Planar Magick – Planescape-inspired spells for D&D 5th Edition (PART 1)

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Of course I’ll teach you my magical knowledge… after you take care of some tasks for me…

The planes holds countless secrets, countless beings, and countless magicks!  Some are willing to share their knowledge with the multiverse, while others keep their secrets and will keep to protect them; extraplanar forces are no exception.  For those lucky enough, the powers of the cosmos begin to fall into their hands.  Their ideals grow stronger as the planes begin to change alongside them.  At the very least, their ideals shape into new spells, crafted from distant points of reality.

Spells by Class.

Bard

Lv. 1.  Avoid Planar Effects, Seeking Flames

Lv. 2.  Blood Bridge, Black Barbed Curse

Lv. 3.  Black Barbed Shield

Lv. 4.  Chaotic Blast

Lv. 6.  Black Barbed Transformation, Howl of Pandemonium

Lv. 7.  Enoll Eva’s Duplication

Cleric

Lv. 1.  Avoid Planar Effects, Embalming

Lv. 3.  Armor of Acheron, Diabolic Barb Blast, Elysium’s Tears, Frigid Plating, Infernal Shield, Mass Embalming

Lv. 4.  Chaotic Blast

Lv. 6.  Aqueous Air

Lv. 7.  Stygian Ice Storm, Enoll Eva’s Duplication

Lv. 8.  Mechanus Cannon

Lv. 9.  Elysium’s Fires, Conflagration, Symbol of Torment

Druid

Lv. 1   Avoid Planar Effects, Seeking Flames

Lv. 2.  Black Barbed Curse, Adder’s Kiss

Lv. 3.  Black Barbed Shield, Frigid Plating

Lv. 5.  Black Barbed Transformation

Lv. 7.  Stygian Ice Storm

Paladin

Lv. 3.  Armor of Acheron, Elysium’s Tears, Frigid Plating

Ranger

Lv. 1.  Avoid Planar Effects

Lv. 2.  Black Barbed Curse

Lv. 3.  Black Barbed Shield

Lv. 4.  Black Barbed Transformation

Sorcerer

Lv. 1.  Avoid Planar Effects, Embalming, Seeking Flames

Lv. 2.  Adder’s Kiss, Blood Bridge, Infernal Orb

Lv. 3.  Axe of Torment, Diabolic Barb Blast, Mass Embalming

Lv. 4.  Blacksphere, Chaotic Blast, Dissolve, Prismatic Lance

Lv. 5.  Ash Blast, Fire and Ice

Lv. 6.  Aqueius Air, Howl of Pandemonium

Lv. 7.  Stygian Ice Storm, Enoll Eva’s Duplication

Lv. 8.  Mechanus Cannon, Ignus’ Fury

Lv. 9.  Abyssal Fury, Conflagration, Symbol of Torment

Warlock

Lv. 2.  Adder’s Kiss, Black Barbed Curse, Blood Bridge, Infernal Orb, Seeking Flames

Lv. 3.  Black Barbed Shield, Blade Storm, Diabolic Barb Blast, Infernal Shield, Mass Embalming

Lv. 4.  Chaotic Blast

Lv. 5.  Ash Blast, Black Barbed Transformation, Fire and Ice

Lv. 6.  Desert Hell, Howl of Pandemonium

Lv. 7.  Stygian Ice Storm

Lv. 8.  Ignus’ Fury

Lv. 9.  Abyssal Fury, Conflagration, Symbol of Torment

Wizard

Lv. 1.  Avoid Planar Effects, Embalming, Seeking Flames

Lv. 2.  Blood Bridge, Infernal Orb

Lv. 3.  Axe of Torment, Blade Storm, Diabolic Barb Blast, Elysium’s Tears, Infernal Shield, Mass Embalming,

Lv. 4.  Blacksphere, Chaotic Blast, Dissolve, Prismatic Lance

Lv. 5.  Ash Blast, Fire and Ice, Gehenna Volcanic Rain

Lv. 6.  Aqueous Air, Desert Hell, Howl of Pandemonium

Lv. 7.  Stygian Ice Storm, Enoll Eva’s Duplication

Lv. 8.  Mechanus Cannon, Ignus’ Fury

Lv. 9.  Abyssal Fury, Elysium’s Fire, Conflagration, Symbol of Torment

……….

Abyssal Fury – 9th Level Conjuration; Casting – 1 Action; Range – 60 ft.; Components V, S, M (a demon’s fingerbone); Duration – Instantaneous

From the wretched bowels of the Abyss, a demonic form rises and drags a foe into the abyss, unleashing absolute brutality upon them.  A portal emerges below your foe as demonic claws try to grab at them.  The target must make a dexterity saving throw or be sucked into the void.  The target must then make a constitution saving throw.  Failure results in their destruction within the Abyss.  Alternatively, they return unconscious with 2 death saving throw failures.  If they reach 3 because of this, they are destroyed in the Abyss.  Success results in them returning to their previous location and taking 10d10 force damage.

Adder’s Kiss – 2nd Level Evocation; Casting – 1 Action; Range – 120 ft.; Components V, S, M (vial of venom); Duration – 4 rounds (concentration)

As if shot from a snake-like creature of the Lower Planes, you conjure and infect a foe with deadly burning venom.  The target must make a dexterity saving throw against your attack or take 2d6 acid damage.  Furthermore, at the beginning of its turn, it takes an extra 1d8 poison damage as the poison takes its effect.  This later effect does not stack with the same spell.

By casting this spell at a higher level, you may increase the preliminary acid damage taken by 2d6 and the duration by another round for every level after 2.

Aqueous Air – 6th Level Transmutation; Casting – 1 Minute; Area – 60 ft. (from caster); Components V, S; Duration – 8 hours

You alter an area around you to have the properties of both air and water.  Creatures who can only breath water can breath normally in air while in the area of effect.  Likewise, visa-versa.  Furthermore, you can swim through the affected air, as if it was water.  If cast and maintained continuously, it might be possible for strange hybrid ecosystems to occur.

Armor of Acheron – 3rd Level Abjuration; Casting – 1 Action; Range – Self.; Components V, S, M (scrap metal); Duration – 1 minute (concentration)

The spell creates a suit of divine armor, born from the war torn plane of Acheron.    The armor looks bulky and covered in spikes, granting one of two effects; You gain an AC of 20 (not counting bonuses from shields) or you gain resistance to non-magical weapon attacks.

Avoid Planar Effects – 1st Level Abjuration; Casting – 1 Action; Range – 60 ft. (1 creature); Components V; Duration – 1 minute

When cast on a willing subject, they are granted an immunity to negative planar effects and damage from the environment; this includes extreme temperatures, poison gases, lack of air, and other planar conditions.  Traps, spells, and magical effects caused by planar creatures and the like are not affected by this spell.

By casting this at a higher level, you increase the duration and number of targets affected.  For every spell level you increase by 1, this spell lasts 1 more minute and affects 1 extra subject.

Ash Blast – 5th Level Evocation; Casting – 1 Action; Range – 30 ft. Cone; Components V, S; Duration – Instantaneous

Taken from a demiplane between the Negative plane and the Fire plane, a stream of ashes pours forth and chokes your team.  All in your path are blasted with a stream of chilling ashes, choking those in the way.  Those within the effective area take 5d10 cold damage and are incapacitated for 1 round.  Successful save warrants half damage and no other effects.  Creatures from the demiplane or creatures who don’t breathe can’t get incapacitated by this spell.

Black Barbed Curse – 2nd Level Conjuration; Casting – 1 Action; Range –  50 ft. (1 creature); Components V, S; Instantaneous

Using the power of Night Hags’ dark magicks, you hex a foe with twisted seeds.  The seeds quickly sprout and scratch at the foe all over their body.  You conjure the seeds upon a target within your distance, they take 3d12 piercing damage upon a failed Constitution saving throw.  Save causes half damage instead.

Black Barbed Shield – 3rd Level Abjuration; Casting – 1 Action; Range – Self; Components V, S; Duration – 5 rounds

The dark forces of the Night Hag empower the caster with similar barbed branches.  However, instead of harming, it bolsters your defenses.  You gain a +2 bonus to AC.  Also, melee attacks against you cause the attacker to take 1d6+2 piercing damage; this damage counts as magical.

Black Barbed Transformation – 5th Level Transmutation; Casting – 1 Action; Range – Touch (1 Creature); Components V, S; Duration – 5 rounds

The twisted powers of the Night Hag allow you to warp an ally into a worthy minion.  With this spell, you twist a willing subject into a black-barbed horror.  This is a polymorph effect that turns the target into a plant-like creature, gaining the following: resistance to fire and cold damage, 2 slam attacks (dealing 1d12 bludgeoning each), resistance to non-magical/non-cold-iron weapons, +2 bonus to Strength and Constitution and a +2 bonus to AC for the duration of the spell.  Unwilling subjects may roll a Charisma saving throw to avoid the effects.

By increasing the level of the spell slot used, you may make this transformation more brutal.  For every spell slot you increase the spell by, add an extra 5 rounds to duration.

Blacksphere – 4th Level Evocation; Casting – 1 Action; Range – 20 ft. burst within 60 ft; Components – V, S; Duration – 1 round

You summon a sphere of total darkness over foes.  They must make a Dexterity saving throw or be trapped with it.  Any creature that fails the save takes 2d6+2 force damage and is locked within the sphere for 1 round.  The sphere is opaque and nothing penetrates it.

Blade Storm – 3rd Level Conjuration; Casting – 1 Action; Range – 120 ft (within 30 ft. burst of the first target); Components V, S, M (a shard of metal from Ocanthus)

Shards and scraps of metal from Ocanthus, third layer of Acheron, fly at your opponents in war-like frenzy.  You may conjure up to 4 shards, which may hit any creature within a 30 ft. radius of the first target.  You must roll a ranged attack using your spell modifier and attack bonus, dealing 1d10+spell modifier each.

By increasing the level of the spell slot used, you add more shards to your arsenal.  For every spell slot above level 3, add one extra shard to attack with.

Blood Bridge – 2nd Level Necromancy; Casting – 1 Action; Range – Touch (1 Creature); Components V, S; Duration – Instantaneous

You gain the ability to infuse an ally with both blood and life… at the cost of both of your own.  Upon touching the desired target, the spellcaster drains blood from their own body as it swirls in the air and flows into its new host; as wounds begin to close and bleeding halts.  The target is healed for 2 x your spellcasting level.  You can choose to lessen the amount given.  However, you lose HP equal to the amount transferred to your ally.

Chaos Blast – 4th Level Evocation; Casting – 1 Action; Range – 30 ft. burst from caster; Components V, S, M (flesh from a devil, angel, or orderly creature); Duration – Instantaneous

From the vile hands of a Marilith called Theiras, you gain the power to sow a little chaos upon the field.  You project a wave of knocking force in a 30 ft. burst from you.  Creatures hit by this attack must make a dexterity saving throw or take 6d8 force damage and be knocked prone.  Success on the save causes half damage and no prone effect.

Diabolic Barb Blast – 3rd Level Transmutation; Casting – 1 Action; Range – Burst 30 ft. from caster; Components V, S; Duration – Instantaneous

Forged by the infernal inhabitants of the Nine Hells, this torturous spell inflicts painful spiked barbs upon their victims.  When cast, these barbs fly out within 30 ft. of the caster and attack anything within the blast.  Targets must make a dexterity saving throw or suffer 3d6 piercing damage and 3d6 slashing damage.  In addition, their movement is impeded by half for 1 minute.  A successful save causes half damage and no movement penalty.

Dissolve – 4th Level Transmutation; Casting – 1 Action; Range – Touch (1 creature/object); Components V, S, M (Doomguard Symbol or a lodestone, a pinch of dust); Duration – Instantaneous

A downgraded version of disintegrate known by magic-users within the Doomguard, this spell is made to deliver quick and efficient death.  The target must make a Constitution saving throw against the spell or take 5d6+30 force damage.  Just like disintigrate, creatures brought to 0 HP are disintegrated.

Using a higher level spell slot increases the power of this spell by 3d6 damage per spell slot above 4th.

PART TWO CAN BE FOUND HERE!

IMAGE CREDIT: Princes of the Damned – Paizo

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4 thoughts on “Planar Magick – Planescape-inspired spells for D&D 5th Edition (PART 1)

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