Magic (Broadbarrel Supplement)
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Broadbarrel has magic, but not as much as other settings. This page list new spells and enchantments, as well as lore and information about magic in Broadbarrel.
Since there are no gods in Broadbarrel, and in turn no god of magic to manage its flow, most magic only really works in places called hotspots, where, if you imagine the weave like space time graphs, hotspots are like black holes, where the weave stretches downward infinitely and contacts the material plane. These areas are breeding grounds for wild magic, due to their presence as a magic singularity. Magical objects such as arcane focuses and crystals can channel magic through themselves, and serve as conduits and pylons.
- Wild Magic
In the area of a hotspot, magic has a percent chance of going wild as if it was wild magic. This percent is equal to how close a spell cast is to the center of the hotspot. If a hotspot is, say, 1000 ft. wide, then when you are 500 ft. away from the center, it is a 1% chance, on the center, it’s a 100% chance; for every 1/100 of half of the hotspot’s total width you are away from it’s center is a 1% chance for a spell/magical effect to go wild. Additionally, every 10 minutes (one exploration session), roll a random effect from the wild magic table, as part of the wild magic subclass for sorcerers. If need be, have the caster be the center of the hotspot.
They can be anywhere, but a good guideline is every 10 minutes (one exploration session) roll a d6, on a 6, the party finds themselves in a hotspot (the exact location determined by the DM. Hotspots are 1d100×100 feet wide.
- Chaos & Cleansing
There are two modes of a hotspot: chaotic & cleansed. When a hotspot is found, roll a d12, on a 12, it is naturally and permanently cleansed, otherwise, it is chaotic. Every 10 minutes (one exploration session) roll a random encounter for hotspots (REMEMBER TO LINK THE PAGE AND MAKE THE PAGE, KANON), but only if it is chaotic. While it is cleansed, the area of a hotspot multiplies by 10, and the effects of the “Wild Magic” section do not take place. To cleanse a hotspot, all creatures summoned by its wild magic must be killed, and the center of the hotspot (can be found via detect magic) must be targeted with the remove curse or dispel magic. If it is target with dispel magic, the caster can choose to destroyed the hotspot instead of cleanse it.
- Pylons & Conduits
Arcane focuses function as conduits. Specially constructed towers with large crystals at their core to channel magic are pylons. Conduits, if powered, allow all magic within 50 ft. to function. Pylons, if powered, allow all magic within 500 ft. to function. For a pylon to be powered, it must be inside a cleansed hotspot. For a conduit to be powered, it must be within 1000 ft. of a powered pylon.
|Casting time:||1 action|
Make a ranged spell attack against the target. On a hit, the target takes 1d8 piercing damage.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). When you reach 11th level, this spell attack roll and damage roll is made with advantage.
Cast By: Wizard, Sorcerer, Artificer, Paladin
|1-level Transmutation (ritual)|
|Casting time:||1 minute|
|Range:||Touch (5 ft. sphere)|
|Components:||V, S, M (A dollop of mud)|
All sand within this spell’s area that you touch turns to mildly dirty yet safe-to-drink water.
Cast By: Druid, Ranger, Cleric, Artificer
|Casting time:||1 reaction|
|Components:||S, M (A shield or armor piece of some sorts)|
As a reaction to taking damage, you can ignore an amount of damage equal to a roll of your hit dice.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of hit dice you roll increases by 1 for each slot level above 2rd.
Cast By: Wizard, Artificer, Paladin, Cleric, Warlock
|Casting time:||1 minute|
You die temporarily and become a spirit. You gain immunity to necrotic and nonmagical damage and resistance to all other damage for the duration, as well as being able to move twice as fast. At the end of the duration, your body reforms at the location of your spirit and your old body quickly decays into necrotic energy over the course of an hour.
At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, this spell’s duration increases by 1 round for each slot level above 3rd.
Cast By: Wizard, Warlock
|Casting time:||10 Hours|
|Range:||Self (10 mile radius)|
|Components:||V, S, M (1,000,000 gp worth of uranium ore which the spell consumes or the egg of an unborn Phoenix; an arcane focus cannot be used in place of the egg, if the egg is used)|
|Duration:||Concentration, up to 10 years|
When cast, all matter within 1000 feet of the caster is instantly vaporized, all creatures and objects within 1 mile of the caster are instantly killed/destroyed. All other creatures and objects in the area take 100d100 fire damage.
Firestorms rage and suck in air as fuel to create smoke and soot, making the air in the area unbreathable, having all creatures that breathe start to suffocate. This lasts until concentration ends. Additionally, strong winds plague the area due to the firestorms & initial blast, and the entire area that which this spell affects suffers strong winds(100 mph) for the first minute, and moderate winds(10 mph) for the rest of concentration. All creatures and objects that are flammable in this area are ablaze.
Arcane radiation is let loose among the area. All creatures that enter the area while concentration is lasting must make Constitution saving throws with a DC of 18, taking 1d12 force damage on a fail and half as much on a success. Creatures dropped to 0 hit points with this suffer Cancer.
All of the ash and dust is let up upon the atmosphere, blocking the sun, and for the rest of this spell’s concentration, the area suffers darkness, and the region dim light. Additionally, for the spell’s concentration, all creatures in the area suffer the effects of extreme cold.
The caster of this spell is unaffected by this spell’s listed effects, unless their concentration was ended unwillingly.
Cast By: Wizard, Warlock
Magical effects can be imbued into many various objects. Here are a few of them. They will use the rules for creating a magic item by the way, as written in the DMG.
Enchantments applied today weapons
... of Heat
Whenever a creature is attacked by this weapon, it must succeed on a DC 5 Constitution saving throw or gain a level of exhaustion. The DC of this save increases by 5 for each subsequent hit after the first. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates. If the creature drinks water after a hit, the DC is returned to 5.
When you attack a creature or object with this weapon and roll a 20 on the attack roll, it explodes into blood and gore (or whatever else it is made out of). The creature or object dies or is destroyed if it doesn’t have legendary actions and the GM decides that the creature or object is small enough to be demolished in 1 hit. Creatures and objects that don’t die take 6d8 thunder damage instead.
... of Repair
If the wearer is a construct or object, it regenerates 1d4 hit points at the end of every minute.
Barding can be made for siege engines, and these can be enchanted with this armor.
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