Hbrew Spells 2 Arcane boogaloo

Molten Moat

Transmutation

Class: Druid, Sorcerer, Wizard

Level: 9 

Casting time: 1 Action 

Range: 120 feet 

Components: VS

Duration: Concentration, up to 1 minute 

You melt stone and earth into lava in areas within range. You may turn up to 120 contiguous 5 foot cubes of non-animated earth or stone into lava. When a creature first touches this lava on their turn or begins their turn touching it, they take 10d10 fire damage. The lava is considered difficult terrain, a creature must spend 4 feet of movement to move 1 foot through it. If a cube of lava takes 40 or more cold damage in 1 round, it solidifies into stone, re-melting at the beginning of your turn. Cubes of lava take 1 cold damage for every gallon of water they come into contact with, instantly boiling it into steam. When the spell ends the lava remains, slowly cooling each round on the caster’s initiative. Each round after the spell ends any cube of lava which does not face lava on 4 or more sides cools into stone

Design Philosophy: Lava, it’s awesome! Why is there no lava? Because it’s really powerful, that’s why. Perhaps 9th level powerful? 10d10 is the damage wading through lava does in a damage example in the DMG, so I thought it made sense. The damage is a bit low but it has a HUGE area of effect and you can sculpt it as you please. Lava even remains after the spell ends slowly cooling, or can be quickly cooled as a way to traverse the lava field. Made sense for Big Arcanists and the Earth connected druid

Yegra’s Frozen Prison

Conjuration

Class: Sorcerer, Wizard

Level: 7

Casting time: 1 Action 

Range: 90 feet 

Components: VS

Duration: Concentration, up to 1 minute 

You entomb creatures in a 15 foot cube within range in a thick layer of ice. When you cast this spell creatures within the area of effect must make a Dexterity Saving throw or take 6d12 cold damage and become restrained in ice, taking half as much damage and not being restrained on a success. A restrained creature may use its action to make a Strength (Athletics) check against your spell save DC to free itself. If you drop concentration the ice melts instantaneously. A creature which ends its turn restrained by this spell is numbed by the cold and must make a Constitution saving throw or take 6d12 cold damage and gain 1 level of exhaustion, taking half as much damage and suffering no additional effects on a success. Exhaustion levels caused by this spell go away when the spell ends

Design Philosophy: Encasing enemies in ice is a thing in so many other forms of fiction, why isn’t it a thing in DnD? Damage based in part on the 10d6 for whirlwind. Damage is a bit higher, but it can’t affect creatures beyond the initial targets, but entombed creatures slowly go numb, having a harder and harder time escaping and, if stuck for a long time, go into hypothermic shock (high level exhaustion). Changed to exhaustion effect like sickening radiance.

Phantom Light

Conjuration

Class: Bard, Cleric, Druid, Sorcerer, Wizard, Warlock

Level: 4 

Casting time: 1 Action 

Range: 60 feet 

Components: VS

Duration: Concentration, up to 1 hour

You create a light source that only you and creatures which can see into the ethereal plane can see. You may center the light on a point within range or on yourself. If you choose yourself, the light moves with you. You and creatures which can see into the ethereal plane see bright light within a 30 foot radius of the center of the spell and dim light for an additional 30 feet. Ethereal and invisible creatures within the zone of bright light become visible in the material plane.

At Higher Levels: The bright and dim light’s radius each increase by 5 feet per spell level above 4th

Design Philosophy: I try to be a stickler for darkvision rules as much as possible. By the book, a creature with darkvision in total darkness is blind beyond their initial range and has disadvantage on perception checks for the few feet they can see. At the same time, actually casting visible light immediately can give away your location to other things lurking around. So a phantasmal light, visible only to the caster, would allow them to see as well as if they had lit a lantern. Given that only 1 person can see it, it’s a bit less advantageous than a daylight spell so I thought it would be thematically appropriate if it made invisible creatures and ethereal creatures visible to the general public

Venomous Smite

Conjuration

Class: Paladin

Level: 3

Casting time: 1 Bonus Action 

Range: Self 

Components: VS

Duration: Concentration, up to 1 minute 

You conjure a thick green viscous ichor which coats your weapon. The first time you hit with a melee weapon attack during this spell's duration, the attack deals an additional 3d12 poison damage and must make a Constitution save against your spell save DC or become poisoned for the duration, repeating the save at the end of their turn.

At Higher Levels: This spell deals an additional 1d12 poison damage for each level above 2nd

Design Philosophy: Wanted to expand smite options. Poisoning is one of the few effects not inflicted by a smite. While not necessarily on brand for a devotion, redemption, or crown paladin, makes sense for a nature based Ancients paladin or a wrathful Vengeance, Conqueror, or Oathbreaker. D12’s ‘cause I wish more spells would use them

Noxious Breath

Conjuration

Class: Sorcerer, Warlock, Wizard

Level: 7

Casting time: 1 Action 

Range: Self (60 foot cone) 

Components: VS

Duration: Instantaneous

You exhale a plume of poisonous gas in a 60 foot cone emanating from you. Creatures within the cone must make a Constitution save against your spell save DC or take 8d10 poison damage and become poisoned for 1 minute, repeating the save at the end of their turn, taking half as much damage and suffering no other effects on a success. While poisoned, each poisoned creature suffers additional effects based on its current hit points, ending all such effects when they are no longer poisoned.

100 or less The creature is Deafened

50 or less The creature is  Deafened and Blinded

30 or less The creature is Deafened, Blinded, and Stunned

20 or less The creature is Unconscious

At Higher Levels: This spell deals an additional 1d10 poison damage for each level above 7th

Design Philosophy: Poison spells should be able to cause all kinds of status effects. Wanted a high power poison spell for the Green Draconic Sorcerers. Curses and toxins also feel in the warlock wheelhouse. Based the HP based effect slightly on Divine Word. Damage based on Cone of Cold, damage a bit low, but non-concentration status effects is pretty powerful

Seygrin’s Static Surge

Transmutation

Class: Sorcerer, Warlock, Wizard

Level: 6

Casting time: 1 Action 

Range: Self

Components: VS

Duration: concentration up to 10 Minutes

You imbue your body with a powerful static charge, arcs of electricity streak out from your body shedding dim light for 30 feet for the spell’s duration. The arcs don’t harm you. Until the spell ends, you gain the following benefits:

  • You are immune to lightning damage

  • When a creature moves within 15 feet of you for the first time on its turn or begins its turn within 15 feet of you they take 3d4 lightning damage. If the creature is wearing metal armor, they take an additional 1d4 lightning damage

  • You can use your action to make a melee spell attack against a creature within 15 feet. This attack roll has advantage if the creature is wearing metallic armor. On a hit, the target takes 8d4 lightning damage and must make a Constitution saving throw against your spell save DC or become stunned until the end of its next turn

Design Philosophy: Based on the various ‘Investiture’ spells. Turn yourself into a living Vandergraff machine/ Tesla coil. The AOE damage is save free and wide, but fairly low and I think made up for by the fact that the action effect is a single target. Damage is low, but a pretty powerful debuff on failed CON save and often advantaged. I also found it suspicious that there were no lightning stun effects. 10,000 Volts has a way of stopping you in your tracks. Worded the attack roll based on shocking grasp cuz metal is conductive. D4’s cuz nothing uses them

Piercing Note

Evocation

Class: Bard, Sorcerer, Warlock, Wizard

Level: 5

Casting time: 1 Action 

Range: Self (40 foot cone)

Components: V

Duration: Instantaneous

You unleash a loud, high pitched wail in a 40 foot cone emanating from you. Creatures in this cone must make a Constitution save against your spell save DC or take 5d12 thunder damage and become deafened, taking half as much and suffering no other effect on a success. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. You may additionally may select a non-magic object within the cone which has 150 hit points or fewer which immediately breaks.

At Higher Levels: This spell deals an additional 1d12 thunder damage for each level above 5th

Design Philosophy: Wanted another thunder spell. A banshee style shriek felt appropriate. Damage based on Cone of Cold (average 36 for CoC versus 33 for PN) Piercing note is a slightly smaller area for a less resisted form of damage and scales better. Made sense for a sonic spell that propagates conically. Special siege effects for inorganic creatures like shatter with the additional single object resonant frequency breakage. D12’s again cuz underused and I feel like thunder damage could be a bit unpredictable

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