Difference between revisions of "D&D Next Spells"

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The effects of this rune is based on what specific rune is wrought through its use. When learned, you know how to create a Basic rune. Research and discovery can reveal other such runes of power.
 
The effects of this rune is based on what specific rune is wrought through its use. When learned, you know how to create a Basic rune. Research and discovery can reveal other such runes of power.
 
* '''Basic (1st level):''' If not employing one of the known runes of dwarfkind, you can create a runic symbol that communicates a simple concept to anyone who sees it. When created, compose a sentence of no more than six words. Reading the rune does not cause it to disappear, however; these runes remain for their entire duration. (You may extend the duration by one day for every spell level above 1st used to cast the spell.)
 
* '''Basic (1st level):''' If not employing one of the known runes of dwarfkind, you can create a runic symbol that communicates a simple concept to anyone who sees it. When created, compose a sentence of no more than six words. Reading the rune does not cause it to disappear, however; these runes remain for their entire duration. (You may extend the duration by one day for every spell level above 1st used to cast the spell.)
* '''Velurndyn (1st-level):''' This rune, when triggered, activates an effect like that of thunderwave. ("At Higher Level" effects for thunderwave apply to this rune as well.)
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* '''Velurndyn (1st-level):''' This rune, when triggered, activates an effect like that of ''thunderwave''. ("At Higher Level" effects for ''thunderwave'' apply to this rune as well.)
* '''Faerindyl (2nd level):''' This rune generates a flaming sphere (as the wizard spell), which rolls in a straight line up to thirty feet away from the surface protected by the rune. You may choose where the sphere stops at the casting. (You may increase the damage inflicted, as per the flaming sphere spell, by casting this rune as a higher level spell.)
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* '''Faerindyl (2nd level):''' This rune generates a ''flaming sphere'' (as the wizard spell), which rolls in a straight line up to thirty feet away from the surface protected by the rune. You may choose where the sphere stops at the casting. (You may increase the damage inflicted, as per the ''flaming sphere'' spell, by casting this rune as a higher level spell.)
'''Material Component:''' Casting a ''rune of power'' requires the sacrifice of a gemstone of some quality. Ornamental gemstones are required for effects of up to 3rd level, and semiprecious for higher levels than that. There are thought to be runes or techniques for casting a rune of power with precious stones that may inbue them with greater power or even permanency, but those secrets may be lost.
+
'''Material Component:''' Casting a ''rune of power'' requires the sacrifice of a gemstone of some quality. Ornamental gemstones are required for effects of up to 3rd level, and semiprecious for higher levels than that. There are thought to be runes or techniques for casting a rune of power with precious stones that may imbue them with greater power or even permanency, but those secrets may be lost.
 +
 
 
===Scatterspray===
 
===Scatterspray===
 
''1st-level transmutation''<br>
 
''1st-level transmutation''<br>

Revision as of 16:27, 10 February 2016

New Spells by Class

Cleric Spells

First Level

  • Invigorate

Second Level

  • Examine the Weft
  • Glyph of Revealing

Third Level

  • Spell Shield

Fourth Level

  • Mantle of Mystra

Mage Spells

First Level

  • Catapult
  • Detect Life
  • Dunragarr's Steelstone
  • Rune of Power
  • Scatterspray
  • Snilloc's Snowball
  • Wardaway

Second Level

  • Irithra's Spelltouch
  • Maskstone
  • Mind Mantle
  • Poisonstar
  • Rockburst

Third Level

  • Gembolt

First Level Spells

Catapult

1st-level transmutation
Casting Time: 1 action
Range: 150 ft
Duration: Instantaneous
By means of this spell, the caster may cause any single item weighing 3 lbs. or less to move in a straight line in the direction pointed by the mage. The item will head off in that direction until it reaches the limit of the spell and then fall to the ground. The item must be loose or freestanding or not held by someone, and light enough to move (otherwise the item will quiver in place and the spell will be wasted).
This spell can be used offensively to hurl an item into an enemy. The item hits the individual with the spellcasting Ability used by the caster (including bonus damage), gaining a proficiency bonus to the attack roll if cast with a focus with which the caster is proficient. The damage caused depends on the item, but use the following guidelines:

  • Weapon: As weapon +1
  • Small item: 1d3 damage (bludgeoning or piercing)
  • Large item (2-3 lbs.): 1d3+1 damage (bludgeoning or piercing)

Detect Life

1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
For the duration, you detect the presence of intelligent, living creatures within 30 feet of you, and such creatures cannot become hidden from you. You can tell if each creature is aware, but not exactly what the life is. It also does not give exact numbers - merely an indication of life and sentience in a general direction relative to the caster.

Dunragarr's Steelstone

1st-level transmutation
Casting Time: 1 action
Range: Touch
Duration: 1 hour
You touch an item made of steel or iron, and it transforms into a strange amalgamation of stone and steel with a gout of (non-damaging) steam. This can transform items no heavier than 15lbs in weight. This transformation has the following effects:

  • Weapons inflict +1 damage.
  • Armor reduces all damage taken by 1 point (to a minimum of 1).
  • Metal barriers and objects inflict disadvantage to attempts to force, damage or destroy them.

At Higher Level: For each additional spell level above 1st used to cast this spell, add another 15lbs of weight that may be so transformed.

Invigorate

1st-level evocation
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch the target of the spell, refreshing it and undoing the effects of weariness. The creature's Exhaustion Level drops by one.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, it reduces Exhaustion Level by another step for each level above 1st.

Rune of Power

1st-level evocation
Casting Time: 1 action
Range: Touch
Duration: 1 day
You touch a surface of stone or metal, leaving behind a dwarven rune-sigil. You may cause the rune to discharge on the round following its creation, or it may "wait" for a trigger. The baseline rune triggers when a living or undead creature moves within five feet of it, though you may give it exceptions to this. You determine the situations under which the rune does not discharge its power, establishing a number of these exemptions equal to three plus your proficiency bonus. A rune disappears once its duration has passed, or once it is discharged.

The effects of this rune is based on what specific rune is wrought through its use. When learned, you know how to create a Basic rune. Research and discovery can reveal other such runes of power.

  • Basic (1st level): If not employing one of the known runes of dwarfkind, you can create a runic symbol that communicates a simple concept to anyone who sees it. When created, compose a sentence of no more than six words. Reading the rune does not cause it to disappear, however; these runes remain for their entire duration. (You may extend the duration by one day for every spell level above 1st used to cast the spell.)
  • Velurndyn (1st-level): This rune, when triggered, activates an effect like that of thunderwave. ("At Higher Level" effects for thunderwave apply to this rune as well.)
  • Faerindyl (2nd level): This rune generates a flaming sphere (as the wizard spell), which rolls in a straight line up to thirty feet away from the surface protected by the rune. You may choose where the sphere stops at the casting. (You may increase the damage inflicted, as per the flaming sphere spell, by casting this rune as a higher level spell.)

Material Component: Casting a rune of power requires the sacrifice of a gemstone of some quality. Ornamental gemstones are required for effects of up to 3rd level, and semiprecious for higher levels than that. There are thought to be runes or techniques for casting a rune of power with precious stones that may imbue them with greater power or even permanency, but those secrets may be lost.

Scatterspray

1st-level transmutation
Casting Time: 1 action
Range: 60 ft
Duration: 1 round
Choose a point within range that has a number of small, unsecured objects - rocks, marbles, dinnerware, caltrops and the like. There is a sudden flash from the center of those objects, which go flying in all directions, literally rebounding back into the field when they hit the edge of the spell's effect, filling it with flying projectiles. Each creature (other than the caster himself) in a 10-foot-radius cloud centered on that spot must make a Dexterity saving throw or take 1d4 bludgeoning damage. Spellcasters caught in the area must make a Constitution save for suffering from severe distractions. The caster may also choose non-injurous articles, such as fruit, eggs or rag dolls, which fly around as normal, but inflict no damage.
Material Component: The material components of the spell are the items themselves and a flint and steel or tinderbox.

Snilloc's Snowball

1st-level evocation
Casting Time: 1 action
Range: 120 ft
Duration: Instantaneous
You create a mystical snowball in your hand, which is thrown immediately. It strikes automatically (as a magic missile - the snowball is considered a magic missle with regards to its interaction with effects or spells that affect them), inflicting 1d3 cold damage, or 1d6 damage against fiery creatures. Snilloc’s snowball is considered by most mages to be a lesser form of magic missile, though it has the advantage in range at higher levels (as opposed to multiple strikes) and can be directed against an object as well as a creature. It is also more effective against firey creatures.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, its range is increased by 20 ft for every level above the first.

Wardaway

1st-level evocation
Casting Time: Swift action, or Reaction
Range: 60 feet
Duration: 2 rounds
You hurl a small, shimmering sphere of twisting magical force at a single opponent in range, striking them unerringly and inflicting a -1 penalty to all attack rolls during the duration of the spell. The character also goes last in initiative order during that time as well. Additionally, the target must make a Wisdom save. Failure on this check inflicts 1d4+4 force damage to the target.

This spell is cast as a Swift action. The spell may be cast as a Reaction if an enemy charges. If the target fails the Wisdom save, not only do they take damage, but their charge is interrupted and they must stop movement after half of their movement has been completed in the charge.

Second Level Spells

Examine the Weft

1st-level divination (ritual)
Casting Time: Swift, or Reaction
Range: Self
Duration: Instantaneous
You immediately peruse a spell as it is being cast (as a Reaction), is currently in effect (if it has no visible effects, you must study it while using detect magic) or that is in written form before you. You tap into the Weave to discern the pattern of that magic, and then fill your mind with its weft. As long as you are able to prepare a spell of that level, you prepare the studied spell; if necessary, you lose a spell you already have prepared in order to make room for the new one. As long as you retain the prepared spell, you may scribe it or cast it as normal.

If the spell is too high in level for you to cast, you take 1d6 radiant damage per spell level above your ability from the attempt to read and incorporate something of spell power too great for you to manage.

Glyph of Revealing

2nd-level evocation (ritual)
Casting Time: 1 action
Range: Touch
Duration: 1 hour
You write a glyph upon any surface that will retain the ink necessary to cast the spell, even for just a few seconds. When it is complete, the glyph glows for a moment and then sends out a wave of white light 120' in every direction and then vanishes. When the wave of light touches anything magical, it begins to glow with a white radiance the same brightness as faerie fire. The outlines of magically hidden inscriptions or magical writing of any kind is immediately revealed. This allows them to be read without triggering their effects.
Material Components: An ink made of the juiced of crushed eyebright, white chalk and crushed quartz.

Irithra's Spelltouch

2nd-level enchantment
Casting Time: 10 minutes
Range: Touch
Duration: 1 hour, or until discharged
You cast this spell on a non-living item. Another spell is then cast "into" that item on the subsequent round - you do not have to be the caster of the second. This second spell is then "stored" in the item, awaiting touch by a trigger creature.

You determine the trigger creature when you create this spell: it can be race and/or sex, or by "type" (undead, etc). When the trigger creature touches the item, the stored spell is unleashed, taking immediate effect as though cast by the one who cast that spell into the item.

This second spell cannot be directed (i.e., it must work without choosing a specific target), and the item is ground zero for any spell effect. Neither you nor the caster of the second spell can trigger the stored spell, even if you meet the requirements for the trigger. Someone may throw the item to strike a target, making a normal Dexterity attack roll to do so. If the item hits a creature that is its trigger, the magic is unleashed.

The spelltouch item radiates magic faintly, and identifying magics never reveal more than the fact that this item has "a single to-be-triggered magic stored by another, underlying enchantment". If the spelltouched item is shattered or more than half of it is broken away, the stored spell is lost, silently and harmlessly dissipating. This also occurs if the spelltouched item comes within the area of effect of a dispel magic effect, or within 10 feet of any other spelltouched item.
Higher Levels: For each spell level beyond 2nd level this spell is cast at, double the duration (so 2 hours at 3rd level, 4 hours at 4th, etc).
Material Components: The material components of this spell are a pinch of powdered gemstone (requiring 10gp worth of powdered gemstone per level of the second spell to be stored) and a pinch of the ash left by any fire created or augmented by a spell, combined with a drop of water and touched to the item during the casting.

Maskstone

2nd-level illusion (ritual)
Casting Time: 1 action
Range: Touch
Duration: 1 year
You weave a complicated illusion over a stone surface. The illusion is simply that of any kind of solid, unbroken stone surface, hiding any seams, carvings or even openings. The stone created by the illusion blends perfectly with the surrounding stone in appearance.

Anyone with reason to doubt the veracity of the illusion may make a Wisdom save to pierce it (dwarves, gnomes and other subterranean denizens gain advantage on this save). The illusion is visual-only, and touching it can reveal any details concealed by the spell that could be sensed by touch, also granting advantage on the save.

At Higher Level: Casting this spell at higher spell levels increases the duration to 5 years at 3rd level, a decade at 4th, twenty years at 5th and a full century at 6th. Each spell level after that adds an additional century to the duration.

Mind Mantle

2nd-level abjuration
Casting Time: 1 action
Range: Touch
Duration: 1 hour
You create a cloaking web of random mental impulses that screens the mind of the one protected by the spell. All mind-reading and influencing spells of 4th level or less are useless against the one thus protected, as are magic items or other powers that mimic those effects. The caster may end it by silent act of will.
Higher Levels: For every level above 2nd this spell is cast at, it lasts one additional hour.

Poisonstar

2nd-level evocation
Casting Time: 1 action
Range: Self
Duration: Up to 1 minute
This spell creates six vivid purple winking stars around one of your hands. At any time within the duration, you may cause a number of these stars to race after a target of your choice, deploying either a number equal to your Intelligence bonus as a standard action, or a single star as a free action. Targets may make a Dexterity saving throw to resist being struck; success on this save causes the star to also wink out of existence. This save is at disadvantage if the target is attacked with a number of stars equal to or greater than the target's Dexterity bonus.
A living creature struck by one of these stars takes 1 point of poison damage, or 2 points if the creature is undead. Living creatures must also make a Constitution save or become Intoxicated for one minute (though at the end of each of their rounds, they may attempt to throw off the remaining effects with another Constitution save).
Higher Levels: For every level above 2nd this spell is cast at, it creates three additional stars. Increasing numbers of these stars limn the caster's arm and course up around the head like a vivid purple halo.

Rockburst

2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
You cause a selection of stone to suddenly explode in all directions, spraying jagged stone shrapnel in a 20' radius of it. Damage inflicted is based on how much stone is destroyed by the casting: for each 1 cubic foot of rock, it inflicts 1d4+1 die of piercing damage. The spell may destroy up to four cubic feet of rock, giving it a maximum damage of 4d4+4 piercing damage, but only if sufficient stone exists to be affected.

This spell destroys the structural integrity of the stone in question, and so can do damage to structures, caverns and the like as well. If intending to inflict such damage towards a specific purpose, you must make a successful Intelligence check with a DC determined by your DM, based on how difficult your goal is.

At Higher Level: For each spell level above the 2nd used to cast this spell, you may affect one additional cubic foot of stone.

Third Level

Gembolt

3rd-level evocation
Casting Time: 1 action
Range: 200 feet
Duration: Instantaneous
Holding aloft a gemstone, you map tap into the power locked within it, causing it to streak forth in the form of a bolt of energy that shimmers with the same hue as the stone itself, striking a single target in range. This inflicts six dice worth of damage, with the specific die type being based on the quality of the gem: ornamental gems inflict d4s of damage, semiprecious inflict d6s of damage, and precious stones inflict d8s.

This does not consume the gemstone, although you may choose to do so in the casting. In such case, the damage is d6s for ornamental stones, d8s for semiprecious and d10s for precious. All that remains of the stone after the casting is simple, inert grey dust of half the volume of the original stone.

At Higher Level: For each level of spell above 3rd used to cast this spell, increase the damage by one additional die.

Material Component: A gemstone of ornamental, semiprecious or precious quality. This does not usually consume the stone, but you may choose to have the casting of the spell do so in order to inflict additional damage.

Spell Shield

3rd-level abjuration
Casting Time: 1 action
Range: Touch
Duration: 5 rounds
This spell protects the target of the spell from all magic in the following ways:

  • Target gains advantage on saves against all spells;
  • Target is immune to all illusion and enchantment spells of 3rd level or lower
  • The protection absorbs 1d2 points from each die of damage inflicted by any spell that inflicts damage on the target.

Higher Levels: If this spell is cast using a higher level spell slot, the defended target is rendered immune to illusion and enchantment spells of that level for the duration of the protection.

Fourth Level

Mantle of Mystra

4th-level abjuration
Casting Time: 10 minutes
Range: Self
Duration: 1 year, or until discharged
The spell creative an invisible protective aura around you. Choose any spell that you have cast, felt the effects of or observed cast, or a spell that you know the specific name of, of any level. The first time you are struck by this spell, the mantle of Mystra absorbs it perfectly, negating its effects and then rechannels it into an immediate casting of another spell that you know how to cast and sends that spell back at the original caster. The spell that is sent against the target must be equal to or lower in level than the one it absorbed. Both of these spell selections must be made when the //mantle of Mystra// is cast.