New Spells for D&D
As both a player and a DM I am obsessed with creating new spells for Wizards. The spells you will see here are mostly very powerful for their Level. This is for the following reasons:
I run VERY low level games, these spells will be for 1-7th L characters. They are NOT balanced for higher level games. You will need to adjust them for higher level characters.
Since I run low level games , the wizards need more juice!
Also I'm not big on details so they will be very basically explained.
If your still with me, stay tuned , I've got a bunch of cool ones coming in the future!
New Cantrip, Power Word Swear
This cantrip is emptied from slot when used
Does d10 necrotic damage to caster and two other targets. Damage is rolled separately for all targets. although casting is a free action the caster can't cast another spell in same round. This spell is considered evil and may attract some unwanted attention from the nameless god whose name you invoke.........
L3 evocation evil descriptor
Casting time is full round, range 50' +10' L
Does D8 per L. ( save fort for half)if target reaches -4 hp then you rip his/her beating heart out of their chest
Spell does not work on undead/constructs/ oozes etc. Max of 7D8.
"Leach" spells are added to other spells memorized for example:
Xur the Not-So-Humble is a 3rd L wiz. one of the second L spells he has memorized is "Flaming Sphere" He adds the Leach spell "Leach Magic Missile" to it. He can cast either Flaming Sphere or Magic Missile from that slot. I suggest a limit on how many Leach spells you may attach, prob 1 per Levels you can cast, thus Xur can attach 1 Leach spell to a first L spell and 1 to a second. " Leach Jump" makes a good a good one to attach to a first L spell
LL3 Divination(cause div school needs love) and Metamagic schools
This spell is cast attached to any other spell. It allows the second spell to be cast as a free action. This cannot be combined with Time spells(some to follow). This spell is totally for low level games(max of 7th L caster)
It is very unbalanced for higher L campaigns. User takes 2d6 back lash at end of round, this does not effect any other casting in round
Healing spells for wizards
L2 Conjuration Good descriptor
Heals d6 +L HP(max D6 +7)
material component 100 GP gem that is consumed by casting(double this if a 500 gp gem is used)
L1 Conjugation Holy descriptor
creates healing bandages that fly and wrap at a range of 20' Heals as Cure Light. Target loses 2d3 DX and suffers -1/-1 to melee attacks for 1 hour, if bandages are removed before the hour is up, healing is lost
Caster must be pious worshiper of good or neutral deity
Hitram Dringles Highly Restricted Yet Mostly Useful Healing Spell
This may be memorized as a cantrip, L1 , L 2 or L3 spell, granting 1,4 , 6 or 10 rolls respectively)
Roll indicated number or D6 , each one that comes up 6, a single point is cured
this cantrip is consumed in casting
When cast with in 90" feet of a corpse ,the caster is granted 2D2 Temporary Hp. Healing spells may not be cast on caster for # of temp HP gained Min. If the corpse in question is undead it gets a fort save or takes same number in damage. Does not work on undead controlled by caster or with more than 5 HD.
EDIT OOPS if undead makes saving throw, spell has no effect, does not effect skeletons
all follow rules for Magic missile except as noted
L2 Immediate Missile may be cast as immediate action , 1 missile every 4 L, max 3
L2 Extended Missile double range
L2 Penetration Missile ignores Shield spell 1 missile/4 levels max 3 missiles
L3 Superior Missile as Penetration plus halves spell resistance
D6 per L to single target
Spell is at -3 to save or +3 DC (Fort for 1/2)
25% reduction in Spell Resistance
untyped magic damage
Full round action to cast
+3 to spellcraft to detect what is being cast
+2 DC to concentration checks to resist spell failure(very difficult spell to cast)
0L Metamagic school
This cantrip is consumed by casting
This cantrip is cast with another spell, that spell must have fire descriptor, the attached spell adds D6 to it's damage. The combined casting takes a full round action
When you are under siege, you have nothing but time. But the abundance of time is just as much of a weight as the enemy outside the gates. It is time for the Citadel to develop a creative Stimulus Package to support the Strolenati during this unique time. After no deliberation and no votes, the following will be the procedures followed through the the Citadel Stimulus Quest. (Subject to change, amendment, and adjustment as needed.)
- Every Monday a minimum influx of $40 will be added to the Stimulus Package to keep the Creative Citadel Economy out of a Recession.
- The Stimulus Package will accumulate $40 weekly until there are 5 unique author submissions.
- Authors can write as many submissions as they like and each will be considered on their own merits.
- On the Sunday after the 5 author requirement is met, the 5+ submissions by 5+ authors will be weighed and measured by the Strolenati.
- Whomever is determined as the winner(s) will receive funds (as determined by the Strolenati) that have collected in the Stimulus Package.
- On Monday, if winners were awarded, the Stimulus Package will be re-established at $40 and the quest will restart.
- The quest will continue in this cycle until such a time that the Strolenati Council has deemed the siege over.
Current Stimulus Package: $40 Next Update: Jul 13 Contributors: Strolen, Murometz
Round 1 completed May 10: 7 Weeks - $280 in Stimulus reserves. Since it was the first round, and the amount was enough to pass around, we decided everyone who took the time deserved something. So sayeth the Strolenati.
Round 2 completed July 6: 8 Weeks - $340 in Stimulus reserves. Incresed funding and a stabilized creative force has allowed some increases in most awards. So sayeth the Strolenati.
|Round 1||Round 2|
|1. Scrasamax - $115|
2. Ted - $75
3. manfred - $50
4. Siren no Orakio - $20
5. valadaar - $10
6. Aramax - $10
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? Responses (1)
This post is fantastic! Love the spell additions and the rationales for them. Its great that there are both technical additions and lore / roleplaying / ambiance additions. The ability to spend lesser spell spots to augment higher spell slots is a great idea, especially if players judiciously track everything.
As a technical note, I'm a little less convinced by the need for arcane healing magic. Divine magic exists, after all, and arcane is supposed to be deficient in that area. Its pretty easy for your rogue or fighter to grab a wand of cure light wounds and get past that hurdle.