User:Guy/9p Spells

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  • 9-Point Spells. Each of these spells costs 9 spell points to cast (DMG'14 p288), and has power comparable to a 5th-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.


Heroic Speech

9-point enchantment (glamour, hypnotism, speech)
CAST TIME Phase (or 10 minutes)
RANGE 30 feet
DURATION 2 shifts (or 8 hours)
COMPONENTS V, S

Up to 10 creatures in range who can hear you throughout the cast time become heroically inspired. Each gains 10 temporary hit points, which last for the duration.
  Whenever one of these creatures fails an ability check, attack roll, or saving throw, it can choose to consume 5 of its own temporary hit points (or as many remain if less than 5) to reroll the d20 and use the new result if it is higher. Once these temporary hit points are depleted, the effect ends on that creature.





  • 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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