Spell level | Spell |
---|---|
2nd | Spectral Ram, Transfer |
3rd | Guillaume's Veil |
4th | Garduk's Arcanic Shield, Explosive Corpse |
6th | Oracle |
7th | Mass Enlarge/Reduce |
8th | Grand Finale |
Transfer
2nd level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Instantaneous
Choose a friendly humanoid within range that you can see and that is currently affected by a spell (it must be a spell that directly targets your ally, and not a spell that targets an area). That creature isn't affected by that spell anymore. Choose a second friendly humanoid within range that isn't already affected by the chosen spell, it is now affected by the spell as you transfer the magic from the first creature to the second.
Art Credit : Wizards of the Coast
Spectral Ram
2nd level conjuration
- Casting Time: 1 action
- Range: Self (30-foot line)
- Components: V, S, M (a small stone)
- Duration: Instantaneous
You point at a direction and a spectral ram appears before you and charge in a 30-foot line in that direction, until it hits a creature or a medium or larger object. If it hits a creature, that creature must make a strength saving throw, taking 2d10 bludgeoning damage and being pushed 15 feet away from you and knocked prone on a fail, or taking half as much damage, being pushed 5 feet away and not being knocked prone on a success. If the ram hits an object instead (such as a door), that object takes 6d10 bludgeoning damage. After the charge, the spectral ram vanishes.
In Higher Levels. When you cast this spell using a 3rd level spell slot or higher, the damage it deals to creatures increases by 1d10 and the damage it deals to objects increases by 3d10 for each spell level above 2nd.
Guillaume's Veil
3rd level illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a tiny silvery cape)
- Duration: Concentration, up to 1 hour
Choose a point you can see within range. You create a 5-foot radius area of magical furtiveness centered on that point. Each creature that start its turn inside this area or that enters it becomes invisible (along with every objects it carries) until it leaves the area.
In Higher level. When you cast that spell with a spell slot of 6th level or higher, you can alternatively target a building or a vehicle. The target, and everything and everyone inside of it, become invisible for creatures that are outside of it. Creatures inside can see the target, its inside, and the outside normally.
Garduk's Arcanic Shield
4th level abjuration
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: Concentration, up to 1 minute
You tend one of your hand, and a giant spectral shield appears in front of you. The shield is up to 15 feet wide, 10 feet high and is 1 foot thick. It moves with you when you move, but always keep the same orientation. The shield grants a 3/4 cover to the creatures that are behind it (on the same side than you), but no bonus for those on the other side (so creatures next to you can shoot through the shield normally). The shield doesn't block movements or lines of sight.
Explosive Corpse
4th level necromancy
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a pinch of black powder)
- Duration: Instantaneous
Choose an undead creature under your control, or a dead body within range. The target explodes in a pestilential cloud (if it was an undead, it is destroyed and dies as its body is completely shattered by the spell).
Choose a damage type between acid, poison or necrotic. Each creature within 15 feet of it must make a dexterity saving throw, taking 6d8 damage of the chosen damage type and being poisoned until the end of its next turn on a fail, or taking half as much damage without being poisoned on a success.
In Higher level. When you cast that spell using a 5th level spell slot or higher, the damage increases by 1d8 for each spell level above 4th.
Oracle
6th level divination
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
Your eyes start to glow white as you plunge yourself in the flows of time to see everything a few second before it happens. Choose 3 creatures within range, you learn their immediate future. Roll 3d20 for each of them, and note the 3 results. For each target, the next 3 times it should roll a d20, you choose one of the 3 results you got for that creature instead. The target then takes the score you chose as if it was the score it obtained on its d20.
Once you have chosen a result, you can't choose it again and must choose between the remaining ones. Once you have used the 3 results for a target, that creature then roll its next d20 as normal.
In Higher level. When you cast that spell using a 7th level spell slot or higher, you can target one additional creature for each spell level above 6th.
Mass Enlarge/Reduce
7th level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (A pinch iron powder)
- Duration: Concentration, up to 10 minutes
Choose up to 6 creatures or objects you can see within range. You can only target objects that are neither worn nor carried. You cause each target to grow larger or smaller for the duration. If you choose to enlarge a target, you must enlarge all of the targets, and if you choose to reduce one, you must reduce all of them (you can't enlarge a target and reduce an other one). If a target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect on it.
If one of the targets 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 - from Medium to Large, for example. 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. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them 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 - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
Grand Finale
8th level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a flame)
- Duration: Instantaneous
You use until the last drop of energy remaining in you for that last but memorable pyrotechnic prowess. Choose a point you can see within range, each creature within 40 feet of that point must make a dexterity saving throw, taking 2d10 fire damage, 2d10 cold damage, 2d10 acid damage, 2d10 poison damage, 2d10 thunder damage, 2d10 lightning damage, 2d10 radiant damage, 2d10 necrotic damage and 2d10 force damage on a fail, or half as much on a success.
After that, you loose all your remaining spell slots (you can regain them normally when you finish a long rest or when you use features like arcane recovery).
Homebrew lovingly made by LeRoiDeCarreau
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