ArtificialElf
2017-07-12, 11:24 AM
OK, as suggested by the title, this is a set of spells I've been working on for a while for a wizard character, mainly to offer more battlefield control and utility options. I've tried to make them as simple to understand as possible after my minor conjuration homebrew which was too complex and poorly explained to get across the idea :smalltongue:. I hope you like them (and actually understand them :smallwink:) and please let me know what you think.
Aethelm’s Force Ribbons
3rd-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a length of blue ribbon)
Duration: Concentration, up to 1 minute
You hold your hand to the sky, releasing 3 ribbons of blue magical force. When you cast this spell, and as a bonus action on your turns thereafter, you may create any of the following effects with the ribbons, which need not be the same for each ribbon:
Forceful Ribbon. You may use a ribbon to push a creature or object within range 10 feet in any direction. An unwilling creature may make a strength saving throw to resist this effect. A creature makes a single save for all ribbons used, and this does not use up the ribbon.
Entangling Ribbon. You can attempt to restrain a creature with the ribbons. Make a ranged spell attack against a creature within range. On a hit, a small or smaller creature is restrained. Larger creatures can be restrained with more ribbons; one additional ribbon must hit for each size category above small. A restrained creature may use an action to make a strength check against your spell save DC, freeing itself on a success, and destroying the ribbons. You may also restrain a creature with additional ribbons. If you do, a successful strength check only removes the number of ribbons needed to restrain the target.
Coiled Ribbon. You can also coil a ribbon, turning it into a missile of magical force. Make a ranged spell attack against a target within range. On a hit, a ribbon deals 1d6 + your spellcasting ability modifier force damage. This destroys the ribbon.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates one additional ribbon for each slot level above 3rd.
I like this spell because it, quite like Bigby's hand gives the caster a variety of options - debuffing, battlefield control, along with some minor damage. The only effect I'm really worried about is the entangling effect; hence why I required additional ribbons with medium or larger targets. It could be changed to require a save, but that doesn't do anything particularly unique and I feel that the harsh size limitations as well as the fact that restrained isn't the most debilitating condition should provide enough balance.
Microclimate
2nd-level transmutation (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a small glass orb filled with holy water worth 25gp)
Duration: 24 hours
You form a transparent bubble of magic around yourself within which you can control the climate. You can change the temperature within the bubble to anywhere within the range of freezing to uncomfortably hot - though not enough to deal damage. You can also increase or decrease precipitation from none to fairly heavy, and change wind speed or direction, up to a moderate wind.
These changes have no impact outside the bubble, which has no effect on reducing damage from outside the bubble. Similarly, weather extreme enough to cause damage, cause flooding, or push the player cannot be held out by the bubble. Creatures and objects can pass through the bubble normally, though mist, fog, and odours not strong enough to poison or damage the player are hedged out by this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the microclimate - which remains centered on you - increases. The radius is 10 feet at 3rd level, and increases by 10 feet for every level above 3rd.
We already have some awesome utility spells for protection such as Leomund's tiny hut and Mordenkainen's magnificent mansion. But I felt a nice low level ritual to make travel in more extreme climates easier (by preventing exhaustion from climates not extreme enough to actually deal damage) was missing, as well as a nice low-level, localised control weather spell. Oh, and walking around with a personal comfort bubble seems very aloof wizard to me :smallbiggrin:.
The reason the spell is such a low level (and a ritual) is simply because I intend the spell to be used as a fluff/showy spell, rather than offering concrete mechanical benefits. I think we could use more spells like that - RP should always be the focus IMO.
Aethelm's Enchanted Acid
2nd-level transmutation
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a vial of acid)
Duration: 8 hours
You place an enchantment upon a single vial of acid you touch, enhancing the liquid. For the duration, the acid deals 4d6 acid damage when splashed over a creature. Additionally, the acid can be thrown into the air and sent to a named creature or object within 120 feet, using your spellcasting ability modifier for the attack roll.
The acid clings to a target when hit, causing it to take 2d6 acid damage at the end of each of its turns until it or another creature uses an action to wipe the acid off.
The acid can also be used against objects, dissolving anything normally affected by an acid at a rate of one cubic foot per minute. The acid cannot be reharvested and may simply be poured over a named object, negating the need for an attack roll. Once used, the acid can dissolve only a single target, and if the target is not destroyed after 10 minutes, the acid wears off.
Once again, this spell is aimed more at utility - since the default and only mundane acid in the PHB does just a single instance of 2d6 acid damage - to creatures and objects. I feel like the damage is OK,
because while it has the potential to rack up, it can be easily prevented from causing major harm by a creature, or one of it's minions in the case of a powerful foe. If we assume a creature takes one round of extra damage, that puts the damage on par with scorching ray. And by dealing damage at the end of a creature's turn, there is the potential for even less damage at the cost of a single enemy action.
Once again, if you have any questions, please ask, and constructive criticism is much appreciated (along with positive feedback :smallbiggrin:). And yes, I know Melf's acid arrow is (in most cases - as it's additional damage is non-preventable and does damage on a miss) worse than Aethelm's enchanted acid. But I'm of the opinion that that spell is too weak - I mean the DMG suggests a spell like that should be dealing 3d10 single target damage :smallconfused:.
Aethelm’s Force Ribbons
3rd-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a length of blue ribbon)
Duration: Concentration, up to 1 minute
You hold your hand to the sky, releasing 3 ribbons of blue magical force. When you cast this spell, and as a bonus action on your turns thereafter, you may create any of the following effects with the ribbons, which need not be the same for each ribbon:
Forceful Ribbon. You may use a ribbon to push a creature or object within range 10 feet in any direction. An unwilling creature may make a strength saving throw to resist this effect. A creature makes a single save for all ribbons used, and this does not use up the ribbon.
Entangling Ribbon. You can attempt to restrain a creature with the ribbons. Make a ranged spell attack against a creature within range. On a hit, a small or smaller creature is restrained. Larger creatures can be restrained with more ribbons; one additional ribbon must hit for each size category above small. A restrained creature may use an action to make a strength check against your spell save DC, freeing itself on a success, and destroying the ribbons. You may also restrain a creature with additional ribbons. If you do, a successful strength check only removes the number of ribbons needed to restrain the target.
Coiled Ribbon. You can also coil a ribbon, turning it into a missile of magical force. Make a ranged spell attack against a target within range. On a hit, a ribbon deals 1d6 + your spellcasting ability modifier force damage. This destroys the ribbon.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates one additional ribbon for each slot level above 3rd.
I like this spell because it, quite like Bigby's hand gives the caster a variety of options - debuffing, battlefield control, along with some minor damage. The only effect I'm really worried about is the entangling effect; hence why I required additional ribbons with medium or larger targets. It could be changed to require a save, but that doesn't do anything particularly unique and I feel that the harsh size limitations as well as the fact that restrained isn't the most debilitating condition should provide enough balance.
Microclimate
2nd-level transmutation (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a small glass orb filled with holy water worth 25gp)
Duration: 24 hours
You form a transparent bubble of magic around yourself within which you can control the climate. You can change the temperature within the bubble to anywhere within the range of freezing to uncomfortably hot - though not enough to deal damage. You can also increase or decrease precipitation from none to fairly heavy, and change wind speed or direction, up to a moderate wind.
These changes have no impact outside the bubble, which has no effect on reducing damage from outside the bubble. Similarly, weather extreme enough to cause damage, cause flooding, or push the player cannot be held out by the bubble. Creatures and objects can pass through the bubble normally, though mist, fog, and odours not strong enough to poison or damage the player are hedged out by this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the microclimate - which remains centered on you - increases. The radius is 10 feet at 3rd level, and increases by 10 feet for every level above 3rd.
We already have some awesome utility spells for protection such as Leomund's tiny hut and Mordenkainen's magnificent mansion. But I felt a nice low level ritual to make travel in more extreme climates easier (by preventing exhaustion from climates not extreme enough to actually deal damage) was missing, as well as a nice low-level, localised control weather spell. Oh, and walking around with a personal comfort bubble seems very aloof wizard to me :smallbiggrin:.
The reason the spell is such a low level (and a ritual) is simply because I intend the spell to be used as a fluff/showy spell, rather than offering concrete mechanical benefits. I think we could use more spells like that - RP should always be the focus IMO.
Aethelm's Enchanted Acid
2nd-level transmutation
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a vial of acid)
Duration: 8 hours
You place an enchantment upon a single vial of acid you touch, enhancing the liquid. For the duration, the acid deals 4d6 acid damage when splashed over a creature. Additionally, the acid can be thrown into the air and sent to a named creature or object within 120 feet, using your spellcasting ability modifier for the attack roll.
The acid clings to a target when hit, causing it to take 2d6 acid damage at the end of each of its turns until it or another creature uses an action to wipe the acid off.
The acid can also be used against objects, dissolving anything normally affected by an acid at a rate of one cubic foot per minute. The acid cannot be reharvested and may simply be poured over a named object, negating the need for an attack roll. Once used, the acid can dissolve only a single target, and if the target is not destroyed after 10 minutes, the acid wears off.
Once again, this spell is aimed more at utility - since the default and only mundane acid in the PHB does just a single instance of 2d6 acid damage - to creatures and objects. I feel like the damage is OK,
because while it has the potential to rack up, it can be easily prevented from causing major harm by a creature, or one of it's minions in the case of a powerful foe. If we assume a creature takes one round of extra damage, that puts the damage on par with scorching ray. And by dealing damage at the end of a creature's turn, there is the potential for even less damage at the cost of a single enemy action.
Once again, if you have any questions, please ask, and constructive criticism is much appreciated (along with positive feedback :smallbiggrin:). And yes, I know Melf's acid arrow is (in most cases - as it's additional damage is non-preventable and does damage on a miss) worse than Aethelm's enchanted acid. But I'm of the opinion that that spell is too weak - I mean the DMG suggests a spell like that should be dealing 3d10 single target damage :smallconfused:.