Spells: Difference between revisions

From Dreams of Hope
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== A-F ==
== A-F ==
=== Acid Burst ===
''Evocation cantrip (Sorcerer/Spellblade/Warmage)''
'''Cast Time''': 1 action
'''Components''': Verbal, Somatic
'''Range''': 60 ft.
Acidic liquid envelops a target you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 damage immediately and half as much again at the beginning of their next turn.
This spells' damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


=== Fire Web (Restricted) ===
=== Fire Web (Restricted) ===
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'''At Higher Levels'''. When you cast this spell using a spell slot of 5th level or higher, you create one additional streak for each spell level above 4th.
'''At Higher Levels'''. When you cast this spell using a spell slot of 5th level or higher, you create one additional streak for each spell level above 4th.
=== Flash Freeze ===
''1st level evocation (Sorcerer/Spellblade/Warmage)''
'''Cast Time:''' 1 action
'''Components''': Verbal, Somatic
'''Range''': 60 ft.
The air around a creature you can see within range takes on the aspect of ice. The target must make a Constitution saving throw. On a failed save, the target takes 4d6 cold damage and their movement is reduced to 0 until the end of their next turn. On a success, they take half damage and are not slowed.
'''At higher Levels''': When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every additional spell slot level above 1st.
== G-Z ==
=== Warding Barrier ===
''1st level abjuration'' (Warmage/Wizard)
'''Cast Time''': 1 bonus action.
'''Components''': Verbal, Somatic
'''Range''': Self
'''Duration''': 10 minutes
An invisible barrier of magical force appears and protects you. This barrier has 10 hit points. Whenever you would take damage and the barrier is active, the barrier takes the damage instead, reducing its hit points. If the barrier absorbs all the damage, you do not need to make Concentration saves if you are concentrating on a spell or ability. You take any damage in excess of the barrier's hit points, which provokes Concentration saves as normal. When the barrier is reduced to zero hit points, the spell ends. Because this barrier takes damage instead of you, it does not benefit from any resistances or immunities you may have. Any overflow damage is, however, affected.
In addition, you are immune to magic missile as long as the barrier is active.
'''At higher Levels''': When you cast this spell using a spell slot of 2nd level or higher, the barrier's hit points increase by 5 for every spell level above 1st.
[[Category:Magic]]
[[Category:Magic]]
[[Category:Homebrew]]
[[Category:Homebrew]]

Latest revision as of 02:13, 21 April 2025

The following are some of the spells created for use during campaigns set in Dreams of Hope. They may be available for the designated classes--each one is marked with a label of either "unrestricted", meaning it can be chosen freely, or "restricted", in which case access requires either DM approval or may require a quest.

A-F

Acid Burst

Evocation cantrip (Sorcerer/Spellblade/Warmage)

Cast Time: 1 action

Components: Verbal, Somatic

Range: 60 ft.

Acidic liquid envelops a target you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 damage immediately and half as much again at the beginning of their next turn.

This spells' damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Fire Web (Restricted)

4th level evocation (Warmage/Sorcerer)

Cast Time: 1 action

Components: Verbal, Somatic

Range: 60 ft.

Striking both palms down upon the ground, a web of flame crackles out around the caster and five streaks of fire rapidly snake along the ground toward up to five targets the caster can see within range. The streaks explode into a column of flame upon reaching them. Each target must make a Dexterity saving throw, taking 8d6 fire damage on a failed save or half as much on a success. Multiple streaks may target the same creature or object--the damage dealt increase by 2d6 for each streak that a creature is struck by. Only one saving throw is made. The fire can travel over obstacles up to 5 feet high and can only target creatures on or within 5 feet of the ground. It ignites flammable objects along its path that are not being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional streak for each spell level above 4th.

Flash Freeze

1st level evocation (Sorcerer/Spellblade/Warmage)

Cast Time: 1 action

Components: Verbal, Somatic

Range: 60 ft.

The air around a creature you can see within range takes on the aspect of ice. The target must make a Constitution saving throw. On a failed save, the target takes 4d6 cold damage and their movement is reduced to 0 until the end of their next turn. On a success, they take half damage and are not slowed.

At higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every additional spell slot level above 1st.

G-Z

Warding Barrier

1st level abjuration (Warmage/Wizard)

Cast Time: 1 bonus action.

Components: Verbal, Somatic

Range: Self

Duration: 10 minutes

An invisible barrier of magical force appears and protects you. This barrier has 10 hit points. Whenever you would take damage and the barrier is active, the barrier takes the damage instead, reducing its hit points. If the barrier absorbs all the damage, you do not need to make Concentration saves if you are concentrating on a spell or ability. You take any damage in excess of the barrier's hit points, which provokes Concentration saves as normal. When the barrier is reduced to zero hit points, the spell ends. Because this barrier takes damage instead of you, it does not benefit from any resistances or immunities you may have. Any overflow damage is, however, affected.

In addition, you are immune to magic missile as long as the barrier is active. At higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the barrier's hit points increase by 5 for every spell level above 1st.