Tools
Here,
you will find some useful tools and links that will help you as a DM
and/or player.
Starting
with 2nd ed. DnD, the amount of supplemental books that were
disgorged onto the public was mind-boggling. Everyone wanted a
piece of that fantasy role playing retail pie. TSR and then WOTC
were more than happy to see the material go out the door so long as
they got their share. Most of it was solid, but some was weak
cheese. Anything that made a class or race unique saw a book come
out with something that sidestepped the limitations that kept things
compartmentalized. Need a cleric to be able to cast divine spells?
Sure, there's an optional rule for it. Drove me nuts. With 5th
edition, we're back to a manageable level . . . for now. Still,
there will be players who will wish to incorporate that cool spell
that they've created or seen put out there by someone else. This is
where my group and myself will step in and scrutinize those spell
submitted for consideration. Of course, I'll have final veto power
for what's in my world.
I'll be
using the PH spells as an anchor when considering any spell
submitted. If the submitted spell does more damage or is obviously
more powerful than the closest spell of that level listed in the PH,
I'll ask that it gets toned down or I won't allow it. Anyone who's
DMed using the Spell Compendium knows exactly what my conern is
here. I like the SC. It has a lot of cool spells in it and I'll be
going through it to include in my game. Again, I'm all about variety
. . . the carefully-controlled variety, that is.
In the
future, I'll put a document on here that will show all the new
allowed spells and their descriptions.
**Variant: Spell Points*** The rules regarding spell points as laid
out on page 288 in the 5th ed. DMG are fine with me. You can use
this system in place of the spell slot system laid out in the PH.
Complete 5th Edition Spell Lists/Descriptions
NOTE:
The link below will give you a .pdf file that includes all spells
from the 5th edition PH, Xanathar's Guide, and Homebrew spells that
have been Curtis approved for use in his world. I will still
continue to put spells on this page that are not in the PH or
Xanathar's Guide but are approved for use in Irith.
Please be
sure to check back regularly, for I am always tinkering with adding
new spells and updating this list.
Complete 5th Ed. Spells
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Homebrew Spells
Below are
spells that are either taken from other editions/sources and
modernized to 5th edition, current 5th edition spells that have
been tweaked to make them more or less powerful or whatever it takes
to make Curtis happy, or spells created by people like a female
sheep (ewe).
*=5th edition spells that
have been tweaked for Irith
Arcane
Mark (sorcerer/warlock/wizard)
(no slot required)
transmutation
Casting Time: 1 action
Range: 0'
Components: V, S
Duration: Permanent
This spell allows you to
inscribe your personal rune or mark, which can consist of no more
than six characters. The writing can be visible or invisible. An
arcane mark spell enables you to etch the rune upon any substance
without harm to the material upon which it is placed. If an
invisible mark is made, a detect magic spell causes it to glow and
be visible, though not necessarily understandable.
See invisibility, true seeing, a gem of seeing, or a robe of eyes
likewise allows the user to see an invisible arcane mark. A read
magic spell reveals the words, if any. The mark cannot be dispelled,
but it can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, normal wear gradually
causes the effect to fade in about a month.
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Chaos Shield
(wizard/sorcerer)
3rd level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (25 gp
sapphire, venom from phase spider)
Duration: Concentration, up to
1 minute
This spell creates a shimmering
light of translucent colors that cling to the caster’s body. Any
magic directed at the caster will have one of the following effects
(determined by roll):
1.
2-5.
6-7.
8-9.
10-11.
12. |
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Spell works as normal
Spell works at half effect
Spell fails completely
Spell is redirected at a random creature within spell range
Spell is redirected back at
caster
Spell is absorbed into chaos
shield and adds 1 more minute to its duration
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Command Undead
(warlock/wizard)
2nd level necromancy
Casting Time: 1 action
Range: 25' + 5'/2 levels
Components: V, S, M (shred of
raw meat and a splinter of bone)
Duration: 1 day/level
This spell allows you some
degree of control over and undead creature. Assuming the subject is
intelligent, it perceives your words and actions in the most
favorable way (treat its attitude as friendly). It will not attack
you while the spell lasts You can try to give the subject orders,
but you must win an opposed charisma check to convince it to do
anything it wouldn't ordinarily do. (Retries are no allowed.) An
intelligent commanded undead never obeys suicidal or obviously
harmful orders, but it might be convinced that something very
dangerous is worth doing.
A non-intelligent undead
creature (such as a skeleton or zombie) gets no saving throw against
this spell. When you control a mindless being, you can communicate
only basic commands, such as "come here," go there," "fight," "stand
still," and so on. Non-intelligentt undead won't resist suicidal or
obviously harmful orders.
Any act by you or your apparent
allies that threatens the commanded undead (regardless of its
intelligence) breaks the spell. Your commands are not telepathic.
The undead creature must be able to hear you.
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Conjure Instrument (bard)
0 level conjuration
Casting Time: 1 action
Range: 0'
Components: V, S
Duration: 1 min/level
This spell summons one handheld
instrument of your choice. This instrument appears in your hands or
at your feet (your choice). The instrument is typical for its type.
Only one instrument appears per casting, and it will play only for
you. You can't summon an instrument too large to be held in two
hands (such as a harp, piano, harpsichord, alphorn, or pipe organ).
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Daze
(bard/sorcerer/warlock/wizard)
0 level enchantment
Casting Time: 1 action
Range: 25' + 5'/2 levels
Components: V, S, M (pinch of
wool or similar substance)
Duration: 1 round
This enchantment clouds the
mind of a humanoid creature with 4 or fewer hit dice so that it
takes no actions. A wisdom save negates. Humanoids of 5 or more HD
are not affected. A dazed subject is not stunned, so attackers get
no special advantage against it.
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Deathwatch (cleric)
1st level necromancy
Casting Time: 1 action
Range: 30'
Components: V, S
Duration: 2 min/level
Using the foul sight granted by
the powers of unlife, you can determine the condition of creatures
near death within the spell's range. You instantly know whether
each creature within the area is dead, fragile (alive and wounded,
with 3 or fewer hit points left), fighting off death (alive with 4
or more hit points), undead, or neither alive nor dead (such as a
construct). The deathwatch sees through any spell or ability that
allows creatures to feign death.
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Detect Snares and Pits
(druid/ranger)
1st level divination
Casting Time: 1 action
Range: 60'
Components: V, S
Duration: concentration, up to 1
minute per level
You can detect simple pits,
deadfalls, and snares as well as mechanical traps constructed of
natural materials. The spell does not detect complex traps,
including trapdoor traps.
Detect snares and pits does
detect certain natural hazards, such as quicksand (a snare), a
sinkhole (a pit), or unsafe walls of natural rock (a deadfall).
However, it does not reveal other potentially danggerous conditions,
such as a cavern that floods during rain, an unsafe construction, or
a naturally poisonous plant. The spell does not detect magic traps
(except those that operate by pit, deadfall, or snaring), nor
mechanically complex ones, nor those that have been rendered safe or
inactive.
The amount of information
revealed depends on how long you study a particular area.
1st round: presence or absence
of hazards.
2nd round: number of hazards
and the location of each. If a hazard is outside your line of sight,
then you discern its direction but not its exact location.
Each additional round: The
general type and trigger for one particular hazard closely examined
by you.
Each round, you can turn to
detect snares and pits in a new area. the spell can penetrate
barriers, but 1' foot of stone, 1" of common metal, a thin sheet of
lead, or 3' of wood or dirt that blocks it.
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Disrupt Undead (sorcerer/wizard)
0 level necromancy
Casting Time: 1 action
Range: 25' + 5'/2 levels
Components: V, S
Duration: Instantaneous
You direct a ray of positive
energy at an undead target. You must make a ranged touch attack to hit.
If the ray
hits the undead creature, it dead 1d6 points of damage to it.
This spell's damage increases
by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).
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Doom
(cleric)
1st level necromancy
Casting Time: 1 action
Range: 100' + 10'/level
Components: V, S, DF
Duration: concentration, 1 min
This spell fills a single
subject with a feeling of horrible dread. A wisdom save negates the spell.
If the subject fails the save, then they are shaken and have
disadvantage on all attack rolls. The target may reroll a save at
the end of their turn.
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Erase
(bard/sorcerer/wizard)
1st level transmutation
Casting Time: 1 action
Range: 30'
Components: V, S
Duration: Instantaneous
Erase removes writings of either
magical or mundane nature from a scroll or from one or two pages of paper,
parchment, or similar surfaces. With this spell, you can remove a glyph of
warding, a sepia snake sigil, or an arcane mark, but not illusory script or
a symbol spell. Non-magical writing is automatically erased if you touch it
and no one else is holding it. Otherwise, the chance of erasing non-magical
writing is 90%.
Magic writing must be touched to be erased, and you also must succeed on a
caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2
is always a failure on this check.) If you fail to erase explosive runes, a
glyph of warding, or a sepia snake sigil, you accidentally activate that
writing instead.
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Flare
(bard/druid/sorcerer/wizard)
0 level evocation
Casting Time: 1 action
Range: 25' + 5'/2 levels
Components: V
Duration: instantaneous
This cantrip creates a burst of
light in front of a single creature of the caster's choice that is
within range. The target must make a constitution check or be blinded
for 1 round. Sightless creatures, as well as
creatures already blinded, are not affected by this spell.
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Glitterdust (bard/sorcerer/wizard)
2nd level conjuration
Casting Time: 1 action
Range: 100' +10'/level
Components: V, S, M (ground
mica)
Duration: concentration, 1
round/level
A cloud of golden particles
covers everyone and everything in a 10' area, causing creatures to
become blinded and visibly outlining invisible things for the
duration of the spell. All within the area are covered by the dust,
which cannot be removed and continues to sparkle until it fades.
Any creature covered by the
dust takes a -20 on stealth checks to hide.
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Halt Undead (sorcerer/wizard)
3rd level necromancy
Casting Time: 1 action
Range: 100' + 10'/level
Components: V, S, M (pinch of
sulfur and powdered garlic)
Duration: 1 round/level
The spell renders as many as
three undead creatures immobile. No two of the undead can be more
than 30' apart. A non-intelligent undead creature (such as a
skeleton or zombie) gets no saving throw; an intelligent undead
creature does. The save is a wisdom based. If the spell is
successful, it renders the undead creature immobile for the duration
of the spell (similar to the effect of hold person on a living
creature). The effect is broken if the halted creatures are attacked
or take damage.
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Healing Spirit (sorcerer/wizard)
2nd level conjuration
Casting Time: 1 bonus action
Range: 60'
Components: V, S
Duration: Concentration, up to
1 minute
You call forth a nature spirit
to soothe the wounded. The intangible spirit appears in a space that
is a 5-foot cube you can see within range. The spirit looks like a
transparent beast or fey (your choice).
Until the spell ends, whenever you or a creature you can see moves
into the spirits space for the first time on a turn or starts its
turn there, you can cause the spirit to restore 1d6 hit points to
that creature (no action required). The spirit can’t heal constructs
or undead.
As a bonus action on your turn, you can move the Spirit up to 30
feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the healing increases by 1d6) for each slot level
above 2nd.
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Hold Portal (sorcerer/wizard)
1st level abjuration
Casting Time: 1 action
Range: 100' + 10'/level
Components: V
Duration: 1 minute/level
This spell magically holds shut
a door, gate window, or shutter of wood, metal or stone (up to 20
square ft./level). The magic affects the portal just as if it were
securely closed and normally locked. A knock spell or successful
dispel magic spell can negate a hold portal spell. For a portal
affected by this spell, add 5 to the normal DC for forcing open the
portal.
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Mummy Breath (wizard)
3rd level necromancy
Casting Time: 1 action
Range: Up to 20’
Components: V, S, M (2 oz. of
crushed scarabs consumed upon casting)
Duration: Instantaneous
This spell allows the caster to
breathe a stream of horrid withering breath. The breath is a 5’ wide
stream that can go up to 20’ from the caster. Any living creature
caught in the area of effect must make a constitution save or take
3d6 points of necrotic damage and lose 1 point of constitution for 1
minute.
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Obscuring Mist (cleric/druid/sorcerer/warlock/wizard)
1st level conjuration
Casting Time: 1 standard action
Range: 20'
Components: V, S
Duration: 1 minute
A misty vapor arises around
you. It is stationary once created. The vapor obscures all sight,
including darkvision, beyond 5'.
A moderate wind (11+ mph), such
as from a gust of wind spell, disperses the fog in 4 rounds. A
strong wind (21+ mph), disperses the fog in 1 round. A fireball,
flame strike, or similar spell burns away the fog in the explosive
or fiery spell's area. A wall of fire burns away the fog in the area
into which it deals damage.
The spell does not function
underwater.
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Rusting Grasp
(druid)
4th level
transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, DF
Duration: See Text
Any iron or iron alloy item you touch
becomes instantaneously rusted, pitted, and worthless, effectively
destroyed. There is no saving throw. If the item is so large that it
cannot fit within a 3-foot radius a 3-foot-radius volume of the metal is
rusted and destroyed. Magic items made of metal are immune to this spell.
You may employ rusting grasp in combat with a successful melee touch
attack. Rusting grasp used in this way instantaneously destroys 1d6 points
of Armor Class gained from metal armor (to the maximum amount of
protection the armor offered) through corrosion.
Weapons in use by an opponent targeted by the spell are more difficult to
grasp. You must succeed on a melee touch attack against the weapon. A
metal weapon that is hit is destroyed.
Note: Striking at an opponent’s weapon provokes an attack of opportunity.
Also, you must touch the weapon and not the other way around.
Against a ferrous creature, rusting
grasp instantaneously deals 3d6 points of damage +1 per caster level
(maximum +15) per successful attack. The spell lasts for 1 round per
level, and you can make one melee touch attack per round.
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Sectional Shield
(sorcerer/wizard)
4th level abjuration
Casting Time: 1 action
Range: Up to 20’
Components: V, S, M (small
crystal pyramid, 50 gp of diamond dust consumed upon casting)
Duration: 1 minute or until
destroyed
This spell allows the caster to
create a shield of invisible force to come into existence that can
withstand a total of 10 hit points of physical or magical damage per
level of the caster. The height of any section is 10’ tall and 5’
wide. The shield can be made into one, two, three, or four sections.
If there are multiple sections, they all must be linked and can be
shaped at right angles or in a straight line. So for two sections,
the caster can create a 5’ section in front of him and have the
second section bend at a 90 degree angle to his right or left or
extended outward. A third section can again be added and extend one
or more of the current sections in a straight line or at yet another
90 degree angle, and so on. Sections cannot be placed above or below
a wizard unless there are anchor points to support them.
Each time a section is added,
the number of physical damage each section is able to withstand is
divided into the number of sections. For example, an 8th level
wizard can create a shield that can withstand 80 hit points of
damage. If he splits it into two sections, then each section would
have 40 hit points. Adding a third section would cause an uneven
division, so the section of the wizard’s choice would receive the
higher odd number.
Once a section has taken its
damage allotment, it fades away. Once the section(s) of shield are
in place, they cannot be moved until destroyed, dissipated by the
caster, or fade away once the duration of the spell has been
reached.
The shield stops physical and
magical penetration from both directions. The caster cannot cast
through the shield. The shield only stops objects and spells that
have to travel in a straight line through the shield to have an
effect.
For this spell, the caster
spreads the diamond dust on the ground an puts the crystal pyramid
on the dust.
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Sepia Snake Sigil (bard/wizard/sorcerer)
3rd level conjuration
Casting Time: 10 minutes
Range: Touch
Compoments: V, S, M (500 gp
worth of powdered amber, a scale from any snake, and a pinch of
mushroom
spores)
Duration: Permanent or until
discharged; until released or 1d4 days + one day/level; see text)
When you cast sepia snake
sigil, a small symbol appears in the text of one written work such
as a book, scroll, or map. The text containing the symbol must be at
least twenty-five words long. When anyone reads the text containing
the symbol, the sepia snake springs into being and strikes the
reader, provided there is line of effect between the symbol and the
reader.
Simply seeing the enspelled text is not sufficient to trigger the
spell; the subject must deliberately read it. The target is entitled
to a save to evade the snake’s strike. If it succeeds, the sepia
snake dissipates in a flash of brown light accompanied by a puff of
dun-colored smoke and a loud noise. If the target fails its save, it
is engulfed in a shimmering amber field of force and immobilized
until released, either at your command or when 1d4 days + one day
per caster level have elapsed.
While trapped in the amber field of force, the subject does not age,
breathe, grow hungry, sleep, or regain spells. It is preserved in a
state of suspended animation, unaware of its surroundings. It can be
damaged by outside forces (and perhaps even killed), since the field
provides no protection against physical injury. However, a dying
subject does not lose hit points or become stable until the spell
ends.
The hidden sigil cannot be detected by normal observation, and
detect magic reveals only that the entire text is magical.
A dispel magic can remove the sigil. An erase spell destroys the
entire page of text.
Sepia snake sigil can be cast in combination with other spells that
hide or garble text, such as secret page.
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Transmute Rock
(druid/cleric/wizard)
3rd level transmutation
Casting Time: 1 action
Range: 120’
Components: V, S, M (clay and
water)
Duration: Until dispelled
You choose an area of stone or
mud that you can see that fits within a 40-foot cube and that is
within range, and choose one of the following effects.
Transmute Rock to Mud. Nonmagical rock of any sort in the
area becomes an equal volume of thick, flowing mud that remains for
the spell's duration.
The ground in the spell's area becomes muddy enough that creatures
can sink into it. Each foot that a creature moves through the mud
costs 4 feet of movement, and any creature on the ground when you
cast the spell must make a Strength saving throw. A creature must
also make the saving throw when it moves into the area for the first
time on a turn or ends its turn there. On a failed save, a creature
sinks into the mud and is restrained, though it can use an action to
end the restrained condition on itself by pulling itself free of the
mud.
If you cast the spell on a
ceiling, the mud falls. Any creature under the mud when it falls
must make a Dexterity saving throw. A creature takes 4d8 bludgeoning
damage on a failed save, or half as much damage on a successful one.
Transmute Mud to Rock.
Nonmagical mud or quicksand in the area no more than 10 feet deep
transforms into soft stone for the spell's duration. Any creature in
the mud when it transforms must make a Dexterity saving throw. On a
successful save, a creature is shunted safely to the surface to an
unoccupied space. On a failed save, a creature becomes restrained by
the rock. A restrained creature, or another creature within reach,
can use an action to try to break the rock by succeeding on a DC 20
Strength check or by dealing damage to it. The rock has AC 15 and 25
hit points, and it is immune to poison and psychic damage.
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Undead Connection
(sorcerer/wizard)
3rd level necromancy
Casting Time: 1 action
Range: Up to 240’
Components: V, S
Duration: Concentration, up to
1 minute
This spell allows the caster to
connect with a single undead that the caster has control over. The
caster can see and hear through the undead as if they were the
undead. The spell is effective up to 240’. After that, the
connection is broken and a new spell must be cast.
The caster must concentrate on
this spell and cannot do anything else but move while connected. If
the caster takes damage or attempts anything other than a move
action, the connection is broken. If the undead is destroyed, the
connection is lost.
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Ventriloquism (bard/sorcerer/wizard)
1st level illusion
Casting Time: 1 action
Range: 25' + 5'/2 levels
Components: V, M (a parchment rolled
up into a cone)
Duration: 1 minute/level
You can make your voice (or any sound
that you can normally make vocally) seem to issue from someplace else, such
as from another creature, a statue, from behind a door, down a passage,
etc. You can speak in any language you know. With respect to such voices
and sounds, anyone who hears the sound and rolls a successful wisdom save
recognizes it as illusory (but still hears it).
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