Custom Spells

From Tomb of the Serpent Kings

Here is a compilation of the custom spells made for this game. Any player who has made a wizard can add to this if they so desire.

GameMaster mAcular_Chaotix's Spells:

First Level Spells

Chilblain

1st level evocation spell (winter)

Casting Time:1 action
Range:60 feet
Components:V, S
Duration:conc., up to 1 minute

You assault a creature's body with sudden cold, swelling it with burning and itching. It must make a Constitution saving throw. On a failure, it takes 2d6 cold damage and it must roll a d4 and subtract the number rolled from any attack rolls, ability checks, and saving throws it makes for the duration. On a success, it takes half damage.

If the creature is immune to cold, it automatically succeeds the save.

At Higher Levels.When you cast this spell using a spell slot above 1st level, it deals an extra 1d6 cold damage for every two spell slots above 1st.

Classes:Druid, Sorcerer, Warlock, Wizard


Discharge

1st level evocation spell

Casting Time:1 action
Range:Self (10 ft. radius)
Components:V, S
Duration:Instantaneous

You discharge electricity around you, striking creatures within 10 feet of you. Each creature in range make a Constitution saving throw. On a failure, it takes 1d8 lightning damage, and it can't take reactions until the end of your next turn. On a success, it takes half damage.

If the creature is immune to lightning, it automatically succeeds the save.

At Higher Levels.When you cast this spell using a spell slot above 1st level, it deals an extra 1d8 lightning damage for every two spell slots above 1st.

Classes:Artificer, Sorcerer, Wizard


Clang

1st level evocation spell

Casting Time:1 action
Range:60 feet
Components:V, S
Duration:Instantaneous

Deafening thunder explodes around a target, rattling them. Target creature must make a Constitution saving throw. On a failure, it takes 1d6 thunder damage and isdeafenedandincapacitateduntil the end of your next turn. On a success, it takes half damage. If damaged while incapacitated, it stops being incapacitated.

The spell emits a thunderous boom audible out to 300 feet.

If the creature is immune to thunder, it automatically succeeds the save.

At Higher Levels.When you cast this spell using a spell slot above 1st level, it deals an extra 1d6 thunder damage for every two spell slots above 1st.

Classes:Bard, Druid, Sorcerer, Wizard



Hypnotism


1st level enchantment

Casting Time:1 action
Range:Self (20-ft. radius)
Components:V, S, M (a pendulum)
Duration:1 minute

Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible.

Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures other than you within within range that can see and hear you are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell becomes incapacitated and its movement drops to 0 until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.

The spell ends when a threatening gesture is made towards the creature, the creature takes damage, or someone uses an action to shake or slap the creature out of its daze.

You have advantage on Charisma checks directed to creatures under the effect of this spell. Creatures under the effect of this spell don't realize they were charmed.

At Higher Levels.When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Classes:Bard, Sorcerer, Wizard



Allure Senses


1st-level enchantment

Casting Time:1 action
Range:Self (15-foot cone)
Components:V, S
Duration:30 seconds

You utter a lilting phrase and perform sweeping gestures, and from your fingers a rainbow spritz emits. Its fragrance is rich and complex, like something a master perfumer has concocted. Affected creatures become fascinated with the smell and sheen of this rainbow scent as well as with your hypnotic words. You can use the creatures’ fascination to make your requests and suggestions seem more plausible.

Creatures within range must make a Wisdom saving throw. On a success, there is no effect. On a failure, it becomes charmed by you. For the duration of the spell, you can make a single request of the creature (so long as it can understand you); it must be a short sentence and something reasonable to it, which it will comply with while the spell is active.

A creature that fails the saving throw doesn't remember being charmed.



Classes: TBD

Second Level Spells

Glacial Swirl


2nd level conjuration spell (winter)

Casting Time:1 action
Range:60 feet
Components:V, S, M (a piece of glass)
Duration:conc., up to 1 minute

A 5-foot-diameter sphere of swirling frost appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Constitution saving throw. The creature takes 1d8 cold damage, has its speed reduced by 10 feet, and has disadvantage on its attack rolls until the end of its next turn. On a success, it takes half damage.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere freezes objects not being worn or carried in chunks of ice, and it covers everything in a 40 foot radius in a layer of frost. It also freezes the ground as it travels, leaving a 5 foot wide line of ice on the ground in its wake. The ice is difficult terrain. Any creature that enters or starts on the ice for the first time on its turn must succeed a Dextertiy saving throw or fall prone.

At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Classes:Druid, Wizard, Sorcerer


Electric Seethe

2nd level conjuration spell

Casting Time:1 action
Range:60 feet
Components:V, S, M (a thin piece of copper)
Duration:conc., up to 1 minute

A 5-foot-diameter sphere of crackling, barely contained electricity appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Constitution saving throw. If it is carrying a metal weapon or wearing metal armor, it has disadvantage on the save. On a failure, the creature takes 1d12 lightning damage, and can't take any reactions until the end of your next turn. On a success, it takes half damage.

As a bonus action, you can move the sphere up to 30 feet in a straight line into an unoccupied space. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it gives all ranged attacks passing within a 40 foot radius of it that uses any metal (such as from arrows) disadvantage.

At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.

Classes:Druid, Wizard, Sorcerer