Planar Magick – Planescape-inspired spells for D&D 5th Edition (PART 2)

“One foot in the grave, the other in Hell.”

The powers of the planes return once more for eager mages and priests to study and learn once more!  This list continues my previous post, allowing a full spell list of over 30 new spells scouring countless planes and planar powers alike.  Best get out your art craftin’ books, basher!  It’s time for a multiverse cram session!

Planar Spells Continued…

Axe of Torment – 3rd Level Conjuration; Casting – 1 Action; Range – 30 ft.; Components V, S; Duration – Instantaneous

A giant glowing battleaxe is summoned from another realm.  This axe is forged from absolute despair, terror, and torment.  This axe unleashes absolute fury on a chosen target within range, inflicting 1d8 force damage.  The target must make an Intelligence saving throw.  If they fail, roll a d4 for an additional effect: 1) Suffer an additional 2d8 force damage, 2) be dealt an additional 3d8 force damage, 3) be dealt 2d8 force + 2d8 fire damage, 4) be stunned for 1 round.

Conflagration – 9th Level Evocation; Casting – 1 Action; Range – 60 ft.; Components V, S, M (Burnt Meat, Burnt Cloth); Duration – 1 minute (Concentration)

A single creature is set aflame with this hideous spell, causing them to burn horribly for as long as you can stand it.  The target makes a dexterity saving throw.  Upon failing, they take 15d10 fire damage.  In additional, if the main target is hit, all targets within 10 ft. take 2d6 damage.  They may make a dexterity saving throw for half damage. At the beginning of the original target’s turn, they take an additional 2d6 fire damage as long as the spell is active.

Desert Hell – 6th Level Evocation; Casting – 1 Action; Range – 50 ft. burst within 100 ft.; Components V, S, M (A Pinch of Desert Sand); Duration – Instantaneous

The oppressive power of a hellish desert overwhelms all those within its grasp.  All creatures within the burst are assaulted with burning heat and blinding sands.  Targets must make a Constitution saving throw or take 8d10 fire damage and are blinded until they succeed saving again at the start of their turn.  Success is half damage and no blindness.

Embalming – 1st Level Necromancy; Casting – 1 Action; Range – Touch (1 Undead Creature); Components V, S, M (Embalming Fluid); Duration – 10 minutes

You preserve the flesh of the dead with mystical power, as tears are mended and decay ends.  The target gains 5 temporary hit points and a +2 bonus to their AC for the duration of the spell.

By increasing the level of the spell cast, it becomes more effective.  For every level above 1, increase the temporary hit points by 5 and the duration of the spell by 5 minutes.  The AC bonus of the spell increases by 1 for every 2 levels the spell is increased by.

Enoll Eva’s Duplication – 7th Level Divination; Casting – 1 Full Round; Range – Touch; Components V, S, M (A Sheet of Complex Equations); Duration – 1 round or until discharged

A complex series of mathematical equations are the key to unlocking greater magical potential!  Discovered by the eponymous Enoll Eva, this Guvner was more interested in multiplication factor in various formulas.  By casting this spell, one target within touch range gains the ability to double/copy an action.  If the target makes an attack action and utilizes the spell effect, it may attack again.  Likewise, if the target uses a spell while utilizing the effect, the spell is cast again in the same round without using another slot.  However, this spell must be 7th level or lower.

By casting Enoll Eva’s Duplication at a higher level, the target may also duplicate higher level spells.  For every level cast about 7, the target may affect a spell of the same level.

Elemental Shield – 3rd Level Abjuration (Ritual); Casting – 1 Action; Range – Self; Components V, S; Duration – 1 Minute

Power of the Elemental Planes imbues you and even revitalizes you in the process inside a barrier.  At the start of a long rest, choose an elemental damage type.  While this spell is active, you gain immunity to that damage.  In addition, while someone tries to attack you with that damage, you get 1d4+your casting stat hit points back once per round.

Elysium’s Tears – 3rd Level Evocation; Casting – 1 Action; Range – 100 ft. (1 creature); Components V, S; Duration – Instantaneous

Tears of celestial beings are shed in response to evil acts, these tears burn all of those they touch in divine retribution.  The caster gathers these tears and fires them at a nearby foe, using their attack roll plus their casting stat.  When using this spell, you conjure 2 tears which you may attack a target with.  Each tear does 3d8 radiant damage.

By casting this spell at higher levels, you can increase the number of radiant tears.  For every spell slot higher than 3, gain 1 extra tear.

Elysium’s Storm – 9th Level Evocation; Casting – 1 Action; Range – 50 ft. burst within 150 ft.; Components V, S; Duration – Instantaneous

The full divine wrath of the Heavens is unleashed on the realms below!  The sky opens as radiant white fire rains down upon the affected area.  The meteor blast deals 20d10 radiant damage, creatures such as fiends and undead take an additional 10d10 radiant as well.  The affected targets can make a dexterity saving throw for half damage.

Fire and Ice – 5th Level Evocation; Casting – 1 Action; Range – 30 ft. burst within 120 ft.; Components V, S; Duration – Instantaneous

A red sphere of fire and a blue sphere of ice fly out and explode upon a target; the area is incinerated and then frozen.  The red sphere deals 5d8 fire damage, while the blue sphere deals 5d8 cold damage.  A successful dexterity save halves the total damage.

Frigid Plating – 3rd Level Abjuration; Casting – 1 Action; Range – Self; Components V, S; Duration – 10 Minutes

Translucent ice surrounds the wearer’s armor, forged from the Plane of Ice itself.  While active, the wearer has resistance to non-magical weapons as well as fire damage.  When you have taken over 20 damage (factoring resistance) while this armor is active, it melts away.

By casting this spell at higher levels, it becomes more effective.  For every spell level beyond 3, add an extra 10 damage you can take before the armor melting away.

Hexing Orb – 2nd Level Evocation; Casting – 1 Action; Range – 30 ft.; Components V, S; Duration – Instantaneous

The caster creates a large magical orb of energy (Acid, Cold, Fire, Lightning, Thunder), which weakens and slows a target as well.  The damage type is chosen before the attack.  The caster makes a ranged attack using the spell modifier for attack.  Upon hit, the spell does 2d8 points of damage from one of the above damage types.  If the attack hits, the target also takes disadvantage on attack rolls as well as strength and dexterity saving throws for 1 round.

By casting this spell at higher levels, it becomes more effective.  For every spell level beyond 2, you increase the damage dealt by 2d8 and the disadvantage lasts for an extra round.

Howl of Pandemonium – 6th Level Conjuration; Casting – 1 Action; Range – Burst 30 ft. from self; Components V; Duration – 1 Minute (Concentration)

Taking power from the twisted plane of Pandemonium, you unleash wailing scream that incapacitates all within reach.  At the beginning of their turn, targets must make Wisdom saving throws or be unable to hear anything around them as well as use verbal components for spells as long as the spell is active.  Furthermore, they gain disadvantage on attacks and saving throws.  Even after the spell has ended, these effects last 1 minute following the spell’s ending.

Ignus’ Fury – 8th level Evocation; Casting – 1 Action ; Range – 50 ft. burst within 200 ft.; Components V, S; Duration – Instantanteous

Many in the Cage fear the name “Ignus”, for it brings to mind a fire mage driven mad by his desire to destroy.  In his attempt to burn down part of Sigil, he was forever imprisoned in a gateway between the Plane of Fire.  His destructive power is passed down to you, allowing you to draw from the Plane of Fire too, unleashing an eruption of flaming entropy.  Creatures within the burst take 12d10+casting modifier fire damage.  Targets take half damage if they save a dexterity saving throw.

Mass Embalming – 3rd Level Necromancy; Casting – 1 Action; Range – Burst 20 ft. from caster; Components V, S, M (Embalming Fluid); Duration – 10 Minutes

This spell works exactly like embalming (cast as a level 1 spell), except it targets up to three undead creatures within your burst.  Increasing spell levels works as if you modified embalming.  Boosting this spell by 2 levels each adds another undead creature you can affect.

Mechanus Cannon – 8th Level Conjuration; Casting – 1 Action; Range – 60 ft; Components V, S; Duration – Instantaneous

Mechanus strives to bring total logic, order and justice upon an illogical universe.  This spell is just one of those means to an end.  A large beam composed of energy derived from belief in logic, various equations and ideals shoots from a cannon in Mechanus.  When the spell is cast, a message is sent to Mechanus engineers to fire their cannon at the requested target.  Meanwhile, on the caster’s plane, the blast shoots through dimensions and blasts the target for 15d10 force damage, with saving throw for half damage.

Prismatic Lance – 4th Level Evocation; Casting – 1 Action; Range – 120 ft. line; Components V, S; Duration – Instantaneous

A lance of prismatic shining energy flies from you, slamming into a desired target from a terrifying distance.  Make a ranged attack using your spell modifier.  Upon hit, the target takes 10d6 damage.  The damage is chosen from the following: Fire, Cold, Acid, Lightning or Thunder.

Seeking Flames – 1st Level Enchantment; Casting – 1 Action; Range – 60 ft.; Components V, S, M (pinches of ashes and salt); Duration – 1 Minute

You shoot an ominous dancing ball of fire towards an opponent as its hexing burn spreads in the nearby area.  When you use this spell, the target and all creatures within 20 feet of them must make a charisma saving throw.  Failure results in their next attack or saving throw roll being rolled at disadvantage.

Stygian Ice Storm – 7th Level Conjuration; Casting – 1 Action; Range – 25 ft. burst with 50 ft.; Components V, S; Duration – Instantaneous

This terrifying spell summons a wretched shower of ice from the Fifth Layer of Baator, Stygia.  All those caught within the blast are smite by crushing cold power.  Even worse is the fact that the power of the River Styx influences this spell, as it’s connected to Stygia.  Targets take 8d12 cold damage.  Succeeding on a Constitution saving throw halves this damage.  Creatures who take full damage must also make a Charisma saving throw or suffer the effects of the Confusion spell for 1d6 rounds, due to the forgetful waters of the River Styx.

The Nameless One’s Rune of Torment – 9th Level Conjuration; Casting 1 Action; Range – 50 ft. from you; Components V, S, M (A Symbol of Torment); Duration – Instantaneous

Originally forged by an immortal being called “The Nameless One”, this spell is the true embodiment of personal torment unleashed upon a foe.  A rune symbolic of anguish and frustration appears and stretches 50 feet around you.  All creatures within the burst take 15d10+casting modifier force damage with no saving throw.

Volcanic Rain of Gehenna – 5th Level Evocation; Casting – 1 Action; Range – 120 ft.; Components V, S, M (a vial of corrupted oil); Duration – Instantaneous

A fiery stream of burning hatred rains down from a brief portal from Gehenna.  The chosen target is struck with this dreadful blast as a meteor-like strike impacts them and 5 feet around them.  The victim takes 1d6 fire damage, 1d6 necrotic damage and 1d6 bludgeoning damage.  Everyone within 5 feet takes 1d4 fire damage and 1d4 necrotic damage.  The damage is halved on a successful dexterity save.  The bludgeoning counts as magical.  You may use up to 3 meteors, which may select any targets within range.

By casting this spell at higher levels, it becomes more effective.  For every spell level beyond 5th, you gain an extra meteor.

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2 thoughts on “Planar Magick – Planescape-inspired spells for D&D 5th Edition (PART 2)

  1. Pingback: Baba Yaga and her Dancing Hut | Daemons & Deathrays

  2. Pingback: Planar Magick – Planescape-inspired spells for D&D 5th Edition (PART 1) | Daemons & Deathrays

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