User:Guy/7p Spells

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  • 7-Point Spells. Each of these spells costs 7 spell points to cast (DMG'14 p288), and has power comparable to a 4th-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.
  • Once Cast per Turn. You can only use the Cast action once per turn. This is particularly 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.


Telefrag

7-point conjuration (explosive, tinker, travel, wrath)
CAST TIME Action
RANGE 90 feet
DURATION Instant
COMPONENTS V, S

You teleport to a space within range you designate. If that space is occupied by a creature, it must make a Constitution save.
  On a failed save, the creature takes 6d8 force damage and is shoved to the nearest unoccupied space you designate. If this damage reduces the creature to 0 hit points, its body explodes, and it cannot be revived by an effect requiring an intact body.
  On a successful save, the creature takes half as much damage, and you are shoved to the nearest unoccupied space you designate.
Upcast. You can expend extra magic points when you cast this spell, up to a total amount no higher than your level. For each point expended beyond 9, increase the range by 30 feet and increase the damage by 1d8.

Inspired by telefrag.




  • This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at [1].
  • Both this work and the SRD 5.1 are licensed under the Creative Commons Attribution 4.0 International License available at [2].
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