The Stormchaser Overhaul
Legacy Edition
Part 3: The Rules of Magic
PART 3
The Rules of Magic
Spellcasting
What is a Spell?
Spell Points
One way to modify how a class feels is to change how it uses its spells. With this variant system, a character who has the Spellcasting feature uses spell points instead spell slots to fuel spells. Spell points give a caster more flexibility, at the cost of greater complexity.
In this variant, each spell has a point cost equal to its level. Cantrips don't require slots and therefore don't require spell points. A spellcaster's maximum spell level is the same as if they were using spell slots.
Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can't reduce your spell point total to less than 0, and you regain all spent spell points when you finish a long rest.
The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum level of spell slot that you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.
Bards, clerics, druids, sorcerers and wizards count as full casters for the purposes of the Spell Points by Level table. Paladins and ranger are half casters, and fighters (Eldritch Knights) and rogues (Arcane Tricksters) are subclass casters.
The stress of casting more than one spell of 6th level or higher per long rest weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take one dice of necrotic damage per level of that spell. This damage can't be reduced or prevented in any way.
Spell Level | Damage | Spell Level | Damage |
---|---|---|---|
6th | 1d4 | 8th | 1d8 |
7th | 1d6 | 9th | 1d10 |
Spellcasters may spend their HD as a part of a rest to regain spell points. Full casters regain 1d4 spell points per HD. Half casters regain 1d2 spell points per HD. Subclass casters regain 1 spell point per HD.
Long vs. Short Rest Casting
If you wish to play a long rest spellcasting class who regains their spell points or spell slots on a short rest, simply divide their total number of spell points or spell slots per spell level by 3.
Similarly, if you wish to play a warlock or ranger who regains their spell points or spell slots on a long rest, simply multiply their total number of spell points or spell slots per spell level by 3.
Spell Points by Level
Class Level | Full Caster | Half Caster | Subclass Caster |
---|---|---|---|
1st | 2 | 0 | 0 |
2nd | 3 | 2 | 0 |
3rd | 8 | 3 | 2 |
4th | 10 | 3 | 3 |
5th | 16 | 8 | 3 |
6th | 19 | 8 | 3 |
7th | 23 | 10 | 8 |
8th | 27 | 10 | 8 |
9th | 36 | 16 | 8 |
10th | 41 | 16 | 10 |
11th | 47 | 19 | 10 |
12th | 47 | 19 | 10 |
13th | 54 | 23 | 16 |
14th | 54 | 23 | 16 |
15th | 62 | 27 | 16 |
16th | 62 | 27 | 19 |
17th | 71 | 36 | 19 |
18th | 76 | 36 | 19 |
19th | 82 | 41 | 23 |
20th | 89 | 41 | 23 |
Rituals
Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes longer to cast than normal, as defined by the following table:
Spell Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
Casting Time (Minutes) | 1 | 5 | 10 | 15 | 20 | 30 | 45 | 60 | 90 |
Casting a Spell
In order to cast a spell, you must have an ability score in the spellcasting ability equal or higher than 10 + spell's level.
Casting Time
- You may cast as many spells in one turn as your action economy allows, regardless of spell level.
- A single casting of a spell may only be triggered by an action once per round.
Duration
Concentration
You can concentrate on a maximum number of spells equal to your spell casting ability modifier (minimum of one).
Whenever you take damage while you are concentrating on spells, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 plus the levels of all spells, or half the damage you take, whichever number is higher. Wound damage counts as five points of damage for the purpose of determining this DC.
Additionally, concentrating on a second spell simultaneously imparts a level of exhaustion. While you are concentrating on spellcasting, the level of exhaustion cannot be removed by any means. Concentrating on a third spell simultaneously imparts an additional two levels of exhaustion, for a total of three. Concentrating on a fourth spell simultaneously imparts an additional three levels of exhaustion for a total of six. Deadly exhaustion that is accumulated in this way only kills you when the last spell that you are concentrating on ends.
Attack Rolls
Cantrips with an attack roll add the casting stat modifier to their damage.
Spell Combos
When two spellcasters act together they can cast spells in unison for increased potency. This might be possible due to a special connection such as their shared history, ancestry, or another factor that bonds them in some way.
In order to do this, the two spellcasters must be adjacent to one another, or otherwise coordinate their positioning appropriately, and act simultaneously via readied actions or other, similar, means. For example, two spell casters might perform a spell combo from opposite sides of the target.
In order to successfully combine their spells, each spellcaster must succeed on a proficient spellcasting attribute check of DC 10 plus the level of the spell they are casting (cantrips are level 0 spells). If either of these skill checks fail, the spells function normally.
If these skill checks succeed, both spell attack rolls have advantage and saving throws against them, including concentration checks, are made at disadvantage.
Spell Damage Type Interaction
Some spell damage types cannot be effectively combined, while others make for especially potent combinations. If a damage type is boosted by another then damage die of that type may reroll 1s or 2s.
Opposing Damage Types
- Acid and Lightning/Thunder
- Cold and Fire
- Necrotic and Radiant
Boosted Damage Types
- Acid is boosted by Fire
- Bludgeoning is boosted by Thunder
- Cold is boosted by Acid
- Fire is boosted by Lightning
- Lightning is boosted by Cold
- Necrotic is boosted by Poison
- Poison is boosted by Piercing
- Piercing is boosted by Bludgeoning
- Radiant is boosted by Slashing
- Slashing is boosted by Necrotic
- Thunder is boosted by Radiant
Chapter 11: Spells
Cantrips
Blade Ward
This spell’s duration increases by 1 round when you reach 5th level (2 rounds), 11th level (3 rounds), and 17th level (4 rounds).
Control Flames
The cube of flame that can be controlled increases by 5-feet when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube).
Dancing Lights
The number of lights created increases by 4 when you reach 5th level (8 lights), 11th level (12 lights), and 17th level (16 lights).
Encode Thoughts
This spell’s duration increases by 8 hours when you reach 5th level (16 hours), 11th level (24 hours), and 17th level (32 hours).
Friends
This spell’s duration increases by 1 minute when you reach 5th level (2 minutes), 11th level (3 minutes), and 17th level (4 minutes).
Guidance
This spell’s dice size increases by 1 when you reach 5th level (1d6), 11th level (1d8), and 17th level (1d10).
Gust
Instead of pushing the target 5 feet, Gust can also be used to knock them prone, similarly to the shove action.
The distance a creature can be pushed increases by 5-feet when you reach 5th level (10-feet), 11th level (15-feet), and 17th level (20-feet).
Light
This spell's radius increases by 20-feet when you reach 5th level (40-feet), 11th level (60-feet), and 17th level (80-feet).
Mage Hand
This spell's weight limit increases by 10-pounds when you reach 5th level (20-pounds), 11th level (30-pounds), and 17th level (40-pounds).
Magic Stone
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Mending
This size of object that can be mended increases by 1-foot when you reach 5th level (2-feet), 11th level (3-feet), and 17th level (4-feet).
Message
This spell's range increases by 120-feet when you reach 5th level (240-feet), 11th level (360-feet), and 17th level (480-feet).
Minor Illusion
The maximum size of the illusion increases by 5-feet when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube).
Mold Earth
The cube of earth that can be controlled increases by 5-feet when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube).
Prestidigitation
The maximum number of active effects increases by 3 when you reach 5th level (6), 11th level (9), and 17th level (12).
Resistance
This spell’s dice size increases by 1 when you reach 5th level (1d6), 11th level (1d8), and 17th level (1d10).
Shape Water
The cube of water that can be controlled increases by 5-feet when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube).
Shillelagh
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Shock
Evocation Cantrip
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a spark of lightning at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Spare the Dying
Necromancy Cantrip
Casting Time: 1 Action
Range: 5 feet
Components: V, S
Duration: Instantaneous
You touch a living creature. If the creature is suffering from bleed, the bleeding ceases. If the creature has 0 wound points, it becomes stable. This spell has no effect on undead or constructs.
This spell's range increases by 5-feet when you reach 5th level (10-feet), 11th level (15-feet), and 17th level (20-feet).
Thaumaturgy
The maximum number of active effects increases by 3 when you reach 5th level (6), 11th level (9), and 17th level (12).
Touch of Combustion
Evocation Cantrip
Casting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: Instantaneous
Make a melee spell attack against the target. On a hit, the target ignites in a violent burst of flame, dealing 1d6 points of fire damage, and must make a Dexterity saving throw. If the target fails the Dexterity saving throw, it also catches on fire. If the target catches fire, on the first round thereafter, creatures adjacent to it (including you) must each succeed at a Dexterity saving throw or take 1d4 points of fire damage.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals 2d6 fire damage to the target on a hit, and the fire damage to adjacent creatures increases to 2d4. Both damage rolls increase again at 11th level (3d6 and 3d4) and 17th level (4d6 and 4d4).
True Strike
This spell’s duration increases by 1 round when you reach 5th level (2 rounds), 11th level (3 rounds), and 17th level (4 rounds).
Level 1
Anointed Skull's Midnight Whispers
1st level Enchantment
Casting Time: 1 Action
Range: Self (10-foot radius)
Components: V, S, M
Duration: Until Dawn
After anointing an undamaged skull in droplets of water from the Godsblood, hide it in a place where neither sun nor moon nor starlight will ever touch it. Upon casting this spell, the skull will begin to whisper. Said whispers ooze from you. Anything that is hostile towards you within 10 feet is terrorized by the whispers until they leave said radius. A creature terrorized can only commit simple acts, such as running, screaming, or untrained attacks. The morning after this spell is cast, the skull is destroyed and the spell ends.
Arcane Armour
1st level Abjuration
Casting Time: 1 Action
Range: Touch
Components: V, S, M (A strip of leather.)
Duration: 8 Hours
You touch a willing creature. Until the spell ends, a protective magical force surrounds the target and its DR and coverage can't be less than 3 and 2, respectively, regardless of what kind of armour it is wearing. The spell ends if you dismiss the spell as an action.
Bare the Slave's Heart
1st level Enchantment (Ritual)
Casting Time: 1 Minute
Range: Touch
Components: V, S, M
Duration: Instantaneous
Take the preserved heart of a slave and wrap it in hempen cord when you cast this spell. The next creature who touches this heart barehanded will become a slave to the spell's caster until the heart is destroyed or the magic dispelled. A slave will not do anything to harm itself or any friends it has, but will perform any manner of menial task for its master. An undead creature, or anything that is barbarous, will be immune to this enchantment.
Bedrest
1st level Abjuration (Ritual)
Casting Time: 1 Minute
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch recovers up to two levels of exhaustion on its next long rest, instead of the usual one. Additionally, this rest counts as 24 hours of bedrest for the purposes of healing injuries.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target recovers one additional level of exhaustion for each slot level above 1st.
Cure Wounds
1st level Evocation
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains vigour equal to its hit die + your spellcasting ability modifier. This spell has no effect on undead or constructs. When rolling hit die, use the die size that the creature has the most levels with. When two die sizes are tied, take the larger.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by one die for each slot level above 1st.
Detect Evil and Good
1st level Divination (Ritual)
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Gift Them Their Misfortune
1st level Necromancy
Casting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: Instantaneous
When you are missing hit points, suffer 1 damage as you smear the wound with bewitched ointments of your own make. Then smear the blood-oil produced on another creature. It will lose twice the hit points you have lost.
Healing Word
1st level Evocation
Casting Time: 1 Bonus Action
Range: 60 ft
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains vigour equal to 1d4 + your spellcasting ability modifier. If the creature has a d10 or d12 hit die, it regains vigour equal to 1d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by one die for each slot level above 1st.
Hunter's Mark
1st-level Divination
Casting Time: 1 reaction, which you may take whenever you see a creature within 90 feet of you
Range: 90 feet
Components: None
Duration: Concentration, up to 1 hour
Until the spell ends, you deal an extra 1d4 damage to a creature you can see whenever you hit it with a weapon attack, and you have advantage on Perception and Survival checks to find it. If the target drops to 0 hit points before this spell ends, you can use a reaction on a subsequent turn to mark a new creature.
Hunter's Mark also allows the caster to sense the relative direction and distance of their marked target for the duration of the spell.
At Higher Levels: When you cast this spell at 2nd level, you deal 1d6 damage. When you cast this spell at 3rd level, you deal 1d8 damage and can concentrate for up to 8 hours. When you cast this spell at 4th level, you deal 1d10 and can concentrate for up to 8 hours. If you use a slot of 5th level or higher, you deal 1d12 damage and can concentrate for up to 24 hours.
Inflict Wounds
This spell can choose to deal 1 wound per die of damage, instead of the rolled vigour damage.
Lesser Darkvision
1st level Transmutation
Casting Time: 1 Minute
Range: Self
Components: S
Duration: Concentration, up to 8 hours
You kneel down and meditate for one minute - adjusting to the darkness. After completing this meditation, your eyes have a slight glow and you are granted the ability to see in the dark. For the duration, you have darkvision out to a range of 60 feet. If exposed to direct sunlight, you must make a DC 10 concentration check in order to maintain the spell.
Magic Missile
This spell strikes with perfect precision and thus ignores armour DR.
Nail to Them the Nomad's Curse
1st level Necromancy (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: Instantaneous
Write upon papyrus the wrongs a creature has committed and nail them to its home or lair. For every wrong written, the creature will be unable to return to its home and unable to rest anywhere else. At the dawn of every day, one of the wrongs disappears. Creatures who are unable to rest due to this curse take 1d6 damage at the dawn of every day, and they cannot rest to regain hit points.
Stolen Memories
(Replaces Mage Armour)
1st level Necromancy
Casting Time: 1 Action
Range: Touch
Components: V, S, M (Grave dirt.)
Duration: 8 Hours
You touch a willing creature and until the spell ends it receives the some of the experiences of a warrior of legend. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if you dismiss the spell as an action.
Tongue that Dream-Speaks
1st level Divination (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: Instantaneous
Split your tongue with a bronze dagger and read aloud a text before you. You need not understand it or know the language, and you have 1 round with which to read. When you are done, sleep. In your dreams you will understand all that you read and wake with a tongue healed. This spell allows you to understand even the ciphered text of other spellbooks.
Ward the Evil Eye
1st level Abjuration
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous
Cover one eye in its entirety when you cast this spell. While covered, no one may target you with a spell, but will instead target the creature nearest to you. Lasts until your eye is uncovered.
Level 2
Beget the Nest of Crowns
2nd level Conjuration
Casting Time: 1 Action
Range: Self (600-foot radius)
Components: V, S, M
Duration: Instantaneous
Affix upon your brow a crown of twigs and feathers as a part of casting this spell. Birds without number will then cloud the heavens above and descend. All within 600 feet is considered obscured, ranged missiles will not hit their marks, no one can move more than 10 feet per round, and all sound is drowned by their chirping. These birds swarm until somehow killed en masse or dispelled. This spell is useless indoors.
Blind the Readers of These Spells
2nd level Necromancy (Ritual)
Casting Time: 1 Minute
Range: Touch
Components: V, S, M
Duration: Until dispelled or triggered
Upon your spell book, light incense when you cast this spell. When someone attempts to decipher your spell book, or attempts to cast a spell that lets them do so, they will be blinded for 1d6 days time. Even a creature with no training in magic trying to read your spellbook will fall victim to this spell. After 1 creature is cursed in this manner, the spellbook is no longer protected.
Consecrate/Desecrate
2nd level Evocation
Casting Time: 1 Action
Range: Touch
Components: V, S, M (A vial of holy water and 25 gp worth of silver dust, all of which must be sprinkled around the area.)
Duration: 8 Hours
This spell blesses or curses an area. Creatures have disadvantage on saving throws against channel divinity within this area.
Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, undead creatures within the area suffer disadvantage on attack rolls and saving throws.
An undead creature created within or summoned into a desecrated area gains +1 vigour per HD. If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, undead creatures within the area gain advantage on attack rolls and saving throws.
You cannot consecrate/desecrate an area with a similar fixture of a deity other than your own patron. Instead, the spell curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
Disfiguring Touch
2nd level Transmutation
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: 3 Days
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. The victim of this spell grows hideously disfigured. The physical appearance of the deformity is subject to the caster’s whim (most demon worshipers choose deformities that reflect their Abyssal patron’s shape or form).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's duration increases by 2 days for each slot level above 2nd.
Dusk that Settles On Mud
2nd level Transmutation (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: 1 Round
Sprinkle the dust of a black ore onto clay, mud, soil, brick, limestone, or any other earthen substance. It will turn into constricting, hard, black metal and shrink slowly in size. A 10 foot cube of earth can be enchanted in this way. After 1 round, it will have shrunken down to the size of a pebble.
Enlarge/Reduce
2nd level Transmutation
Casting Time: 1 Action
Range: 30 ft
Components: V, S, M (A pinch of powdered iron.)
Duration: 1 Minute (Concentration)
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws, and its walking speed increases by 5 feet. The target's weapons also grow to match its new size and deal 1d4 extra damage.
Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws, and its walking speed decreases by 5 feet. The target's weapons also shrink to match its new size and deal 1d4 less damage (this can't reduce the damage below 1).
Gust of Wind
Just as for Gust, Gust of Wind can be used to knock targets prone instead of pushing them 5 feet, similarly to the shove action.
Keep Dead the Dead
2nd level Necromancy (Ritual)
Casting Time: 1 Minute
Range: Touch
Components: V, S, M
Duration: Instantaneous
Gather the blood of a wounded creature and imbibe it when you cast this spell. The creature cannot ever be brought back from the dead, as its body will turn to sour soil upon death, unfit for the hosting of a soul.
Lesser Restoration
Lesser Restoration restores one level of exhaustion.
Moonbeam
2nd level Evocation
Casting Time: 1 Action
Range: 120 feet (5-foot radius)
Components: V, S, M (Several seeds of any moonseed plant and a piece of opalescent feldspar.)
Duration: 1 Minute (Concentration)
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When the spell is first cast and at the end of each of your turns for the spell's duration, any creature within the spell's area is engulfed in ghostly flames that cause searing pain and must make a Constitution saving throw. Additionally, any creature that enters the spell's area for the first time on a turn must also make a Constitution saving throw. A creature takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Move the Warlord's Statue
2nd level Conjuration (Ritual)
Casting Time: 1 Minute
Range: Touch
Components: V, S, M
Duration: Concentration
A statue of animated stone constructs itself. It stands twice your height and is decorated and painted to mimic that of a famed warlord. It will follow in your footsteps indefinitely, or until you command it to take a single action. If that action is to attack, it will deal 5d6 damage to that which fails its save. If that action is to defend, it will absorb the damage from the next attack launched upon its ward. If is to lift, it will lift one thing weighing 10,000 gold coins or less. After any of these acts, it will turn into mud and disintegrate.
Pass Without Trace
At Higher Levels: When you cast this spell at 3rd level, you can concentrate for up to 8 hours. If you use a slot of 5th level or higher, you can concentrate for up to 24 hours.
Shadowskin (Replaces Barkskin)
2nd level Illusion
Casting Time: 1 Action
Range: Touch
Components: V, S, M (A handful of ashes.)
Duration: 1 Hour (Concentration)
You touch a willing creature and shadows obscure it until the spell ends. The target's base AC becomes 16. The spell ends if you dismiss the spell as an action.
Steelskin
2nd level Transmutation
Casting Time: 1 Action
Range: Touch
Components: V, S, M (Steel scales.)
Duration: 1 Hour (Concentration)
You touch a willing creature. Until the spell ends, the target's skin has a shiny, metallic appearance, and the target's DR and coverage can't be less than 6 and 3, respectively, regardless of what kind of armor it is wearing. The spell ends if you dismiss the spell as an action.
To This Point, Bring the East!
2nd level Enchantment (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: Instantaneous
Take a stone stele and affix it into a point of your choosing when you cast this spell. The next creature that attacks you within 100 foot of this stele will be drawn to destroy it instead. The stele can take 1d6 hits before it is ruined.
Wood Shape
2nd level Transmutation (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S, M*
Duration: Instantaneous
Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn't work.
*-(one piece of wood no larger than 25 cu. ft.)
Level 3
Counterspell
3rd level Abjuration
Casting Time: 1 Reaction that you take when you see a creature within 60 feet of you casting a spell
Range: 60 ft
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, roll:
1d20 + your proficiency modifier +
your spellcasting ability modifier
The DC is equal to:
10 + the spellcaster's proficiency modifier +
the spellcaster's spellcasting ability modifier +
(the spell's level - counterspell's level)
On a success, the creature's spell fails and has no effect.
Create Food and Water
Create Food and Water can be cast as a ritual.
Exorcise the Hated Evil
3rd level Abjuration (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: Instantaneous
Grab the throat of a barbarous or possessed creature and press a polished opal to its forehead. Pull the opal back, and all evil from the creature will exit it in the form of black, ichor-filled vomit. Afterwards, if the creature was barbarous or possessed, it is no more. Likewise, if the creature was cursed, it is cursed no more.
Gather Forth All the World's Waves
3rd level Evocation
Casting Time: 1 Action
Range: Self (30-foot radius)
Components: V, S
Duration: 1 Round
Lift your hands and sing to all the seas you cannot sea. A 30 foot radius of space around you is filled with churning, crashing waves of white-crested green water. Creatures in the water begin to drown, and thus can not speak or cast spells. If they fail their save, they are picked up and moved to random locations, taking a number of damage dice equal to your levels at the end of every round. Thus, at 6th level, they will take 6d6 damage, and at 7th, they will take 7d6 damage. After 1 round, the waves dissipate, returning to their distant homes.
Loosen Soul
3rd level Necromancy (Ritual)
Casting Time: 1 Minute
Range: Self
Components: V, S
Duration: 6 Rounds
Work a short ceremony that loosens your soul from your body. It remains so for 6 rounds. While your soul is loosened, it can slip out of your body and move up to 2" away, sliding through walls or doors. You see and hear whatever is within the same area or space as your soul.
Motivational Speech
3rd level Enchantment
Casting Time: 1 Minute
Range: 60 ft
Components: V
Duration: 1 Hour
You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 10 temporary hit points and has advantage on Wisdom saving throws. If an affected creature takes damage, it has advantage on the next attack roll it makes. One round after an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.
Sending
3rd level Evocation (Ritual)
Casting Time: 1 Action
Range: Unlimited
Components: V, S, M (A short piece of fine copper wire.)
Duration: 1 Round
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognises you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
Set Loose the Crocodiles
3rd level Conjuration
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Instantaneous
A moat 20 feet deep, 10 feet wide, and with a radius 30 feet away from you is suddenly carved into the earth and filled with water. If these dimensions cannot be met, then the moat tears through any non-magical obstructions to form itself. Inside of the moat, countless crocodiles. Creatures who attempt to swim or leap across must save or take 1d6 damage as they are pulled in. Creatures in the moat cannot move, and take 3d6 damage every turn until they save and can swim out.
Spreading of the Repelling Minerals
3rd level Evocation
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: 4 Rounds
Scatter minerals strange and esoteric as a part of this spell's casting. A 100 foot cube magical zone is created. Any and all metal objects are thrown out of it with haste, as are weapons made of stone or bone, over the next 4 rounds.
Transfigure Dust into Vermin
3rd level Conjuration
Casting Time: 1 Action
Range: Special
Components: S
Duration: Instantaneous
Motes of dust are turned into lice, rats, and scorpions around you. Point to a creature. The vermin swarm them, biting and gnawing, dealing damage equal to your levels. At 6th level, this will be 6d6 damage, and at 7th, 7d6, and so on. This damage continues until the target brings fire to the vermin, or the spell is dispelled.
Level 4
Block of Slaughter
4th level Enchantment
Casting Time: 1 Action
Range: Special
Components: V, S, M
Duration: 6 Rounds
Slice your hand open with a ceremonial dagger and take 1d6 damage when you cast this spell. Point your hand towards a creature that can see it. Said creature will exert all of its efforts to kill as many creatures as it can other than you during the next 6 rounds.
Flashbang
4th level Evocation (Paladin, Ranger)
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a ranged weapon attack during this spell's duration, a dazzling burst of radiant energy erupts on impact, releasing a concussive clap that is audible out to 300 feet. The attack deals an extra 2d6 radiant damage and 2d6 thunder damage to the target and disorients nearby creatures. The target of the attack and each creature within 5 feet of it must make a Constitution saving throw. On a failure, a creature becomes blinded and deafened until the start of your next turn.
From the Heaven's Eye, See Sin
4th level Divination
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, until dusk
Stare into the sun when you cast this spell and do not look away until you wish it to end. While staring into the sun, you shall see anything that the sun could see, in any part of the word. You can see it as close as if you were currently 100 feet above ground. At night, this spell does naught, and it cannot be used in doors.
Mold the Waxen Sacrifice
4th level Divination (Ritual)
Casting Time: 1 Minute
Range: Self
Components: V, S, M
Duration: Special
Present a waxen figure you have made as a part of casting this spell. Affix to the figure via nail a piece of another living creature. Whatever the figure feels so too will the living creature, though it will suffer no other ill effects from the figure's defacing. 10 times may the figure be manipulated before this spell ends.
Paint a Curse Upon the Tomb
4th level Necromancy (Ritual)
Casting Time: 1 Minute
Range: Touch
Components: V, S, M
Duration: Instantaneous
As a part of this spell, drench an object in the same paints used to adorn the tombs of god-kings and god-queens. Any creature that takes the object other than you is cursed. Said creature rolls twice on all die rolls and takes the worse result. If this would result in a failure for any reason, the creature suffers 1d6 damage. This curse persists until somehow dispelled, or if the cursed object is destroyed by fire.
Passage Through the Underworld
4th level Conjuration
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: 1 Round
Cover your ears and close your eyes as a part of this spell's casting. Then, walk forward. Your body will descend underground, to a place no living or undead creature may follow. The following round, appear anywhere within 360 feet of your original location (up or down). You know exactly where you will go. When you emerge, one ghost emerges with you, and will aggressively haunt wherever you appear.
Resuscitate
4th level Necromancy (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S, M*
Duration: Instantaneous
You touch a creature that has died within the last hour. That creature returns to life with 1 hit point.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails. This spell can't return to life a creature that has died of old age, nor can it return an undead creature to life.
Coming back from the dead is an ordeal. The target takes a −2 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
*- (diamonds worth 400 gp, which the spell consumes)
Ruin That which Ruins Me
4th level Necromancy
Casting Time: 1 Reaction, which you take when you die
Range: Self
Components: V, S
Duration: Instantaneous
You can cast this spell only when you die. That which kills you dies for 1 round, resurrecting after that round with hit points equal to its total hit dice.
Level 5
Evil Eye
5th level Divination
Casting Time: 1 Action
Range: Special
Components: V, S
Duration: Special
When you cast this spell, one of your eyes goes blind. A creature that you look upon when you cast this spell is cursed by the evil eye. You can see what it sees through one of its eyes, but only see, not hear, feel, or hear thoughts. At the end of every day, the creature must roll 1d20. On a 1, the die size reduces. When the die size reduces below a 1d4, the creature dies, and sight is returned to your blind eye.
Fashion the Chimera
5th level Necromancy (Ritual)
Casting Time: 1 Minute
Range: Touch
Components: V, S, M
Duration: Instantaneous
Take the body of a dead man and lay the corpse of an animal upon it. Only then may you cast this spell. The two bodies fuse in a way of your choosing. The new creature is risen as a chimera that will faithfully serve you. It has as many HD as you do, and has one aspect of the animal that it is fused with, such as an eagle's wings, a lion's claws, or a shark's water breath. If the chimera is ever exorcised, it dies instantly.
Favour
5th level Enchantment
Casting Time: 1 Action
Range: Touch
Components: V
Duration: Instantaneous
This is one of the words of power. Utter it, and one creature whose hand you hold will be able to cast any 1 spell you have memorized. Once cast, they will be compelled by fate to do you a single favor.
Greater Restoration
Greater Restoration restores all exhaustion.
Legend Lore
5th level Divination (Ritual)
Casting Time: See Text
Range: Self
Components: V, S, M (Incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each.)
Duration: Instantaneous
Legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1 week, cannot be cast as a ritual, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 1 month, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).
During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are "legendary", as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.
Raise Dead
Raise Dead can be cast as a ritual.
Reincarnate
Reincarnate can be cast as a ritual.
Rule
5th level Conjuration
Casting Time: 1 Action
Range: Self
Components: V
Duration: Instantaneous
This is one of the words of power. Utter it and a legion of 20 6th level fighting-men (Myrmidons) will gather to you in 1d4 days. They will be loyal to you for one battle, after which they will disperse randomly into the world.
Teleportation Circle
Teleportation Circle can be cast as a ritual.
Upon Me I Bestow the Strength of the Dead
5th level Necromancy
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: 6 Rounds
You may only cast this spell while having the skull of a 4th level or higher fighting-man in your inventory. You gain their Strength score and proficiency bonus, as well as the ability to use all armour, shields and weapons for 6 rounds.
Walk Again, Those Countless Dead
5th level Necromancy (Ritual)
Casting Time: 1 Minute
Range: Touch
Components: V, S, M
Duration: Instantaneous
To cast this spell, you must have a scrap of flesh from a dead man's face. Once cast, you call forth the dead to serve you. For the number of dead animated simply roll one hit die for every level above the 8th the caster is, thus a level 9 caster gets 1d6 animated dead. Note that the skeletons or dead bodies must be available in order to animate them. The spell lasts until dispelled or the animated dead are done away with.
Level 6
Chain One's Fate to a Demon's Own
6th level Conjuration (Ritual)
Casting Time: 1 Minute
Range: Touch
Components: V, S, M
Duration: Until dispelled or triggered
You must know the true name of a demon to cast this spell. You must also anoint a creature in strange oil as a part of this spell's casting. The anointed creature is possessed with a demon whose true name you announce. The demon will lie sleeping within the anointed creature. Should the creature ever die, the demon shall be released to do battle with all that is hostile towards you until it is slain or banished.
Destiny, Rewritten
6th level Divination
Casting Time: 1 Action
Range: 100 feet
Components: V, S, M
Duration: Instantaneous
As a part of this spell's casting you must know the birth place of a creature within 100 feet. The creature's birth place is changed, and thus its entire life path is changed. The creature's memories are rewritten, as is their personality and alignment, and they disappear, reappearing somewhere else in the world.
Idols of Bestial Gods
6th level Conjuration (Ritual)
Casting Time: 1 Minute
Range: Touch
Components: V, S, M
Duration: Instantaneous
You must have fashioned from clay an animal the size of a small hut before casting this spell. This spell is cast on this the idol. The idol turns into a flesh-and-blood version of itself, intelligent, sentient, and speaking all languages. It has HD equal to your total levels + 5. It will serve you loyally as a sage or as a warrior. It has +9 to hit and deals 3d6 damage with its attacks. The animal has all the traits of whatever animal you sculpted it after. When it dies, is dispelled, or is exorcised, it turns into clay and shatters.
In the Clay Container, Life Reborn
6th level Necromancy (Ritual)
Casting Time: 1 Hour
Range: Touch
Components: V, S, M
Duration: Instantaneous
You must have access to the corpse of a creature with its head attached before you can cast this spell. As a part of the casting, cover the corpse in clay. The next round, the creature will be reborn, healed of all ailments and wounds.
Ironwood
6th level Transmutation (Ritual)
Casting Time: 1 minute/lb created
Range: Touch
Components: V, S, M (wood to be transformed)
Duration: 2 Weeks
This spell creates an ironwood object weighing up to 70 lbs. Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with the wood shape spell or a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids.
Further, if you make only half as much ironwood as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus.
Serve
6th level Transmutation
Casting Time: 1 Action
Range: Self
Components: V
Duration: Instantaneous
You utter a word of power. This utterance forces the world to serve you. You can use this spell to part water up to 10" deep, or lower the water level of a body of water by 50%. You can create weather of any kind, or raise up great walls 100 feet tall and 500 feet wide. Casting this spell allows only one of these feats to be achieved.
Unluck of the Doomsday
6th level Necromancy
Casting Time: 1 Action
Range: Special
Components: V, S
Duration: Instantaneous
Roll 1d20 when you cast this spell, and stare at the creature whom you are cursing. On that day, the creature must succeed on its save or die. If it has less then 20 hit points, it will die no matter what.
Level 7
Safeguard
6th level Abjuration (Cleric, Sorcerer, Wizard)
Casting Time: 1 Reaction, which you take in response to an incoming threat
Range: Self (10-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute
In the face of danger, you create a barrier that protects you and those around you. A faintly glowing sphere of protection with a radius of 10 feet appears. The sphere lasts for as long as maintain concentration, or up to 1 minute.
Any spell of a lower level than the Safeguard cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
Furthermore, hazards of the followings type cannot physically pass through the barrier or affect anything within it.
- Physical projectiles
- A specific effect, such as a dragon's breath attack.
- An environmental danger, such as falling rocks or a lava flow.
At Higher Levels. When you cast Safeguard using a spell slot of 8th level or higher, the maximum radius increases by 10 feet for each slot level above 7th.
Resurrection
Resurrection can be cast as a ritual.
Level 8
Level 9
Time Stop
9th-level transmutation
Casting Time: Special
Range: Self
Components: V
Duration: Instantaneous
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures. You can cast this spell as an action on your turn or as a reaction when you are hit by an attack or fail a saving throw.
Action: You take 3 turns in a row, during which you can use actions and move as normal.
Reaction: You get out of harms way, the attack misses you or you succeed the saving throw instead, and immediately take an extra turn.
When you take these extra turns:
- Attack rolls are made with advantage.
- Any attack that hits counts as a critical hit.
- Strength and Dexterity saving throws automatically fail.
- Creatures other than you can't take reactions.
True Resurrection
True Resurrection can be cast as a ritual.
Resurrection Rules
A Taxing Return
Every time a character is restored to life, the process corrodes a fraction of their vitality, slowly consuming the body until it can no longer sustain life.
Each time a character is brought back to life via a spell or ritual, that character suffers a permanent loss of 1 point of their Constitution ability score. This loss cannot be restored by normal means, such as a greater restoration spell. Only powerful magic, such as a wish spell or divine intervention, can restore a resurrected character's Constitution ability score. Use of the spell true resurrection to restore a character does not impose this loss of Constitution. Characters that reach a Constitution ability score of 0 are permanently dead and cannot be resurrected.
Didn't Come Back Right
The process of dying and being pulled back into your body is a harrowing experience. The magic itself pulls you from beyond the dark veil of death, taking its toll on your body and psyche each time, leaving you less and less the person you were.
When a character is brought back to life via magic, that character must make a Wisdom saving throw, DC (22 - level of the magic used to return the character to life). A failure on this check inflicts long term madness (see Dungeon Master's Guide pg. 260), except that the duration is measured in days rather than hours. A lesser restoration or remove curse will alleviate the madness itself, though it returns any time that character drops to 0 hit points or awakens from sleep, until its full duration has expired.
If a character has died a number of times equal to their Constitution modifier, and they fail their Wisdom saving throw upon being brought back to life, they instead suffer an indefinite madness (see Dungeon Master's Guide pg. 260). Any subsequent deaths inflict an additional indefinite madness with each resurrection. A greater restoration spell can temporarily suppress a type of indefinite madness, with it returning anytime that character drops to 0 hit points.
The Fading Spirit
Resurrection Challenge
If a character is dead, and a return from death is attempted by a spell or spell effect with longer than a one action casting time, a Resurrection Challenge is initiated. Up to 3 members of the adventuring party can offer to contribute to the ritual via skill checks. The DM asks them each to make a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impactful the DM feels the contribution would be.
For example, praying to the god of the devout, fallen character may require an Intelligence (Religion) check at an easy to medium difficulty, where loudly demanding the soul of the fallen to return from the aether may require a Charisma (Intimidation) check at a very hard or nearly impossible difficulty. Advantage and disadvantage can apply here based on how perfect, or off base, the contribution offered is.
Resurrection Check
After all contributions are completed, the DM then rolls a single, final Resurrection success check with no modifier. Te base DC for the final resurrection check is 10, increasing by 1 for each previous successful resurrection the character has undergone (signifying the slow erosion of the soul’s connection to this world). For each successful contribution skill check, this DC is decreased by 3, whereas each failed contribution skill check increases the DC by 1. Upon a successful resurrection check, the character's soul (should it be willing) will be returned to the body, and the ritual succeeded. On a failed check, the soul does not return and the character is lost.
Only the strongest of magical incantations can bypass this resurrection challenge, in the form of the true resurrection or wish spells. These spells can also restore a character to life who was lost due to a failed resurrection ritual, should the DM and player allow it.
Quick Resurrections
If a spell with a casting time of 1 action is used to attempt to restore life (via the Revivify spell or similar effects), no contribution skill checks are allowed. The character casting the spell makes a Rapid Resurrection check, rolling a d20 and adding their spellcasting ability modifier. The DC is 10, increasing by 1 for each previous successful resurrection the character has undergone. On a failure, the character’s soul is not lost, but the resurrection fails and increases any future Resurrection checks’ DC by 1. No further attempts can be made to restore this character to life until a resurrection spell with a casting time higher than 1 action is attempted.
Welcome
to 5e with
Stormchaser
If you're reading this, the chances are that you're playing in one of my games, or you've found my content via Discord or Reddit.
I hope you have fun, and if you have any questions at all, don't hesitate to ask.
Campaign specific house rules can be found in the house rules channel of that campaign's category on my discord.
Enjoy!
Thanks
Extra thanks to my dedicated patrons and the members of my discord for their playtesting, feedback and critique!
Special mention goes to deity tier patron
Kane Taylor, aka "Zombie Cat ASMR".
Art Credits
Cover: "Surreal lightning over the ocean" by Imgur Gallery 3CpCAad
Page 2: "Sage" (Gwent card) by Bryan Sola
Links
Stormchaser Roleplaying on Patreon
The Stormchaser d20 RPG
Part 1: Creating a Character
Chapter 3.1: Barbarian
Chapter 3.2: Bard
Chapter 3.3: Cleric
Chapter 3.4: Druid
Chapter 3.5: Engineer
Chapter 3.6: Fighter
Chapter 3.7: Monk
Chapter 3.8: Paladin
Chapter 3.9: Ranger
Chapter 3.10: Rogue
Chapter 3.11: Sorcerer
Chapter 3.12: Warlock
Chapter 3.13: Wizard
Expanded Subclass Spells
Chapter 5: Equipment
Part 2: Playing the Game
Part 3: The Rules of Magic
Appendices
Legacy Links
Legacy Index
Legacy Part 1
Legacy Part 2
Legacy Part 3
Legacy Part 4
Legacy Barbarian
Legacy Bard
Legacy Cleric
Legacy Druid
Legacy Engineer
Legacy Fighter
Legacy Monk
Legacy Paladin
Legacy Ranger
Legacy Rogue
Legacy Sorcerer
Legacy Warlock
Legacy Wizard
Legacy Expanded Subclass Spells