You are on page 1of 3

New spells

H
ere, you will find the humble list of
homebrewed spells available in the Multiverse
Havoc and Abeir-Toril's Seclusion campaign.
Make sure to keep up to date with the latest
modfications to those highly volatile
wordings.
Bard Spells 3rd Level Warlock Spells 2nd Level
Conjure Lesser Demon Parasitic Implantation
1st Level Cantrips (0 Level)
Frost Pillar Smothering Mist
Icicle Dagger Caustic Gush
Swift Escape
Sorcerer Spells 3rd Level
2nd Level
4th Level Conjure Lesser Demon
Cantrips (0 Level) Parasitic Implantation
Conjure Barlgura Frost Pillar
Caustic Gush Conjure Shadow Demon Swift Escape
Dragonfist 3rd Level
Hail Twisters
Swift Escape
4th Level
1st Level 5th Level Conjure Barlgura
Icicle Dagger 5th Level
Conjure Vrock Conjure Shadow Demon
Frost Curse
Frost Curse Hail Twisters
2nd Level
Wizard Spells
Parasitic Implantation 7th Level 5th Level
Smothering Mist Cantrips (0 Level)
Conjure Hezrou Conjure Vrock
Caustic Gush
Frost Curse

7th Level
Conjure Hezrou

check
3rd out Unearthed Arcana: That
Level Old Black Spells
Warlock Magic: 2nd Level
https://media.wizards.com/2015/downloads/dnd/07_UA_That_Old_Black_Magic.pdf

1
Spells Descriptions
Caustic Gush Frost Pillar
Evocation cantrip 3rd-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 90 feet
Components: V, S Components: V, S, M (a tiny clay cylinder)
Duration: Instantaneous Duration: Concentration up to 1 minute
You lift your hand towards a creature within range and acid By channeling cold energy in a single spot within range
showers over them. that you can see, you invoke a pillar made of pure ice that has
At the end of each of its turns for a number of turns equal a diameter of 5 feet and a height of up to 30 feet. The ground
to your spellcasting ability modifier, the creature must where the pillar appears must be wide enough for its
succeed on a Constitution saving throw or suffer 1d4 acid diameter and you can target the ground under a creature that
damage. is Medium or smaller. The pillar has AC 5 and 30 hit points,
The acid can be washed away by at least 3 galons of water is immune to cold, poison and psychic damage and is
or heavy rain (such as one generated by Create or Destroy vulnerable to fire damage.
Water). If the pillar is created under a creature, that creature
This spell doesn't stack with other instances of Caustic succeed on a Dexterity saving throw or be lifted by the pillar
Gush. (on a success, it is pushed to the nearest unoccupied square
This spell's damage increases by 1d4 when you reach 5th or it chooses which one if there are several). A creature can
level (2d4), 11th level (3d4), and 17th level (4d4). choose to fail the save. If the pillar is prevented from reaching
its full height (because of a ceiling or other obstacle), a
Dragonfist creature on the pillar suffers 3d6 bludgeoning damage and is
Evocation cantrip prone. The prone creature can crawl off the top of the pillar
slick surface.
Casting Time: 1 action When you stop concentrating or when the pillar is reduced
Range: 5 feet to 0 hit points, it shatters in small icicles. Each creature in a
Components: V, S 20-foot radius and 30-foot tall cylinder (centered on the pillar)
Duration: Instantaneous must make a Dexterity saving throw. A target takes 3d6
piercing damage and 3d8 cold damage on a failed save, or
You conjure a large fist of arcane energy before you that half as much on a successful one.
slams short and sharp into a nearby enemy, shunting them At Higher Levels. When you cast this spell using a spell slot
away from you. of 4th level or higher, the piercing damage increases by 1d6
Make a melee spell attack against a target within range, and the pillar hit points by 10 for each slot level above 3rd.
and on a hit it takes 1d8 bludgeoning damage and must make
a Strength saving throw. On a failure, it is pushed 5 feet away Hail Twisters
from you. 4nd-level evocation
This spell's damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8). **Casting Time: 1 action
Range: 60 feet
Frost Curse Components: V, S, M (a duck feather)
5th-level conjuration Duration: Instantaneous
Casting Time: 1 action You materialize three small twisters filled with hailstones
Range: 120 feet and make them swirl towards targets within range. You can
Components: V hurl them at one target or several.
Duration: 1 minute Make a ranged spell attack for each twister. On a hit, the
target takes 6d4 cold damage and, if it is Large or smaller, it
You whisper to the wind and summon old elemental spirits must make a Strength saving throw. On a failed save, you can
that haunt and cripple a target within range. choose to make it fall prone or push it up to 10 feet in any
The target must make a Charisma saving throw. It takes direction.
8d4 cold damage on a failed saved, or half as much on a At Higher Levels. When you cast this spell using a spell slot
successful one. On a failed saved, the target is also haunted of 5th level or higher, you create an additionnal twister for
by the elemental spirits and a freezing wind swirls around it each slot level above 4th.
in a 10-foot radius. The area moves with the target and is
considered difficult terrain.
At the end of each of its turns, the target repeats the saving
throw. On a successful one, the spell ends.

2
Icicle Dagger Smothering Mist
1st-level conjuration 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: S, M (a small container of water) Components: V, S
Duration: 10 minutes Duration: Instantaneous
You take a source of water and form it into a simple dagger You freeze the air down to an extremely low temperature in
made of solid ice. a 5-foot cube, making it impossible for creatures caught it in
The dagger is magical and deals 1d4 cold damage in to breathe and speak properly.
addition to normal dagger damage. If the dagger leaves your The targets make a Constitution saving throw, taking 3d6
hand for more than 1 round, it melts and the spell ends. The cold damage on a failed save, or half as much on a successful
dagger has the returning property when thrown, melting one. A creature that fails its save against this spell also can't
away and reforming in your hand at the end of the turn you speak or emit sounds until the start of your next turn.
threw it. When the spell ends, the dagger melts into water. At Higher Levels. When you cast this spell using a spell slot
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the size of the cube increases by 5 feet
of higher level, for every 2 slot levels above the 1st, the cold for every 2 slot levels above 2nd (10-foot cube at 4th level, 15-
damage increases by 1d4. foot cube at 6th level, and 20-foot cube at 8th level).
Parasitic Implantation Swift Escape
2nd-level necromancy 3rd-level abjuration
Casting Time: 1 action Casting Time: 1 reaction, which you take when you stand in
Range: 30 feet a magical harmful area of effect generated by someone else
Components: V, S, M (a vial of acid) that would make you roll a saving throw
Duration: Instantaneous Range: Self
Choosing a target within range, you conjure a small Components: V, S
parasitic blob to stick onto their body. Duration: Instantaneous
The target makes a Constitution saving throw. On a You quickly utter an arcane word that bends the magic
successful save, the spell fails. On a failed save, the orb sticks that's about to affect you, and use it to try to move out of
to the target and deals 2d6 poison damage to it. Additionally, harm's way. You disappear in the blink of an eye and teleport
at the start of each of its turns it suffers 1d6 poison damage up to 15 feet away to an unoccupied space that you can see.
for a number of turns equal to your spellcasting ability
modifier. After this time, the parasite melts and the spell
ends.
The target or anyone else can use an action to make a
Strength check against your spell save DC to remove the
parasite. If the check succeeds, the parasite melts and the
spell ends.
This spell will automatically fail if the target is already
affected by another instance of Parasitic Implantation.
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the initial damage increases by 1d6 for
each slot level above 2nd. Additionally, for every 2 slot levels
above 2nd, the ongoing damage increases by 1d6.

You might also like