Styles

2021-09-04

Custom Spells For the Priest Archetype

Note: The application to Krynn of these custom rules is described in the following post: Priest Vocations for the Holy Orders of the Stars.

The following spells are specific to the French 5e SRD by Black Book Edition, and are necessary to use the spheres above without needing to modify them.

The text below is a plain French-to-English translation (Google-powered, then manually fixed), and thus, follows the 5th Edition SRD licence.


Animal companion

You try to convince a beast within range and in your field of vision to become your traveling and adventure companion. The animal must not be hostile as you cast the spell and coax it with some food during the casting. The success of the spell is automatic if the danger rating of the beast does not exceed 1/2 and its intelligence value is less than or equal to 4. Otherwise, the beast is not affected by the spell.

If the spell is successful, you can communicate rudimentary with your companion and give them simple commands like attacking or following a target, bringing back an object in sight, guarding a location or creature, etc. It doesn't require you to spend an action. Plus, you can hear and see through your companion's ears and eyes, as if you were occupying their location. On your turn, you may spend a bonus action to switch between using your senses and using your own. As long as you use his senses, you are blind and deaf to your own surroundings.

When the health points of an animal companion are equal to 0, he follows the same rules as a character and he can receive healing. After each short rest, the life points of the animal companion go up to half of its maximum if they are lower than this value. After each long rest, the companion recovers all of the lost life points.

Each day, you can keep the same animal companion without having to cast the spell again, simply by sacrificing the corresponding spell slot and using a bonus action.

At a higher level. If you cast this spell using a slot of level 3 or higher, you can choose from the list below for one additional effect per level beyond level 2. You cannot choose the same effect more than once.

  • Cast the spell on a beast whose danger rating is less than or equal to 1.
  • Grant your companion with a Danger Rating of 1/2 or less resistance to all damage types and an advantage on attack and saving throws.
  • Communicate telepathically without distance limit with your companion and gain the ability to heal him for a number of life points of your choice by spending a bonus action and as much of your own life points, with no distance limit.
  • Assign an additional identical beast. When you choose other effects, that second companion benefits as well.

 

Aura of Strength

You designate up to five creatures within range that you can see. You and the targets of the spell gain resistance to acid, lightning, fire, cold, and necrotic damage for the duration of the spell. You and target creatures also have advantage on all Strength checks and saving throws.

 

Desiccation

  • Source: https://5e-drs.fr/grimoire/dessiccation/
  • Transmute Level 2
  • Casting time: 1 action
  • Range: 18 meters
  • Components: V, S, M (a drop of water)
  • Duration: concentration, up to 1 minute
  • Class: Magician, Sorcerer

You designate a living target within range of the spell, and as long as you focus, the water in its body will flow through its eyes, mouth, ears, or pores on its skin. At the start of each of its turns, the target must succeed on a Constitution saving throw or take 2d6 necrotic damage. A successful save halves this damage.

Undead, man-made creatures, and elementals are immune to this spell.

At a higher level. When you cast this spell using a spell slot of 3rd level or higher, you can assign an additional target per slot level beyond 2nd level.

 

Erase

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 explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical 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 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.

 

Expiation of the righteous

The next time you land a melee attack during the spell's duration, you cast a repentance order on the creature you strike. On this attack, she takes 3d8 psychic damage, crushed by the weight of her sins and guilt. In addition, she must succeed on a Wisdom saving throw or be stunned until the end of her next turn and suffer disadvantage on all Wisdom checks for one minute.

 

Ghostly Instrument

You create an illusory manifestation of a ghostly musical instrument near a creature of your choice within range. This ghostly instrument is visible only to this creature and follows it wherever it moves, even if it is no longer visible or no longer within range of the spell. The instrument produces music that can only be heard by the target, which causes appalling pain and pain. At the start of each of its turns, the creature must succeed on a Wisdom saving throw or take 2d4 psychic damage and be stunned until its next turn. On a success, the damage is negated and the spell ends. Creatures with Intelligence less than 3 are immune to this spell; creatures other than humanoid or giant gain advantage on their saving throw.

At a higher level. When you cast this spell using a spell slot of 2nd level or higher, you can target one more creature per level above 1st level.

 

Halo of Benevolence

A white, shimmering halo of sacred energy surrounds you for the duration of the spell. At the moment of the casting, living creatures within 3 meters of you heal as much hit points as their proficiency bonus, without exceeding their maximum. In addition, all have resistance against necrotic damage for the duration of the spell. Undead in this area at the start of their turn suffer 1d6 points of radiant damage.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, damage increases by 1d6 per level above 4th level. 

 

Heroic Blessing

You designate up to 5 creatures within range that you can see. You and the targets have advantage on the attack roll on the first attack of each of your turns for the duration of the spell.

 

Imaginary Shadows

  • Source: https://5e-drs.fr/grimoire/ombres-imaginaires/
  • Level 2 illusion
  • Casting time: 1 action
  • Range: 18 meters
  • Components: V, S, M (a piece of coal)
  • Duration: concentration, up to 1 minute
  • Class: Bard, Sorcerer / Spellblade, Wizard, Shadowblade

You designate a target within range and in your field of vision. You create nightmarish spooky images in his mind. The victim must succeed on an Intelligence saving throw. On a failed save, she perceives shadowy silhouettes assaulting her, inflicting disadvantage on all her actions for the duration of the spell.

At a higher level. When you cast this spell using a spell slot of 5th level or higher, the spell lasts until the end of its normal duration without requiring concentration.

 

Mantle of Frost

You cover yourself with an envelope of frost. You gain damage resistance against the next successful attack against you, while the creature that attacked you takes half the damage of its attack as Cold damage. Then the spell stops working.

At a higher level. If you cast this spell using a slot of level 2 or higher, the spell affects one additional attack for each level above the first.

 

Panacea

You unleash a wave of cleansing energy that instantly ends the following diseases, poisons, and special conditions affecting your allies in the area: Deaf, Blind, Charmed, Poisoned, Stunned, Neutralized, Petrified, and Terrorized. It also negates the effects of sleep and the effects of the weak spirit spell.

 

Putrefaction

A creature within range that you can see suffers your curse. As soon as you inflict a wound on him, it gradually spreads to his whole body, which takes on a purplish hue. The wounds become infected and festering. Until the spell ends, the target takes 1d4 points of necrotic damage at the start of its turn and gains disadvantage on Constitution rolls. The damage ends if the target leaves the range of the spell.

If the target dies while under the spell, its body bursts and affects creatures within 5 feet of it. Newly affected targets must succeed on a Constitution or Dexterity saving throw to avoid being affected by the spell.

At a higher level. When you cast this spell using a 3rd level slot, victims take 2d4 damage. The damage increases to 3d4 at 5th level, 4d4 at 6th level, and 5d4 at 9th level.

 

Secret Page

  • Source: https://www.d20pfsrd.com/magic/all-spells/s/secret-page/
  • Transmute Level 3
  • Casting time: 10 minutes
  • Range: touch, (page touched, up to 3 sq. ft. in size)
  • Components: V, S, M (powdered herring scales and a vial of will-o’-wisp essence)
  • Duration: Permanent
  • Class: Bard, Sorcerer, Wizard

Secret page alters the contents of a page so that it appears to be something entirely different. The text of a spell can be changed to show another spell of equal or lower level known by the caster. This spell cannot be used to change a spell contained on a scroll, but it can be used to hide a scroll. Explosive runes or sepia snake sigil can be cast upon the secret page.

A comprehend languages spell alone cannot reveal a secret page‘s contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page and return it to its secret page form at will. You can also remove the spell by double repetition of the special word. A detect magic spell reveals dim magic on the page in question but does not reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages. A secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell.

 

Spear of the righteous

The ambient light concentrates in your hand and takes the form of a ray in the shape of a spear. You must succeed in a melee attack to hit the target. The Light Spear deals 3d8 radiant damage. In addition, the affected creature is blinded. She must make a Constitution saving throw on each of her subsequent turns until a successful result to avoid being blinded again.

 

Squall

  • Source: https://5e-drs.fr/grimoire/bourrasque/
  • Level 2 evocation
  • Casting time: 1 action
  • Range: personal (18 meter line)
  • Components: V, S, M (a vegetable seed)
  • Duration: concentration, up to 1 minute
  • Class: Druid, Sorcerer / Spellblade, Magician

An area of ​​strong wind 18 meters long by 3 meters wide blows from your position in any direction you choose for the duration of the spell. Each creature that begins its turn in the area must succeed on a Force saving throw, or it is thrown back 4.50 yards away from you, in the direction of the wind.

A creature in the area must spend two feet of movement to get three feet closer to you.

The squall disperses gases and vapors and extinguishes candles, torches and other similar open flames in the area. Flames protected, for example by a lantern, stir madly and have a 50% chance of extinguishing.

You can change the direction in which the squall blows as a bonus action on each of your turns until the spell ends.

 

Strike of the righteous

The next time you land a melee attack during the spell's duration, your weapon strikes your target with the energy of Holy Justice. The target takes an additional 2d6 damage and a side effect. The type of additional damage dealt and the nature of the effect depend on the type of damage inflicted by your weapon (for example, sharp for a sword, blunt for a hammer):

  • Bludgeoning: Thunder damage and Force saving throw, or be Deafened for 1 round and knocked down.
  • Piercing: Psychic damage and Wisdom saving throw, or be Terrorized for 1 round.
  • Slashing: Radiant damage and Charisma saving throw, or be Blinded for 1 round.

At a higher level. If you cast this spell using a slot of level 2 or higher, you inflict 1d6 points of damage for each level of spell slot above level 1.

 

Sudden stalagmites

You make stone stalagmites rise from the ground 3 meters high in a square area of ​​3 meters ridge within range of the spell. If they reach the ceiling before reaching their maximum size, the stalagmites stop growing. Each creature in the area must make a Dexterity save. A creature flying within 3 yards of the ground has advantage on this roll. On a failed save, the stalagmites deal 4d4 piercing damage and the target is trapped between the stalagmites until the spell ends. On a success, she takes only half the damage and is free to move. A target hampered by stalagmites can use an action to perform a Force save. On a success, the creature breaks free, but takes 1d6 bludgeoning damage. For the duration of the spell, the terrain where the stalagmites are located is considered difficult.

At a higher level. When you cast this spell using a slot of 3rd level or higher, piercing damage increases by 2d4 for each level above 2nd level.

 

Vitality

Up to six living creatures of your choice, within range and in your sight, heal 1 life per round until the spell ends.

At a higher level. When you cast this spell using a spell slot of 4th level or higher, you increase the number of hit points recovered per round by 1 point per level above 3rd level.

 

Wilting

Necromantic energy floods a creature of your choice within range and sight of you, and drains its bodily fluids and vitality. The target must make a Constitution saving throw. If she fails, she takes 8d8 necrotic damage, only half if she succeeds. This spell has no effect on undead or man-made creatures.

If you target a plant creature or magical plant, it suffers disadvantage on the saving throw and the spell inflicts maximum damage on it. If you target a non-magical plant that isn't a creature, such as a tree or bush, it doesn't get any saving throw, but withers and dies.

At a higher level. If you cast this spell using a slot of 5th level or higher, the damage increases by 1d8 per level above 4th level.

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