Post by dmslythytoves on Sept 2, 2023 1:26:20 GMT
I've given the wizard in my campaign the following book. It takes time to translate, so he's only getting one spell at a time (and I'm still finishing the commentary by the fictional author, Kali Yespetor), every few sessions. I think they're relatively balanced, but I need more eyes on them...and possibly better names.
Disjunction
1st Level Abjuration
Casting time: 1 Reaction
Range: 60 feet
Components: S
Duration: Instantaneous
You channel a sliver of magical energy into your target’s spell as it forms, attempting to destabilize the casting. If a creature casts a cantrip, the cantrip fails and has no effect. If the spell is level 1 or higher, make an ability check using your spellcasting ability. The DC equals the spell save DC or 10 + the spell attack modifier. On a success, the creature’s spell fails and has no effect.
"An interesting by-product of my research; in my attempts to fuse spell structures, I found a regular fragment of the more challenging Counter-spell could be just as effective, if placed appropriately. My greatest challenge was learning to recognize the constructive elements of my opponent's spell in order to insert my own disruption.
It is important to note that instead of the abjurative strength of Counter-Spell, which I envision as an effective wall or cap of the Great Weave, Disjunction is instead a more devious knife in the spell structure of the opponent.
Additionally, stay alert: should Disjunction fail, the spell itself has the potential to linger and cause trouble to anyone and everyone."
Sigil Stair
2nd Level Conjuration/Abjuration
Range: 90 feet
Components: S, V
Duration: Concentration, up to 1 hour
You create three spectral platforms, with patterns representing an arcane sigil, at points you can see within range. The platforms have a 5 foot radius and are perfectly flat. They can be placed along surfaces or at unsecured points in the air, but they must remain perpendicular with the direction of gravity. They can be created at point occupied by another creature, provided there is room for the platform above or below the creature within the space.
The platforms are semi-translucent, incorporeal, and objects pass through them, but a creature and anything they wear or carry will interact with the platforms as though they are solid objects, able to stand on them, hang from them, and be slammed into them. On it's turn, a creature can choose to move through a platform as though it were not there.
As an action, you can dispel one of the platforms within 90 feet of you and immediately recreate it at another point you can see within range.
Alternatively, as an action, you can cause one platform within 30 feet of you to explode, dispelling that platform and dealing 2d6 force damage to any creature within 5 feet of the platform that fails a Dexterity saving throw.
At higher Levels: When you cast this spell using a spell slot of 3rd or higher, the number of platforms created increases by 1 for each slot level above 2nd.
"I managed to combine rudimentary glyph magic with elements of Feather Fall and some of the enchantments woven into an Immovable Rod! I'm very pleased with the results, though a lack of focus has certainly caused me more pain than I would have liked.
There is a great deal of tension in the construction of this spell, as the Conjuration actively strives against the Abjuration. My colleagues mocked me for such a foolish pursuit, but I knew balance could be found.
Some call the…abrupt eruption of the platforms upon the slightest shift of attention a 'fault' or a 'bug' in the spell structure. Such small thinking. I call it an offensive feature!"
Misty Barrier
5th-level Conjuration/Evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You create a swirling barrier of blades made of mist that surrounds you. The barrier is a dome with a radius of 10 feet and a height of 10 feet. Any creature attempting to enter or leave the barrier takes 6d10 slashing damage, which is halved on a successful Dexterity saving throw.
While inside the barrier, you gain the ability to teleport short distances as a bonus action, similar to the "Misty Step" spell. You can teleport up to 30 feet in any direction as long as you end the teleportation inside the barrier. Additionally, any hostile creature that ends its turn inside the barrier takes 2d10 slashing damage.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the slashing damage increases by 1d10 for each level above 5th.
"I found a remarkable synergy between the spells Misty Step and Blade Barrier. Perhaps the schools of conjuration and evocation are more closely linked in the Weave than previously thought. While I'm sure I am not the first wizard to surmise as such, I feel quite confident that I AM the first wizard to attempt to combine these
Misty Step and Blade Barrier"
Flaming Fling
2nd-level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small piece of metal)
Duration: Instantaneous
You choose a non-magical object weighing up to 10 pounds within range that isn't being worn or carried, and heat it to a searing temperature. You then fling the object at a creature or object within range, dealing damage and potentially setting it on fire.
Make a ranged spell attack against the target. On a hit, the target takes 3d8 fire damage plus an additional 2d8 fire damage if it is made of metal. If the target is a creature wearing metal armor, it must make a Constitution saving throw. On a failed save, it takes an additional 2d8 fire damage and the metal of its armor begins to glow red-hot, causing the creature to have disadvantage on attack rolls and ability checks until the start of its next turn.
The object used as ammunition for this spell is destroyed upon impact.
"Catapult and Heat Metal"
Swift Blessing
1st-level Enchantment/Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a small holy symbol)
Duration: Concentration, up to 1 minute
You call upon divine power to bless yourself with swiftness and agility. For the duration of the spell, your movement speed increases by 10 feet and you gain advantage on all Dexterity checks and saving throws.
Additionally, when you use the Dash action on each of your turns while the spell is active, you can choose to expend a spell slot to increase your movement speed by an additional 10 feet for that turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases by 1 minute for each level above 1st.
"Bless and Expeditious Retreat"
Sapping Suggestion
4th-level Necromancy/Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You point your finger at a creature within range and suggest a course of action to it while simultaneously draining its physical strength. The target must make a Wisdom saving throw. On a failed save, it takes 2d6 necrotic damage and its strength score is reduced by 1d6 until the spell ends. If this reduction would drop the target's strength score to 0, the target is incapacitated for the spell's duration.
Additionally, while the spell is active, you can use your action on subsequent turns to issue a new suggestion to the target. The suggestion must be worded in such a manner as to seem like a reasonable course of action to the target. The target must make another Wisdom saving throw. On a failed save, it takes 2d6 psychic damage and is compelled to follow your suggestion to the best of its ability until the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage dealt by the spell increases by 1d6 for each level above 4th. Additionally, the reduction to the target's strength score increases by 1d6 for each level above 4th.
"Ray of Enfeeblement" and "Suggestion":
Disjunction
1st Level Abjuration
Casting time: 1 Reaction
Range: 60 feet
Components: S
Duration: Instantaneous
You channel a sliver of magical energy into your target’s spell as it forms, attempting to destabilize the casting. If a creature casts a cantrip, the cantrip fails and has no effect. If the spell is level 1 or higher, make an ability check using your spellcasting ability. The DC equals the spell save DC or 10 + the spell attack modifier. On a success, the creature’s spell fails and has no effect.
"An interesting by-product of my research; in my attempts to fuse spell structures, I found a regular fragment of the more challenging Counter-spell could be just as effective, if placed appropriately. My greatest challenge was learning to recognize the constructive elements of my opponent's spell in order to insert my own disruption.
It is important to note that instead of the abjurative strength of Counter-Spell, which I envision as an effective wall or cap of the Great Weave, Disjunction is instead a more devious knife in the spell structure of the opponent.
Additionally, stay alert: should Disjunction fail, the spell itself has the potential to linger and cause trouble to anyone and everyone."
Sigil Stair
2nd Level Conjuration/Abjuration
Range: 90 feet
Components: S, V
Duration: Concentration, up to 1 hour
You create three spectral platforms, with patterns representing an arcane sigil, at points you can see within range. The platforms have a 5 foot radius and are perfectly flat. They can be placed along surfaces or at unsecured points in the air, but they must remain perpendicular with the direction of gravity. They can be created at point occupied by another creature, provided there is room for the platform above or below the creature within the space.
The platforms are semi-translucent, incorporeal, and objects pass through them, but a creature and anything they wear or carry will interact with the platforms as though they are solid objects, able to stand on them, hang from them, and be slammed into them. On it's turn, a creature can choose to move through a platform as though it were not there.
As an action, you can dispel one of the platforms within 90 feet of you and immediately recreate it at another point you can see within range.
Alternatively, as an action, you can cause one platform within 30 feet of you to explode, dispelling that platform and dealing 2d6 force damage to any creature within 5 feet of the platform that fails a Dexterity saving throw.
At higher Levels: When you cast this spell using a spell slot of 3rd or higher, the number of platforms created increases by 1 for each slot level above 2nd.
"I managed to combine rudimentary glyph magic with elements of Feather Fall and some of the enchantments woven into an Immovable Rod! I'm very pleased with the results, though a lack of focus has certainly caused me more pain than I would have liked.
There is a great deal of tension in the construction of this spell, as the Conjuration actively strives against the Abjuration. My colleagues mocked me for such a foolish pursuit, but I knew balance could be found.
Some call the…abrupt eruption of the platforms upon the slightest shift of attention a 'fault' or a 'bug' in the spell structure. Such small thinking. I call it an offensive feature!"
Misty Barrier
5th-level Conjuration/Evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You create a swirling barrier of blades made of mist that surrounds you. The barrier is a dome with a radius of 10 feet and a height of 10 feet. Any creature attempting to enter or leave the barrier takes 6d10 slashing damage, which is halved on a successful Dexterity saving throw.
While inside the barrier, you gain the ability to teleport short distances as a bonus action, similar to the "Misty Step" spell. You can teleport up to 30 feet in any direction as long as you end the teleportation inside the barrier. Additionally, any hostile creature that ends its turn inside the barrier takes 2d10 slashing damage.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the slashing damage increases by 1d10 for each level above 5th.
"I found a remarkable synergy between the spells Misty Step and Blade Barrier. Perhaps the schools of conjuration and evocation are more closely linked in the Weave than previously thought. While I'm sure I am not the first wizard to surmise as such, I feel quite confident that I AM the first wizard to attempt to combine these
Misty Step and Blade Barrier"
Flaming Fling
2nd-level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small piece of metal)
Duration: Instantaneous
You choose a non-magical object weighing up to 10 pounds within range that isn't being worn or carried, and heat it to a searing temperature. You then fling the object at a creature or object within range, dealing damage and potentially setting it on fire.
Make a ranged spell attack against the target. On a hit, the target takes 3d8 fire damage plus an additional 2d8 fire damage if it is made of metal. If the target is a creature wearing metal armor, it must make a Constitution saving throw. On a failed save, it takes an additional 2d8 fire damage and the metal of its armor begins to glow red-hot, causing the creature to have disadvantage on attack rolls and ability checks until the start of its next turn.
The object used as ammunition for this spell is destroyed upon impact.
"Catapult and Heat Metal"
Swift Blessing
1st-level Enchantment/Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a small holy symbol)
Duration: Concentration, up to 1 minute
You call upon divine power to bless yourself with swiftness and agility. For the duration of the spell, your movement speed increases by 10 feet and you gain advantage on all Dexterity checks and saving throws.
Additionally, when you use the Dash action on each of your turns while the spell is active, you can choose to expend a spell slot to increase your movement speed by an additional 10 feet for that turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases by 1 minute for each level above 1st.
"Bless and Expeditious Retreat"
Sapping Suggestion
4th-level Necromancy/Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You point your finger at a creature within range and suggest a course of action to it while simultaneously draining its physical strength. The target must make a Wisdom saving throw. On a failed save, it takes 2d6 necrotic damage and its strength score is reduced by 1d6 until the spell ends. If this reduction would drop the target's strength score to 0, the target is incapacitated for the spell's duration.
Additionally, while the spell is active, you can use your action on subsequent turns to issue a new suggestion to the target. The suggestion must be worded in such a manner as to seem like a reasonable course of action to the target. The target must make another Wisdom saving throw. On a failed save, it takes 2d6 psychic damage and is compelled to follow your suggestion to the best of its ability until the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage dealt by the spell increases by 1d6 for each level above 4th. Additionally, the reduction to the target's strength score increases by 1d6 for each level above 4th.
"Ray of Enfeeblement" and "Suggestion":