For my home game I've written out a few new spells. Do I know if they are well balanced for their level? No I do not. Oh well.
Jolt - Level 0 Evocation Not concentration
Somatic components Extended action
Immediate Effect Range 12 squares
The caster fires a miniscule bolt of electricity at a single target. Caster tests dexterity to determine hit, on hit the target takes 1d4 electricity damage.
I generally try not to write spells that are just an existing spell reskinned with a new damage type, but I will admit that this is basically just the acid splash spell. If there's only one thing I like about the 5e spellcasting system, and lord that may be the case, it's better cantrips. Here I'm trying to straddle the line between 3.5 and 5e, but frankly maybe I ought to up the damage more.
Minor Fireball - Level 1 Evocation Not Concentration
Verbal & somatic components Extended action
Immediate Effect Range 9 squares
Caster throws a small orb of exploding fire. The fireball explodes, covering a 2 square radius and dealing 1d6/level (max 3d6) fire damage to all creatures in the radius. Targets in the radius may make a dexterity saving throw for half damage.
I am of the opinion that a well-built fighter or barbarian is a better damage dealer than just about any spellcaster and thus sneer condescendingly at those foolish wizards who bother to learn evocation spells, but I needed more fire spells so here we are.
Chatterbox Hex - Level 1 Enchantment Concentration
Verbal & somatic components Half action
Lasts 1 minute per level Range 6 squares
The target of this spell must be a single entity that has verbally responded to something the caster has said in the last minute. If this condition is met, the target is affected by the hex with no saving throw. While hexed, the caster may use their reaction to impose a -10% penalty (-2 for d20) on any one roll during the hexed creatures turn. The hexed creature must be within the spells range to be affected, and the spell ends if the creature leaves the range of the spell.
My players will never know that my headcanon for the creation of this spell is that a teacher got pissed off at a very irritating pupil and developed this spell to embarrass said student at opportune times.
Predict Weather - Level 2 Divination Not concentration
Verbal & somatic components 1 hour ritual
Immediate Effect Range personal
The caster of this spell gains a one-word understanding (such as "stormy", or "clear") of what the average weather will be for the next day. There is a 70% chance that this prediction will be accurate.
I have to assume that this spell, or something like what I have here, exists somewhere in the splatbooks. At a guess, Stormwrack - seems the sort of book such a spell would be useful for. Even so, I wrote it before I found it so here we are.
Poxy Buboes - Level 2 Transmutation Not concentration
Verbal & somatic components Extended action
Lasts1 round per level Range personal
Noxious, pus-filled warts bubble up on the caster's skin. For the duration of the spell, any time the caster takes damage to their health due to melee combat, the attacker 1d10 acid damage from popping buboes. Additionally, for the duration the caster's charisma score for the purposes of any social skill checks is considered to be 10, though the actual score is not affected.
Why yes, I do think the Skaven are cool. Why do you ask?
Soul Warble - Level 2 Necromancy Concentration
Verbal components Extended action
Lasts 1 round per level Range 12 squares
The caster creates a sympathetic connection to the target, jangling the target's soul. The target may make a wisdom saving throw to resist the effect, otherwise the target immediately takes 1d8 psychic damage as well as 1d8 charisma (1d2 in d20) charisma damage. For the duration of the spell, the caster may once per turn use a half action to deal a further 1d8 psychic and 1d8 charisma damage. The effect ends if the target leaves the range of the spell.
Of all the spells here, I think this is likely to be the least balanced. I'm not sure I mind.
Inverse Fireball - Level 3 Evocation Not concentration
Verbal & somatic components Extended action
Immediate* effect Range 100 squares
The caster explosively absorbs the ambient heat of an area, causing an intense cold snap and setting themselves aflame. The caster is set on fire for 1d6 rounds and takes 1d6 damage per round while on fire. The caster deals 1d6 per level (max 10d6) cold damage to all creatures in a 6 square radius from the impact point. Any creatures in the affected area may make dexterity saving throws to take half damage.
This was written for a nilbog shaman, but I think it's interesting enough to make a spell all on its own. Ultimately all you're getting for a potential 36 fire damage is an extra 10 feet of radius, but there's a masochism in me that thinks this is a much more fun spell than fireball.
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