User:Guy/3p Spells

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  • 3-Point Spells. Each of these spells costs 3 spell points to cast (DMG'14 p288), and has power comparable to a 2nd-level spell.
  • Demanding. As your level increases, spells that were once exhausting become easier to use. When you cast a spell with a point cost equal to your level, you must finish a break before you can cast another spell with a cost equal to your level.
  • One Cast per Turn. You can only use the Cast action once per turn. This is especially notable with spells with a cast time of 1 bonus action.
  • Materials Required. If a material component (M) is listed, it is required. There is no effect that lets you broadly ignore material components within this system.


Blow Mind

3-point divination (abyss, guidance, horror, speech)
CAST TIME Action
RANGE 15 feet
DURATION Instant
COMPONENTS V

You utter a truth so horrifying or profound it shatters the minds of those who hear it. Each creature in range who can hear you must succeed on a Will save or take 3d10 psychic damage and lose Concentration (if any).
 Any creature who fails this save by 10 or more becomes Surprised.
Upcast. You can expend extra magic points when you cast this spell, up to an amount not exceeding your level. For each point expended beyond 5, increase the damage by 1d10.

Inspired by blow mind.


Comet

3-point transmutation (cosmic, fire, jotun, travel)
CAST TIME Action
RANGE 90 feet
DURATION Instant
COMPONENTS V, S

You and all items you're carrying momentarily transform into a sphere of burning energy launching towards a creature or object in range that you can see. Make a ranged spell attack against the target.
  On a hit, the target takes 3d6 fire damage; you appear in the nearest unoccupied space between the target and your original location, where you transform back into your normal form.
  On a miss, you travel 1d6 × 5 feet past the target, where you land Prone after transforming back into your normal form.
Upcast. You can expend extra magic points when you cast this spell, up to a total amount not exceeding your level. For each point you expend beyond 3, increase the damage by 1d6 and the distance by 30 feet.

Inspired by self projectile.


Compel Violence

3-point enchantment (hypnotism, infernal)
CAST TIME Action
RANGE 60 feet
DURATION Round
COMPONENTS V, S

You gesture towards a creature in range that you can see, which must make a Will save.
  On a failed save, the target is compelled to Attack another creature you designate, excluding itself. The target makes only one Attack using the most effective option available to it, but it can't move as part of this attack. If all else fails, a possibility includes picking up a rock or a disposable option on its person and throwing it as an improvised weapon as far as it can towards the creature you designate; and even that isn't an option, a bark or shouted insult would suffice. This consumes the target's reaction if it hasn't yet been used this round. The creature can tell it was unnaturally compelled for this attack.
  On a successful save, the target suffers disadvantage on the first attack it makes against any creature other than the one you designated before the end of your next turn.


Critterkill

3-point necromancy (hunt, plague, vermin, wrath)
CAST TIME Action
RANGE 30 feet
DURATION Instant
COMPONENTS V, S

Target all Tiny creatures in range with a remaining number of hit points no greater than 2 + your casting ability modifier. Each target takes necrotic damage equal to their remaining hit points.

Inspired by critterkill.


Detox

3-point abjuration (alchemy, heal, hunt, ki, plague)
CAST TIME Phase
RANGE Touch
DURATION 2 Shifts (or 8 hours)
COMPONENTS V, S

A creature you touch is cured of the Poisoned condition, if it has any. For the duration the creature has resistance to poison damage and the Poisoned condition.
Upcast. You can expend more than 3 magic points on this spell when you cast it, up to an amount not exceeding your level. For each point expended beyond 3, you can target one more creature.


Hearth

3-point abjuration (fire, forge, sloth, urban)
CAST TIME Phase
RANGE Touch
DURATION 2 Shifts (or 8 hours)
COMPONENTS V, S

A creature you touch is subsumed in comfortable warmth. When you cast this spell, the creature is alleviated of any condition or negative status caused alongside an effect that deals cold damage, such as being Slowed by the ice bolt spell. For the duration, the creature has resistance to cold damage, and automatically succeeds on saving throws made against extreme cold.
Upcast. You can expend more than 3 magic points on this spell when you cast it, up to an amount not exceeding your level. For each point expended beyond 3, you can target one more creature.


Infernal Grasp

3-point transmutation (ghost, inferno, jotun)
CAST TIME Action
RANGE 5 feet
DURATION Minute
COMPONENTS V, S

A massive, monstrous hand as large as your entire body emerges from your chest or back to grab hold of a Large or smaller creature or object in range. Make a melee spell attack against the target. On a miss, this spell ends with no effect. Whenever the spell ends, the hand retreats back inside you.
Creature. On a hit against a creature, the target takes 3d4 bash damage and becomes Grappled by you for the duration; saves to escape this Grapple are made against your spell save mark. At the start of each of your turns, you can deal 3d4 bash, fire, or necrotic damage to the Grappled creature (no action required).
 As a Cast action you can slam the Grappled creature into the ground on any space without 10 feet of you, where it takes 3d4 bash damage and lands Prone, ending this spell. The spell also ends if the creature otherwise escapes from being Grappled.
Object. On a hit against an object, you can shove the object up to 10 feet in any direction regardless of its weight. Any creature in the path of this object is shoved into the nearest unoccupied space, and must succeed on a Reflex save or take 6d4 bash damage. The spell then ends.
Upcast. You can expend more than 3 magic points on this spell when you cast it, up to an amount not exceeding your level. For each point expended beyond 3, increase all damage rolls by 1d4.


Meteor Mail

3-point abjuration (cave, cosmic)
CAST TIME Action
RANGE Touch
DURATION Concentration, up to 2 shifts (or 8 hours)
COMPONENTS V, S

A creature you touch is orbited by 3 small meteorites for the duration. The creature's defense increases by a shield bonus equal to the number of meteorites remaining. Whenever the target is targeted by an attack but the attack roll misses, 1 meteorite intercepts the attack and destroys itself.
  As an Attack action, the creature can launch a meteorite towards a visible creature or object within 150 feet of itself. The creature makes a ranged spell attack for the meteorite, using your PB and casting ability modifier. On a hit, this attack deals 3d4 bash damage. Regardless of hit or miss, this destroys the launched meteorite. When the last meteorite is destroyed, this spell ends.
Upcast. When you cast this spell, you can expend a number of magic points beyond 3, up to but not exceeding your level. For every 2 points 3, add 1 meteorite and increase the bash damage by 1d4.


Moonlight Merchant

3-point conjuration (faerie, inferno, urban)
CAST TIME Minute
RANGE 10 feet
DURATION Phase
COMPONENTS V, S, M (1 PP, which the spell consumes)

A devilish merchant appears before you in a poof of black smoke. A different merchant appears each time this spell is cast, but the merchant is always a fiend or fey, and can always speak at least Common and Infernal.
  The merchant answers your summons for the purpose of trade. You and your allies can exchange any items and currency with the merchant as if you were conducting Downtime Trade. This merchant only deals in common items, nothing else of greater rarity except for platinum. Outside of trade the merchant will do no favors or service for you or your allies. The merchant is able to see the true nature of any item it potentially trades, and will not believe any claims that can't be proven.
  If any harm is dealt to the merchant, it vanishes and takes any wares with it—including any it ostensibly sold. When this spell ends or when trade completes, the merchant vanishes, but in this case leaves any sold wares to their rightful owners.
  Once you cast this spell, it can't be cast again for 24 hours.


Pictograph

3-point transmutation (glamour, handy, tinker, writing)
CAST TIME Action or ritual
RANGE Self
DURATION Until dispelled
COMPONENTS V, S, M (parchment and a baroque pearl worth 5 gp, both consumed by the spell)

You transmute a sheet of parchment you hold to flawlessly portray a flat depiction of what you see when you cast the spell. Even if the sheet is larger, the depiction you produce can be no more than 1 foot by 1 foot, and captures only what you saw. The altered parchment—or "pictograph"—records any illusions you saw, and reproduces facets such as colors and brightness as you saw them.
  The parchment is not dyed and it is not an illusion. Rather, the parchment is physically changed until dispelled. The transmuted parchment appears indistinguishable from a very true-to-life painting, but close inspection or divination spells can reveal the parchment to be magical.


Rot

3-point necromancy (chef, plague, undead)
CAST TIME Action
RANGE 60 feet
DURATION Concentration, up to a minute
COMPONENTS V, S

You rot the insides of a creature in range you can see. The target takes 2d4 poison damage and must succeed on a Grit save or take another 2d4 poison damage at the end of each of its turns for the duration. The target has advantage on this save if the target has resistance to the Poisoned condition. Any effect that ends the Poisoned condition on the target also ends this spell's effect.
Upcast. You can expend extra magic points when you cast this spell. The total expended can't exceed your level. For every 2 points beyond 3, increase both the initial and subsequent damage by 1d4 each.