Spells

 

Starting with 2nd ed. DnD, the amount of supplemental books that were disengorged onto the public was mind-boggling. Everyone wanted a piece of that fantasy role playing retail pie. TSR and then WOTC were more than happy to see the material go out the door so long as they got their share. Most of it was solid, but some was weak cheese. Anything that made a class or race unique saw a book come out with something that sidestepped the limitations that kept things compartmentalized. Need a cleric to be able to cast divine spells? Sure, there's an optional rule for it. Drove me nuts.

With 5th edition, we're back to a manageable level . . . for now. Still, there will be players who will wish to incorporate that cool spell that they've created or seen put out there by someone else. This is where my group and myself will step in and scrutinize those spell submitted for consideration. Of course, I'll have final veto power for what's in my world.

I'll be using the PH spells as an anchor when considering any spell submitted. If the submitted spell does more damage or is obviously more powerful than the closest spell of that level listed in the PH, I'll ask that it gets toned down or I won't allow it. Anyone who's DMed using the Spell Compendium knows exactly what my conern is here. I like the SC. It has a lot of cool spells in it and I'll be going through it to include in my game. Again, I'm all about variety . . . the carefully-controlled variety, that is.

In the future, I'll put a document on here that will show all the new allowed spells and their descriptions.

**Variant: Spell Points*** The rules regarding spell points as laid out on page 288 in the 5th ed. DMG are fine with me. You can use this system in place of the spell slot system laid out in the PH.

Complete 5th Ed. Spell List (including new spells)

 

Chaos Shield (wizard/sorcerer)

3rd level abjuration

 

Casting Time: 1 action

Range: Self

Components: V, S, M (25 gp sapphire, venom from phase spider)

Duration: Concentration, up to 1 minute

 

This spell creates a shimmering light of translucent colors that cling to the caster’s body. Any magic directed at the caster will have one of the following effects (determined by roll):

 

1.          Spell works as normal

2-5.      Spell works at half effect

6-7.      Spell fails completely

8-9.      Spell is redirected at a random creature within spell range

10-11. Spell is redirected back at caster

12.       Spell is absorbed into chaos shield and adds 1 more minute to its duration

 

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Command Undead (warlock/wizard)

2nd level necromancy

 

Casting Time: 1 action

Range: 25' + 5'/2 levels

Components: V, S, M (shred of raw meat and a splinter of bone)

Duration: 1 day/level

 

This spell allows you some degree of control over and undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. you can try to give the subject orders, but you must win an opposed charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are no allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

 

A non-intelligent undead creature (such as a skeleton or zombie) gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as "come here," go there," "fight," "stand still," and so on. Non-intelligentt undead won't resist suicidal or obviously harmful orders.

 

Any act by you or your apparent allies that threatens the commanded undead (regardless of its intelligence) breaks the spell. Your commands are not telepatchic. The undead creature must be able to hear you.

 

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Conjure Instrument (bard)

0 level conjuration

 

Casting Time: 1 action

Range: 0'

Components: V, S

Duration: 1 min/level

 

This spell summons one handheld instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can't summon an instrument too large to be held in two hands (such as a harp, piano, harpsichord, alphorn, or pipe organ).

 

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Daze (bard/sorcerer/warlock/wizard)

0 level enchantment

 

Casting Time: 1 action

Range: 25' + 5'/2 levels

Components: V, S, M (pinch of wool or similar substance)

Duration: 1 round

 

This enchantment clouds the mind of a humanoid creature with 4 or fewer hit dice so that it takes no actions. A widsom save negates. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.

 

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Disrupt Undead (warlock/wizard)

0 level necromancy

 

Casting Time: 1 action

Range: 25' + 5'/2 levels

Components: V, S

Duration: Instantaneous

 

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

 

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Flare (bard/druid/sorcerer/wizard)

0 level evocation

 

Casting Time: 1 action

Range: 25' + 5'/2 levels

Components: V

Duration: instantaneous

 

This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful constitution save. Sightless creatrues, as well as creatures already dazzled, are not affected by this spell.

 

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Halt Undead (warlock/wizard)

3rd level necromancy

 

Casting Time: 1 action

Range: 100' + 10'/level

Components: V, S, M (pinch of sulfur and powdered garlic)

Duration: 1 round/level

 

The spell renders as many as three undead creatures immobile. No two of the undead can be more than 30' apart. A non-intelligent undead creature (such as a skeleton or zombie) gets no saving throw; an intelligent undead creature does. The save is a wisdom based. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage

 

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Hold Portal (sorcerer/wizard)

1st level abjuration

 

Casting Time: 1 action

Range: 100' + 10'/level

Components: V

Duration: 1 minute/level

 

This spell magically holds shut a door, gate window, or shutter of wood, metal or stone (up to 20 square ft./level). The magic affects the portal just as if it were securely closed and normally locked. A knock spell or successful dispel magic spell can negate a hold portal spell. For a porta affected by this spell, add 5 to the normal DC for forcing open the portal.

 

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Mummy Breath (wizard)

3rd level necromancy

 

Casting Time: 1 action

Range: Up to 20’

Components: V, S, M (2 oz. of crushed scarabs consumed upon casting)

Duration: Instantaneous

 

When cast, this spell allows the caster to breathe a stream of horrid withering breath. The breath is a 5’ wide stream that can go up to 20’ from the caster. Any living creature caught in the area of effect must make a constitution save or take 3d6 points of necrotic damage and lose 1 point of constitution for 1 minute.

 

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Rusting Grasp (druid)

4th level transmutation

 

Casting Time: 1 action

Range: Touch

Components: V, S, DF

Duration: See Text

 

Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. There is no saving throw. If the item is so large that it cannot fit within a 3-foot radius a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.


You may employ rusting grasp in combat with a successful melee touch attack. Rusting grasp used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion.


Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed.


Note: Striking at an opponent’s weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.
 

Against a ferrous creature, rusting grasp instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack. The spell lasts for 1 round per level, and you can make one melee touch attack per round.

 

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Sectional Shield (wizard)

4th level abjuration

 

Casting Time: 2 actions

Range: Up to 20’

Components: V, S, M (small crystal pyramid, 50 gp of diamond dust consumed upon casting)

Duration: 1 minute or until destroyed

 

This spell allows the caster to create a shield of invisible force to come into existence that can withstand a total of 10 hit points of physical or magical damage per level of the caster. The height of any section is 10’ tall and 5’ wide. The shield can be made into one, two, three, or four sections. If there are multiple sections, they all must be linked and can be shaped at right angles or in a straight line. So for two sections, the caster can create a 5’ section in front of him and have the second section bend at a 90 degree angle to his right or left or extended outward. A third section can again be added and extend one or more of the current sections in a straight line or at yet another 90 degree angle, and so on. Sections cannot be placed above or below a wizard unless there are anchor points to support them.

 

Each time a section is added, the number of physical damage each section is able to withstand is divided into the number of sections. For example, an 8th level wizard can create a shield that can withstand 80 hit points of damage. If he splits it into two sections, then each section would have 40 hit points. Adding a third section would cause an uneven division, so the section of the wizard’s choice would receive the higher odd number.

 

Once a section has taken its damage allotment, it fades away. Once the section(s) of shield are in place, they cannot be moved until destroyed, dissipated by the caster, or fade away once the duration of the spell has been reached.

 

The shield stops physical and magical penetration from both directions. The caster cannot cast through the shield. The shield only stops objects and spells that have to travel in a straight line through the shield to have an effect.

 

For this spell, the caster spreads the diamond dust on the ground an puts the crystal pyramid on the dust.

 

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Undead Connection (wizard)

3rd level necromancy

 

Casting Time: 1 action

Range: Up to 240’

Components: V, S

Duration: Concentration, up to 1 minute

 

This spell allows the caster to connect with a single undead that the caster has control over. The caster can see and hear through the undead as if they were the undead. The spell is effective up to 240’. After that, the connection is broken and a new spell must be cast.

 

The caster must concentrate on this spell and cannot do anything else but move while connected. If the caster takes damage or attempts anything other than a move action, the connection is broken. If the undead is destroyed, the connection is lost.

 

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Ventriloquism (bard/sorcerer/wizard)

1st level illusion

 

Casting Time: 1 action

Range: 25' + 5'/2 levels

Components: V, M (a parchment rolled up into a cone)

Duration: 1 minute/level

 

You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful wisdom save recognizes it as illusory (but still hears it).

 

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Wall of Force (wizard)

5th-level evocation

 

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a pinch of powder made by crushing a clear gemstone)

Duration: Concentration, up to 10 minutes

 

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10 foot by 10 foot panels. Each panel must be contiguous with another panel. In any form, the wall is ¼ in thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to the side of the wall (your choice which side).

 

Nothing can physically pass through the wall, and it cannot be dispelled by dispel magic. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. Spells cannot pass through the wall in either direction, whether the spell is a line from the caster or an area of effect. So someone trapped in a sphere of force cannot summon a creature unless they summon the creature inside the sphere with them, because their spell effect cannot pass through the wall to bring the creature outside of the sphere.

 

The wall has 250 hp, an AC of 16, and makes a DC 16 save no matter what the ability save is when a spell is directed against it. The wall can be damaged by all damage types except for necrotic, psychic, and poison.

 

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