June 12, 2017

Blast from the Past Spells

Spells
Notes from the Nails: All of these are 5e updates/reboots of old spells to fill in some niches that were making me uncomfortable. These are for all you wizards found yourselves wondering "why on Oerth isn't there a spell for that?"

Amanuensis
Transmutation cantrip

Casting Time: 1 action
Range: Touch
Components: V, S, M (a quill or pen, which is animated by the spell)
Duration: 10 minutes

You touch a quill or pen and cause it to copy writing from one source (such as a book) into a blank book, paper, or parchment. This spell copies up to 2500 words, creating a perfect duplicate of the original. The spell copies only non-magical text, not illustrations or magical writings (such as the text of a spellbook or a spell scroll). If the source contains normal and magical writing (such as a letter with explosive runes), only the normal text is copied, leaving blank space in the copied text where the magical writing would be expected. Likewise, if the source contains both text and illustrations, only the text is copied. The spell does not translate the copied writing. If you do not understand the original, you have no additional ability to understand the copy.
     The spell triggers (but does not copy) writing-based magic traps in the material being copied.
     Blank paper, parchment, or a book must be provided for the spell to write upon. If more pages in the source exist than blank pages are available, the spell copies the original until it runs out of blank pages. At any time during the spell's duration you can redirect the magic to copy from another source, copy onto a different set of blanks, or resume a duplication that was interrupted by a shortfall of blank pages.



Invisibility Purge
4th-level abjuration

Casting Time: 1 action
Range: Self
Components: V, S, M (powdered silver worth at least 100 gp)
Duration: Instantaneous

You purge magical invisibility effects within 120 feet of you. Any creature, object, location or effect within 120 feet of you that is hidden by magical invisibility is revealed and the effect dispelled.
     This spell applies to innate abilities such as an imp’s Invisibility or a faerie dragon’s Superior Invisibility (as long as they are magical in nature) but it does not affect creatures on other planes (such as the Ethereal Plane), nor creatures that are naturally invisible. Items that grant magical invisibility (such as a ring of invisibility) have their effects suppressed for 1 minute.


Nahal’s Reckless Dweomer
2nd-level evocation

Casting Time: 1 action
Range: Special
Components: V
Duration: Special

You draw upon the power of raw chaos to create unpredictable effects. This spell duplicates the effects of a 1st-level spell of your choice from any class’ spell list. Any material components required for the spell appear magically in your hands when you cast the dweomer, only to disappear once they have been used. The effects of the spell are then applied instantly.
     After you cast this spell, you must immediately roll a d20 and apply the result from the table below.
  1. You cast the fireball spell centered on yourself.
  2. You cast the grease spell centered on yourself.
  3. You are transported to the Astral Plane until the end of your next turn, at which point you return to the space you previously occupied or the nearest unoccupied space if it is occupied.
  4. Roll a d10. You age by a number of years equal to the roll.
  5. You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
  6. You burst into flame, taking 1d4 fire damage at the start of each of your turns, until you or another creature uses an action to put out the flames.
  7. You become frightened of the nearest creature until the end of your next turn.
  8. You have vulnerability to all damage until the start of your next turn.
  9. You cast the polymorph spell on yourself. If you fail the save, you become a frog for the spell's duration.
  10. Your base movement speed is halved for 1 minute.
  11. You are accompanied by the sound of birdsong for one minute.
  12. You are immediately teleported to a random unoccupied location within 30 feet.
  13. You have disadvantage on Wisdom saving throws for 1 minute.
  14. You compulsively shout nonsense for 1 minute; you automatically fail all Dexterity (Stealth) checks for this duration.
  15. You are blinded until the end of your next turn.
  16. You cannot take reactions for one minute.
  17. You cast the darkness spell centered on yourself.
  18. For the next minute, whenever you move, you must succeed on a DC 15 Dexterity saving throw or fall prone.
  19. The contents of your bags, backpacks, pouches, quivers and any other worn containers instantly spill on the floor, spreading their contents in a 10-foot radius around you.
  20. All of your hair falls out. It regrows in 1d4 days.
     At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the potential set of spells that can be duplicated expands to include all of those up to one level lower than the slot from which the dweomer is cast, up to a maximum of 5th. There is no additional benefit from casting the dweomer at 7th level or higher. The spell then counts as being cast at the level that was used for the dweomer minus one, also to a maximum of 5th level.


Shrink Object
2nd-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 day

You touch an object that is not being worn or carried and cause it to grow smaller for the duration. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example – unless it would still be Gargantuan after shrinking. If the target is a weapon, the weapon loses the Heavy property, if it has it, and attacks with it deals 1d4 less damage (this can’t reduce the damage below 0).
     This spell can affect an assembly or collection of objects, as long as they form a single cohesive entity, such as a ship or building. Contents of the collection or assembly which are not creatures are also shrunk. If there is not enough space inside the collection or assembly for a creature, it is magically shunted to the nearest available space outside the object.
     At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the object's dimensions are halved again, its weight is divided by 8 again, and its size is decreased by one additional category for each slot level above 3rd, to a minimum of 1/16th the original object's dimensions at 5th level. A weapon that is shrunk deals 1d4 less damage for each level above 1st.


Zone of Sweet Air
2nd-level abjuration (ritual)

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a silk handkerchief)
Duration: 10 minutes

You create an invisible magical zone that eliminates noxious airs in a 15-foot radius sphere centered on a point of your choice within range.
     All poisonous or otherwise damaging gases of natural or magical origin, except those created by breath weapons, are blocked by this spell and cannot enter the zone. Fresh air passes into the zone without hindrance. If any fumes are present when the spell was cast, or created inside the area of protection, they are instantaneously purged from it.


Changelog
6/13/2017: Nahal’s Reckless Dweomer: Upcasting changed to dweomer level minus 1.
9/3/2017: Nahal's Reckless Dweomer: Material components disappear after use.

28 comments:

  1. Reckless dweomer is awesome, and definitely useful. However, I'm not sure why you chose yo include only negative or neutral effects as additional results- the spell doesn't seem so powerful that it requires such a harsh drawback (although the Higher Levels section seems problematic enough to justify such a drawback, the basic effect probably does not).
    As a DM, I'd probably just make a Wild Surge/Wand of Wonder roll (or something similar) instead of the almost-all-drawbacks roll.

    Enlarge/reduce can work on objects, do shrink object is unnecessary.

    The others are really nice. Very specific in usage, but that's why wizards can prepare spells.

    ReplyDelete
    Replies
    1. Enlarge/Reduce doesn't scale, though. The point of this is that it can shrink a war galley down to something man-portable.

      And yeah, it's fine by me to replace the roll in Reckless Dweomer with a WMS or similar. That's actually how I had it originally, but the other digits thought a custom d20 list would be better, since WMS is a net positive effect and this needs more of a drawback.

      Delete
    2. Oh! I didn't notice the scaling for Shrink Object. That's pretty cool. I'd suggest add an Enlarge Object option, but that seems WAY easier to abuse.

      I'm not sure how much of a net benefit WMS is, since you can fireball yourself or turn into a potted plant, but I agree that it is mostly positive, while the effect here should be a drawback.
      At a closer look on the effect table, the effects aren't as crippling as I first thought- especially since your enemies won't know about many of the worst ones (the damage vulnerability, for example).
      On a different note, I might use that table as a critical spell failure table- it seems fitting for the part.

      Delete
  2. Reckless Dweomer is super powerful with proper spell choice. Tiny Hut as an action is really good, even for a 4th level spell. And revivify upcast a level for no monetary cost is kinda amazing. I'm sure if I thought about this for any amount of time more than the minute it took me to write this out it only gets better.

    ReplyDelete
    Replies
    1. Um, Revivify doesn't have an 'at higher levels' effect... Also I've re-worded that so that the dweomer scales differently.

      But yeah, that's why it needed a proper drawback, I guess.

      Delete
    2. I think he means that, if you cast Revivify as a Dweomer, which is a spell slot up, it had no monetary cost.

      Delete
    3. Oh. Well, yeah, it removes the material cost, just like Wish. Revivify shouldn't be *that* strenuous for 5th level characters though, unless they're constantly getting killed. In which case I'd suggest that they have bigger problems to worry about... :P

      Delete
    4. But the removal of material components is one of the big reasons I thought the random effect needed to be strictly negative (though, as is, it's a pretty scary negative -- it's possible the list needs to be made a little more forgiving.) Like, identify is a pretty niche spell that I wouldn't want to prepare, nor would I want to spend the material components on.

      Delete
  3. Wish there was Sticks to Snakes on here, oh well pretty cool spells and always love when you guys post something new

    ReplyDelete
    Replies
    1. I forgot about that one! makes a note... It's now on my todo list.

      Delete
    2. Dude, I'm totally open to requests. There's nothing special about these five; I just happened to need each of them in a game, so I wrote them up as I was going.

      We can always publish a new pack of spells! ^_^

      Delete
    3. I'd love to see some more power words- They always seemed to me to be a good solution for the "save means nothing happens" spells, while having limited power agist bosses and the like due to the hp cap.

      Delete
    4. That's easily done. I've had a set of Power Word spells sitting in the drafts pile for months.

      Delete
    5. How about some more counterspells, similar to purge invis. For example: Shield spells, but for saves; Purge shapechange and polymorph (there's a better name for that). I just like the idea of a wizard duel filled with counters.

      Delete
    6. Consider a spell that gives you cover to ranged attacks, can follow you around like a barrier and scales? Possibly being casted on others.

      A pretty powerful spell no less but one I've not seen anything like.

      Delete
    7. Scaling like, half cover to 3/4th to full. Idk if I made it clear.

      Delete
  4. I like these spells.especially dweomer.

    ReplyDelete
  5. Off topic but a question none the less, what is each of the vecnian's and company's favorite class?

    I've been sensing a bias to warlock... Not sure why however...
    *peeks at the long list of warlock and short list of monk.*

    ReplyDelete
    Replies
    1. Haha. There is a lot of love for the warlock among the other four digits (it's my least favourite class), but half of the reason we publish so many is because they are easy to design (fluff-wise) and easy to write (crunch-wise).

      For me, my favourite class to play is the *rogue* (esp. arcane tricksters), and my favourites two write for are probably *monks and wizards*. I feel like the Way of the Wheel and the Schools of Somnomancy, Black Powder and Flesh Sculpting are some of my best works.

      Since I've started working on Complete Witch, I've found that one has grown on me too. I didn't like it at first, but it has a lot of richness to explore when you get into it.

      Delete
    2. My favorite classes are Warlock, Monk, and Cleric! Don't worry - I've got some Monks in the works for publishing! But Nails is right, Warlocks are so easy to write for. Gotta love me some Pact Magic.

      Delete
    3. Boy, tough question. In 5e, I've been digging the wizard a lot, whereas I didn't enjoy it in 3.5 as much. But I played a gish in 3.5 in one of my favorite campaigns, so I'm hopeful that the Channeler (preview on Patreon!) will be my new favorite.

      Also, the Binder is seriously, wicked fun to play.

      Delete
    4. Depends on edition.

      3.5 - Soulknife, Warlock, Crusader, Binder, and Incarnate were my eventual top 5. I was never one for the core stuff.

      5e - Warlocks, followed by Fighters. In general, I find each fun to play, and as a home brewer I find them to be excellent platforms for doing wild, experimental concepts.

      Course, the Craftsman and the Warmage are also great options :-)

      Delete
    5. My favorite core class is the rogue, but my favorite of our own classes has to be a tie between the channeler and the alchemist.

      Delete
    6. I found that your Shugenja(btw where did it go), your Witch and bard are my favorite.

      Delete
  6. As soon as i post the comment i found the Shugenja.

    ReplyDelete
  7. So is Dweomer just useless for reproducing reaction spells or did I read that wrong?

    ReplyDelete
    Replies
    1. I can see feather fall still working but stuff like Absorb Elements and Hellish Rebuke or your new spell Break Waves would be weird.

      Delete
    2. Yeah, it wouldn't work for reaction spells. Nothing's perfect!

      Delete