prismatic Ray:
Wiz 5/Sorc 5
Casting Time: 1 Standard Action
Range: Target
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes

Target is hit with a d2 rays

-20 fire damage (reflex)
-20 Acid Damage (Reflex)
-20 Electrical Damage (Reflex)
-Struck With Phase Spider Venom (Fortitude)
-Paralyzed For 5 Rounds (Fortitude)
-Confused for 5 rounds (Will Save)
-40 Negative Damage (Fortitude)


Mass Bulls/Grace/Endurance:
Druid 4/Wiz 4/Sorc 4/Cleric 4
Casting Time: 1 Standard Action
Range: Large Area Of Effect
Target: Self
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No (Harmless)

Everyone in the area of effect gains 1d4+1 in stat of spell for the duration of the spell, the spell can effect up to 1 creature per level. Unnaffected by SF and GSF: Transmutation, Transmutation specialized wizards get the best of 2 rolls

Mass See Invisibility:
Wiz 4/Sorc 4
Casting Time: 1 Standard Action
Range: Large Area Of Effect
Target: Self
Duration: 1 turn/level
Saving Throw: None
Spell Resistance: No

Everyone in the area of effect gains see invisibility for the duration of the spell, this spell can effect up to 1 creature per level. Adjusted for SF and GSF Divination

Pierce The Fog:
Druid 4
Casting Time: 1 Standard Action
Range: Large Area Of Effect
Target: Centered On Self
Duration: 1 turn/level
Saving Throw: None
Spell Resistance: No

Everything in the area of effect gains see invisibility, darkvision,and a +2 to search and spot for the duration of the spell, 1 creature per level can be affected by the spell. Unaffected by SF or GSF Divination.





Create Summon Focus:
Druid 3/Wiz 3/Sorc 3/Cleric 3
Components: V,S
Casting Time: 1 Standard Action
Range: Self
Target: Self
Duration: 1 turn/level
Saving Throw: None
Spell Resistance: No (Harmless)

This spell creates a focus stone which while in the possession of the caster grants an additional 100 summoning points to their summoning pool, upon exhaustion of the spell, the focus disappears

 

zDark Shadowz

Not sure what an appropriate level would be but

How about a spell with a radial menu or craftmenu option for choice selection, that creates a weapon out of magical energy for use? Weapon has a limited timer and disappears if unequipped.

Useful for them spellsword types that need a new weapon if someone easily landed a Disarm check, without the issues of weight management carrying multiple spare weapons.

zDark Shadowz

Water breathing spell, probably make it a self-cast AoE?

Level 3, ranger/wiz/sorc/druid/cleric with water domain, cleric with air domain

Duration 2/hours a level or 24 hour duration

https://roll20.net/compendium/dnd5e/Water%20Breathing#content

zDark Shadowz

Mage Hand cantrip.

Opens doors from a distance if unlocked, activates OnUse scripts on placeables, creates a 'Mage Hand' summon for 12 seconds (literally a human model with just the hand visible).

Any or all of the above. Suppose the summon could be used to open doors if you're quick enough with control companion, slap people, etc etc.

I love cats

Spell ideas for PCS that achieve some serious power. Powers that high level wizard NPCS get that PC wizards haven't been able to do.


1 Astral projection

Illusion 4 or 5th level.


The wizard creates an astral projection of an area they marked with teleport configuration. Moving disables the spell, being attacked disables the spell. GSF illusion makes illusion be able to withstand damage/being attacked.


2 True Domination


Enchantment 4th-5th level


The PC must role-play being the faithful servant of the caster. Will saves are made every hour to counter the effects of the spell. Casting the spell also equips a slave collar magical item that allows the caster to summon the PC to their location. Caster can also at will knock the PC down. Remove curse breaks this spell. A will save is made every hour to counter the effects of the spell. This also gives use to items IG that drain will saves. (Casting this spell and creation of this slave collar should cost XP and GP.)




3 Mordenkien's unmagnificent dwelling


Conjuration 5th level


Creates a 2 way dimensional door enabling the mage to have a personal dwelling. It has a place to rest and it also has a magical holding cell with an electric door and an alchemist lab. Perhaps a few construct NPC guardians? Each area is tied to the caster and offers persistent storage of five items that stores over resets.  Anyone can enter the mansion from the access point. Raiding a lounge requires a DM and it should take as long as casting teleport to create.


4 Soul archive


Necromancy level 5 Cleric/Wizard


Drains a characters soul into a special stone. (Should be an item that at random gives numerous effects from a 1st circle spell 1/day to being a spell sequencer to doing other boons.) Drains the target of a permanent XP drain that'd amount to respawning. The soul stone also allows the caster to kill the person archived into the stone. A caster that uses this magic destroys the stone. (No Save makes the PC enter into a dialogue of submit or refuse should ideally be used on willing or captured PCS) Note using this spell is a very evil act. Using a soulstone should make an automatic emote and be clearly an evil item only useable by evil.


GSF Necromancy gives the victim a con drain of -2 that lasts the reset and the wizard a con buff of +2 for the reset. (This spell should only be applied/casted once every 24 RL hours.)


5 Planar Rift


4th level conjuration (Also give it to people with the chaos domain) An ideal spell for mad wizards and Mystryl worshipers.


Casts a spell that creates a rift to a random plane. Anything could be summoned from cows, to salad, to demons, to devils. Also has the potential to summon something crazy like an Abyssal slag or Slaadi Plane Destroyer. All of these would be hostile to everyone.


6 The Red Star!


level 4 Conjuration (Priests of Mystryl should get this as a 1/day item)


Turns the entire area into a wild magic zone red star gloamings hostile to everyone also appear.


7 Blood binding


Transmutation 4th level


Casting this spell requires 2 PCS present and their blood. One of the people involved must be a sorcerer or wizard. The other must not be. Casting this spell binds the 2 PCS similar to the Conclave/Cons


8 Abjurative mark


Abjuration 4th level


Creates a placeable that will dispel anyone passing it that is invisible and isn't the caster or someone the caster has marked under set ally. GSF Abjuration makes it so that in addition to dismantling invisibility it applies an automatic casting of dispel magic to anyone stepping on/through it. This mark saves persistently and lasts until the next reset and also burns a certain amount of gold and XP upon being casted. The placeable can be destroyed/bashed but it absorbs most physical damage it requires elemental and magical damage to destroy.

zDark Shadowz

Revivify, 3rd lvl cleric spell

Revives a player if cast within 1 minute of their death, costs a small diamond.

http://engl393-dnd5th.wikia.com/wiki/Revivify

(Preferrably no XP penalty, or if one is demanded then a flat XP cost of 300 or so XP for the caster)

zDark Shadowz

Atonement, lvl 5 cleric spell

Cures magical alignment change, restores paladin powers, etc

http://www.d20srd.org/srd/spells/atonement.htm

*Not to actually be scripted into the module, but a specific set of instructions for how it works in this setting and its limitations so clerics can request a DM for consultation with their gods during the casting.

Hollow_Mage

I really like the Atonement suggestion! It makes me want to see a prelude just for Fallen Paladins.

Sem

In my experience with the spell " Gedlee's electric loop" I often have trouble getting it to actually hit everyone in the area, and it really doesn't seem to have had its AOE change work. I propose that Electric Loop's targeting is changed to chain lightning with a shorter jump range.

Sem

Levitate Self
Level 1
V S F
Target Self

This spell acts as a levitate potion on the caster.


Levitate Other
Level 2
V S F
Target: Creature

Acts as a levitate spell on target creature


Sem

Quote from: Sem on March 10, 2018, 12:21:06 PM
Not technically a Spell Suggestion.

I suggest that GSF:Evocation AND Spell School: Evocation (both required) provides CL+1 to all evocation spells CASTED by the Player.

putrid_plum

Stone Bones changed to give a bonus of 2 AC, boosted by +1 AC per two caster levels. Modified to consider Pale Master levels.  Duration 10 minutes / level.               If the caster is a sorcerer, in addition to the above changes and regardless of the target's racial type, the target receives the following bonuses for 1 hour per caster level.                     
              Caster level 3: +1 Natural AC, 2/- Bludgeoning resist

       
  • Caster level 7: +2 Natural AC, 3/- Bludgeoning resist

       
  • Caster level 11: +3 Natural AC, 4/- Bludgeoning resist

       
  • This AC bonus does not stack with the undead creature's bonus AC. If the caster is a non-sorcerer, the target does not receive the natural AC bonus but still gains the bludgeoning resist.
I suggest that the bonuses be added for WIZARDS who have the SCHOOL FOCUS of necromancy too.

Hollow_Mage

Polymorph forms scrolls, like Monk forms and Bard song?

d1n4l9q7


Water Breathing


Transmutation


Level: ClericWiz/Sorc/Druid 3
Range: Touch
Duration: 2h/level


The transmuted creatures can breathe water freely.The spell does not make creatures unable to breathe air.