Thursday, November 30, 2017

Bargain Bin Spells, Part I (D&D 5e)

Hello friends,

I apologize for my months-long absence. I've been distracted by numerous things, such as getting back into D&D. While I was doing that, I encountered a bunch of hilariously not-great spells over here, and asked myself what D&D game is complete without barely functional discount spells? So I rejiggered and adapted a significant portion of those spells for 5e, and used a random word generator to give me ideas for a few new spells of my own. More may follow, along with some magic items. And someday I might return to my Star Wars Empire at War LP.

As a note, these spells are not good spells. If you intend to create a mythic fantasy character, a hero of ages and all that stuff, you should avoid most of this magic. These are the bargain bin spells. These are the spells some mage in the distant past started developing and stopped halfway through. These are spells that use higher level spell slots than their effects justify, have very little if any effect at all, or are highly unpredictable or nearly as dangerous to the party as the opposing team! But at the same time, that's not to say these spells don't have teeth. Some of them (I'm looking at Greater Flick, Divine Boom, and Contract of Pain) have very clear uses that can tip the balance of power in some encounters. Others, such as Find Strike, are so highly situational they may never come up but are incredibly handy when they do come up.

By and large, these spells should be given to NPCs, or awarded to PCs as rewards/punishments for actions they perform in the game. But if your PC comes across this list and wants to replace a class spell with one of these...well...if I've done my job right, it'll be less powerful but fit their character better. In all cases, save DCs are the spellcaster's spell save DC. I have not sorted these spells out into class lists.

Note: These magics have not been balance tested in any way beyond being compared to existing spells in the PHB. GM to GM, you will probably need to expand, trim, or clarify various points.

Yours truly and joyfully,

Nukeknockout

Cantrips

Call to the Daring
Enchantment cantrip
Casting Time: 1 action
Range: 1 mile radius.
Components: V, S, M (A handkerchief)
Duration: 1 minute
You dramatically sigh, dab your forehead with a handkerchief, and exclaim something along the lines of "Are there any good people around to help someone in distress like me?" All people within the area of the spell feel a faint tugging at their heart. If they are pure of heart, noble of purpose, and fit of body, the cantrip calls them to the caster's location. Since virtually nobody fits the spell's criteria (it's very picky), it usually does nothing.

Charm of the Cods
Enchantment cantrip
Casting Time: 1 action
Range: 30 feet
Components: V,S
Duration: 10 minutes
Target codfish are charmed and will obey simple commands. Does not work on any other creature.

Conjure Mare
Conjuration Cantrip
Casting Time: 1 bonus action
Range: 5 feet
Components: V,S
Duration: 1 round
You summon a mare. The mare is extremely frightened and confused, and can only be kept here for a few seconds. The mare acts as an uncontrolled horse immediately after being summoned, and won't obey commands.

Cook's Eye
Enchantment Cantrip
Casting Time: 1 minute
Range: Touch
Components: V,S
Duration: 1 hour
You or the creature you touch gains the intuitive understanding of a seasoned chef. You can estimate the quantity of ingredients used in cooking relatively accurately, and immediately know what ingredients go together well and which do not, as well as guesstimate approximately how to cook a delicious gourmet meal with whatever tools and ingredients you have on hand. You will know the difference between ingredients which are food and which are not, though you won't know if you think that berry isn't food because it's poisonous or because it's rotten or just because it tastes terrible.

Grasping Light
Conjuration Cantrip
Casting Time: 1 action
Range: 20 feet
Components: V,S
Duration: 30 minutes
Target a point within range. A feeble, flopping, utterly useless jellyfish-like light appears. It moves at 5' per round in a random direction crawling along the ground. If it touches a living creature it becomes stuck to it. It is impossible to remove until the spell ends. The light is as bright as a candle. 

Icon of Thorns
Conjuration cantrip
Casting Time: 1 bonus action
Range: Self
Components: V,S
Duration: 1 hour
An icon of twisted vines and barbed thorns appears in your hand. As long as you hold the icon in your hand, you can part underbrush or shrubs with a wave of your hand, and move freely through a dense forest. Trees won't move, but most smaller plants will. This effectively means difficult terrain as a result of vines and brush no longer applies to you, and you can move through walls of thorns and similar obstacles - which close up behind you.

1st-level

Chilled Arrow
1st-level Transmutation[ritual]
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Until Used
You make an ice related pun, then touch an arrow. It gains +1 cold damage when it is next used.

Claming Blow
1st-level Evocation
Casting Time: 1 action
Range: Touch
Components: V,S,M (a bit of clam meat)
Duration: 1 hour.
Touch a creature to cause it to be moistened and chilled (Make a melee spell attack if target is unwilling). Usually, no other effect. If cast using a higher level spell slot, duration increases by six hours per higher spell slot, up to level four - at that point, the duration is permanent. Spell effect can be terminated by lesser restoration or remove curse.

Clinging Blade
1st-level Transmutation
Casting Time: 1 action
Range: 20 feet
Components: V
Duration: 5 rounds
Target a melee weapon that deals either piercing or slashing damage you can see. Weapon becomes slightly sticky, and clings to anything it strikes. It requires a Strength saving throw against your spell save DC to pull the weapon free. If cast using a higher level spell slot, range increases by 10 feet and targets one additional weapon per slot higher than 1st.

Conjure Bark
1st-level Conjuration[ritual]
Casting Time: 1 action
Range: 15 feet
Components: V,S,M (a piece of bark)
Duration: Permanent
You summon a bunch of tree bark. The amount summoned depends on the spell slot you use. 1st level: 5 lbs. 3rd level: 50 lbs. 5th level: 500 lbs. 7th level or higher: 2,000 lbs.

Conjure Seagull
1st level Conjuration
Casting Time: 10 minutes
Range: self
Components: V
Duration: 1 hour
If you rant about how much of a badass survivalist you are and how much some other gender or race sucks for ten minutes, you can summon up to ten live magical seagulls which appear in your space. If you catch one (AC 15) and eat it raw and wriggling, just three bites will provide all the nourishment needed for one creature for one day. Seagulls who've had three bites taken out of them transform into normal seagulls.

Crusading Disk
1st-level Conjuration
Casting Time: 1 action
Range: 5 feet
Components: S,M (A broken holy symbol)
Duration: 1 minute
A glowing disc of solid force 5' in diameter appears where you point. It maintain its position relative to you unless you can see characters who don't follow your religion within 120 feet of you. Then, it moves 60 feet per round and attempts to collide with the offending characters, starting with the one closest to you and forcing a Dex save to avoid being knocked prone on impact. It does no damage on impact. It can be pushed with a Strength(Athletics) check against your spell save DC.

Darkworm Colt
1st level Conjuration
Casting Time: 1 action
Range: 10 feet
Components: V,S
Duration: 2 hours
Target a point within 10 feet. You summon a grey-black worm the size of a large dog. It has a silver saddle on its back and way too many teeth in the front. It moves 15 feet per round, and can burrow through the ground at the same speed. It obeys your commands, but it cannot climb walls or make attacks. Maybe if you summoned the adult version, you'd have a usable mount.

Gate Sail
1st level Transmutation
Casting Time: 1 action
Range: Line of Sight
Components: V,S
Duration: Instantaneous
You designate up to two doors or gates that you can clearly see without moving from your current position. You can turn your head but you cannot lift your feet. You then fly from door to door, in the order you designated, passing through each one in turn along the shortest possible route. You move as fast as you need to in order to complete your circuit in one round. Unlocked doors will be flung open. If you encounter a locked door, you slam into it instead and the spell ends. For every higher level spell slot you use to cast this spell, you can target two more doors or gates.

Healing of Bat
1st level Evocation
Casting Time: 1 action
Range: Touch
Components: V,S
Duration: Instantaneous
Target bat is healed for 15 HP.

Primal Prayer Bear
1st level Conjuration
Casting Time: 1 Action
Range: 10 feet
Components: V,S,M (A totem that means nothing to you but looks "cool")
Duration: 1 minute
You culturally appropriate a tribal spirit. Appears as a giant glowing blue bear, shedding dim light in a 30 foot radius around itself. Stats as a giant bear, except that it cannot take damage. It will try and kill you if it can, but it will also kill anyone nearby, or in its way, or anyone who tries to harm it. If you cast using a 2nd level spell slot the bear can fly. If you cast using a 3rd level spell slot or higher the bear can cast Conjure Animals and also attack.

Storm of the Gifling
1st level Evocation
Casting Time: 1 action
Range: 20 foot cone
Components: V,S,M (A piece of paper with the word "Gifling" written on it)
Duration: 5 rounds
The Giflings were a mighty warrior race. Their empire lasted a thousand years. All their enemies were brought to kneel before the Basalt Throne of the Gifling Lords. Their armies ranged over countless square feet, for the Giflings were only a sixteenth of an inch high. This was one of their most devastating spells. It summons a light breeze over a 20 foot cone. If you cast Storm of the Gifling using a 2nd level slot, the breeze is slightly cold.

Mister of Light
1st level Conjuration
Casting Time: 1 action
Range: Self
Components: V,S
Duration: 10 Minutes
A small bottle with a rubber bulb appears in your hand. By squeezing the bulb, you can spray a fine mist of light into the air. The light hangs in the air, but if an object moves through the light, the light sticks to it. The light also sticks if sprayed onto an object. A single puff is as bright as a candle; furious puffing can make the light as bright as a torch. Motes of light, as well as the bottle, disappear at the end of the spell duration.

Remorse?
1st level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V,S,M
Duration: 5 rounds (Concentration)
Target creature who can see you and understand at least one of your languages must make a CHA save or remember some shameful deed they have committed. They are Stunned for that round, and repeat the saving throw every subsequent round and every time they're damaged until they succeed. If they pass the saving throw, they can choose to embrace the deed instead, and gain +1d6 HP. If the target has 4 Intelligence or less, they are immune. If you cast this using a 3rd level spell slot, you know what the target is remorseful about.

Soul of the Bill
1st level Divination
Casting Time: 1 hour
Range: Touch
Components: S, M (5 gp of lemon juice, which is consumed by the spell)
Duration: 5 minutes
You draw the soul or essence of an invoice, bill, or receipt from the document and into the air. It looks like a tiny blue slip of paper. By evaluating the color and texture, you can see if the person who gave you the bill is honest or dishonest, fair or unfair, and truthful or untruthful. If you cast this spell using a 4th-level spell slot, you can transfer the soul of the bill to any other bill, invoice, or receipt, forcing that person to pay your debts.

2nd-level

Divine Boom
2nd level Evocation
Casting Time: 1 action
Range: 100 foot radius
Components: S
Duration: Instantaneous, or Concentration with Booms in up to seven subsequent rounds
You raise one of your hands, palm open. A thunderous boom shakes the area, as if some Deity were clearing its throat. Loose objects shake, clouds roil, water ripples, etc.  This boom is loud enough to force concentration checks for sustained spell casting. When making concentration checks as a result of the Divine Boom you cast, you do so at advantage. If cast using a 3rd level spell slot, a second boom occurs on the following turn, and so forth for higher level spell slots.

Find Strike
2nd level Divination
Casting Time: 1 bonus action
Range: 30 feet
Components: M (A shard of glass or crystal, stained red)
Duration: 10 minutes
You can clearly see the last place target creature or object was struck. The area glows red. If you cast using a 3rd-level spell slot, you can tell approximately how long ago the creature or object was struck. If cast using a 4th-level spell slot, the item used for striking, as well as the creature who did it, glow red as well.

Forceful Force
2nd level Evocation
Casting Time: 1 action
Range: 30 feet
Components: V,S
Duration: 1 minute(Concentration)
Target is struck by a blow of invisible force and must make a Strength saving throw or be pushed 10 feet away from the caster. As long as the caster maintains concentration and the target is never more than 30 feet away, the force persists. Moving directly towards the caster requires a Strength saving throw. The caster is required to yell, grunt, and wave their arms for the spell to work.

Greater Flick
2nd level Evocation
Casting Time: 1 action
Range: 70 feet
Components: S
Duration: Instantaneous
Flick your finger at a creature or object. If it fails a Dex save, it is knocked 30 feet away from you as if flicked by an invisible finger and takes 4d8 bludgeoning damage, +2d6 if thrown into an object or creature. No effect on a successful save. If cast using a higher level spell slot, +1d8 bludgeoning damage per higher spell slot.

Hold My Beer
2nd level Enchantment
Casting Time: Reaction
Range: 30 feet
Components: V,S,M (An empty container that once held alcohol)
Duration: Instantaneous
On witnessing a friendly creature within 30 feet of you roll a natural 20, you can try to one-up that creature's action. Roll a d20 - on a 1-5, take 1d8 psychic damage, on 6-19, everyone within range must make a Wisdom save or lose their next turn to laughing at you as you fail miserably to one-up your ally. On a 20, you succeed instead, and duplicate your friend's action in every respect.

3rd-level

Genuine Geophagy
3rd level Transmutation
Casting Time: Action
Range: Touch
Components: V,S,M
Duration: 1 minute (Concentration)
Touch a willing creature. For the duration of this spell, it may eat natural clay. Every action spent eating clay allows it to roll one of its hit dice + your spellcasting modifier of HP, but it may not benefit from healing magic while this spell is active, and its speed is reduced to 5 feet per round, and if it had a fly or swim speed it is set to 0 feet for the duration of the spell.

Motif of Assault
3rd level Enchantment
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 minute (concentration)
You perform a short vocal leitmotif. The next time you hit a target and you have advantage, you take half the damage you inflict to your target but if your target fails a Wisdom save it has no memory of your attack.

Plant of Peace
3rd level Enchantment
Casting Time: 1 action
Range: 10 feet
Components: S,M
Duration: 1 minute (concentration)
Target plant must make a Wisdom saving throw or be calmed by your spell for the duration. This spell also affects dryads, treants, etc.

Preferred Self
3rd level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: M(A doll of yourself worth 5 GP, consumed by the spell)
Duration: 1 minute (Concentration)
You tap into your deepest insecurities about who you are, and make your actual self more closely resemble your preferred self. Choose two of your abilities with different scores. On attack rolls, skill checks, saving throws, and ability checks made using the lower ability, you get advantage for the spell's duration. You get disadvantage on the same rolls with the higher ability.

Spirit Boating
3rd level Necromancy
Casting Time: 1 minute
Range: 20 feet
Components: S
Duration: 1 hour
If you cast this spell on water, summon a small glowing green boat with an eerie tattered sail. The boat can hold 5 people but it is completely ethereal. If you step in it you'll fall through unless you are also ethereal. Creatures that either have already died at least once or who cannot die can use it just fine.

4th-level

Death of the Sun
4th-level Divination
Casting Time: 1 action
Range: Self
Components: S
Duration: Instantaneous
You know the date of the next solar eclipse. If you cast Death of the Sun using a 6th-level or higher spell slot, you also know approximately where the path of totality will cross the World.

Maddeningly Imprecise Agenda
4th level Divination
Casting Time: 8 hours
Range: Touch
Components: V,S,M
Duration: 15 days
Touch a calendar, planner, or some other schedule with at least one event reminder within thirty days not written by you or anyone you consider an ally in it. The calendar or schedule immediately turns to ashes when you cast the spell. When attempting to avert events described in the calendar, you gain +1d4 to all d20 rolls until the spell's duration is up.

Shocking Substitution
4th level Conjuration
Casting Time: Action
Range: 60 feet
Components: V,S,M
Duration: Instantaneous
Targeted unattended, unworn object or willing creature is transported to the ethereal plane and is replaced with a facsimile constructed of prepared, quality meat. The first creature to touch the facsimile takes 4d8 lightning damage.

War Cape
4th level Enchantment
Casting Time: 1 action
Range: Touch
Components: M
Duration: 1 hour
You summon a scarlet cape with a gold trim. Any creature with at least 4 Intelligence wearing the cape must make a CHA save or firmly believe they are a great warrior, leader, and tactician. They aren't, but they really believe they are. The effect ends if the wearer takes damage.

5th-level

Conjure Berries
5th level Conjuration
Casting Time: 1 action
Range: Touch
Components: V,S,M
Duration: 1 minute
When you cast this spell, choose whether you're conjuring red or blue. In either case, a single glowing berry of the appropriate color appears in the palm of your hand. The Red Berry: Whoever eats the red berry gains the effect of a Barbarian Rage for the spell's duration. The affected character can't terminate the rage before the spell's end, and falls unconscious immediately after the spell ends until woken or they complete a short rest. The Blue Berry: Whoever eats the blue berry gains the ability to take the Help action as a bonus action on every round for the spell's duration, but takes 1d4 psychic damage any round they don't use the Help action or an action of some kind that buffs, heals or grants some kind of tactical advantage to another creature until the spell's duration is up. If cast at a higher level, summon one additional berry per higher level spell slot - but you still can only summon one color of berry. Only the first berry has any effect. Being knocked unconscious ends the spell prematurely.

Stone of Death
5th level Conjuration
Casting Time: 1 action
Range: Self
Components: V,S,M (A grey stone skull)
Duration: 1 minute
A grey stone skull the size of a walnut appears in your hand. If anyone voluntarily accepts the stone from you into their outstretched hand, they die in three days. The spell ends if you drop the stone, push it into someone's hands, or compel a person to take it from you. The stone will try and prevent anyone from taking it willingly by any or all of the following methods:
1. Shouting "I am the Stone of Death. If you touch me you will die!" and other similar statements. The stone speaks all languages and can make animal alarm cries. It will contradict the caster if the caster claims taking the Stone of Death won't kill someone.
2. Shaking violently, glowing an ominous red color, pulsing, hissing, or twitching.
3. Emitting a noxious smell or a bone-chilling gust of air.

Wall of Distraction
5th level Illusion
Casting Time: 1 action
Range: 20 feet
Components: V,S
Duration: 10 minutes
You create a wall. You can shape it into either a hemispherical dome or a sphere with a radius of 10 feet, or you can shape a flat surface made up of ten 10 foot by 10 foot panels. Each panel must be contiguous with another panel. In any configuration, the wall remains for the duration. The wall is intangible, and can pass through creatures when laid down. Any sighted creature, including the caster, who sees the wall must make an INT save each round or be stunned. The wall shows a wonderfully distracting scene on both sides, customized to each viewer.

6th-level

Frames of Death
6th level Necromancy
Casting Time: 1 action
Range: 5 feet
Components: S,M (Empty picture frame)
Duration: 5 minutes
An empty picture frame 5' long by 5' wide appears where you point. Any mortal creature who passes through the frame must make a WIS save or be convinced they have died. They are utterly certain they are a zombie, a ghost, a revenant, or something stranger. No evidence can convince them otherwise. Passing through the frame a second time negates the effect. The effect also ends when the spell's duration expires.

7th-level

Date Ward
7th level Divination
Casting Time: 6 hours
Range: Self
Components: V,S,M (An ornate calender worth 50 GP, which is consumed by the spell)
Duration: 20 Days
You designate a date up to 20 days in the future. You cannot die until that date. You can be hideously mangled, burned, mashed, spread across the cobbles, or torn apart, but your soul will still remain in your body (or its remains) until the date designated. On that date, you automatically fail all Saving throws, and if you're alive at midnight, your soul leaves your body immediately afterwards. Your body then vanishes into motes of multicolored light, and no magic short of a Wish can bring you back from the dead. If cast using a higher level slot, add 20 more days per higher level spell slot.

Wyle E's Acme Devastator
7th level Conjuration
Casting Time: 1 action
Range: Self
Components: M (A 50-lb anvil, consumed by the spell)
Duration: Instantaneous
An attempt to exploit natural physics as a weapon, unfortunately the spell creator died before perfecting the magic. On casting, the anvil in your hands appears 2,000 feet directly above you, or as high as possible if you're not outside, and inflicts 20d6 bludgeoning damage and knocks anything in your space at the beginning of your next turn prone with a failed DEX save, or half damage and not prone on a success.

Wyle E's Star Warper
7th level Conjuration
Casting Time: 1 action
Range: 30 feet
Components: V,S,M (A glass ornament worth 2000 GP, which is consumed by the spell)
Duration: Instantaneous
A botched attempt at a teleport spell. Target must make a CHA save or be sucked into the upper atmosphere, far above the clouds. It will fall down in 1d10 hours, burnt to a crisp, d100 miles from its original position unless it can fly or otherwise save itself. Success means the spell fails, but the slot and material component are still consumed.

8th-level

Contract of Pain
8th level Enchantment
Casting Time: 1 action
Range: 150 feet
Components: V,S,M
Duration: 1 minute (Concentration)
You bind yourself and every living creature within range to a contract of shared pain if they fail an Intelligence save. You are not allowed to make this Intelligence save. Whenever any of you take damage, everyone else must make a Wisdom save or fall prone, stunned for one turn.

9th-level

Expected Memorial
9th level Necromancy
Casting Time: 24 hours
Range: Anywhere on the same plane.
Components: V,S,M (Funeral supplies worth 5,000 GP per humanoid, consumed by the spell)
Duration: 30 days

You lay out a ritual funeral and perform a service. At the conclusion of this ceremony, you can designate up to eight humanoids who are part of the culture that uses the funeral you performed and which you have a lock of hair or some other portion of their bodies. All of these humanoids immediately learn your name and gain an intuitive knowledge of your location, as well as gain a gut feeling they should try to kill you. As well they should - in one month's time, these humanoids will drop dead and their remains will appear at the site you performed the funeral if you are alive at that time. The spell immediately breaks if you leave the plane you cast it on.