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Here is a list of new spell ideas. Please let me know if there is anything blatantly out of balance, or something you don't think you'd even consider so I can adjust or remove them from the list. Other than that, these are here for your consideration.
Blazing Pursuit
1st-level evocation - Bard, Warlock, Wizard
Casting Time: 1 bonus action
Range: Self
Components: V, M (a weapon)
Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack during the spell’s duration, your weapon becomes coated in flames, and the attack deals an extra 2d6 fire damage to the target. Additionally, if the target ends its turn within 10 feet of you, you may teleport up to 10 feet to a space adjacent to that target.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Greater Mending
1st-level transmutation - Bard, Cleric, Druid, Sorcerer, Wizard
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (enough raw materials of what you're mending to replace missing parts)
Duration: Instantaneous
This spell functions as the Mending cantrip, but with in a greater capacity. This spell can repair a single object or a group of identical objects within a 10' cube. For example, this spell could repair a breach in the hull of a ship, or reassemble a group of shattered wooden chairs. Each casting of this spell can only effect one material at a time, so casting it on a crate of moth-eaten silk, for example, can repair the silk, but not the crate itself, or another fabric in it.
At Higher Levels. You can effect an extra material at a time when you cast this spell using a 4th, 7th, or 9th level spell slot.
Frost Backlash
2nd-level evocation - Warlock, Wizard
Casting Time: 1 reaction, which you take in response to being damage by a creature within melee range of you that you can see
Range: Melee Weapon range
Components: V, M (a melee weapon)
Duration: Instantaneous
You immediately counter, forcing your opponent to make a Dexterity saving throw. The target takes damage equal to your weapon damage plus 2d12 cold damage on a failed save, and half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 1st.
Nondescript
2nd-level illusion - Bard, Ranger, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
This spell make you seem ordinary and nondescript to others, though it does not change your actual appearance. Creatures who saw you while you were under the influence of this spell are unable to recall you upon being asked if they had seen you or someone matching your description.
Flanking Illusions
3rd-level Illusion - Bard, Wizard
Casting Time: 1 action
Range: Your remaining movement speed
Components: M (a melee weapon you are proficient in)
Duration: Instantaneous
You make four illusions at each side of a creature within reach (one originating from yourself). Each of those illusions charge towards the target, while you seem invisible to it. Make four melee spell attacks, dealing your weapon die in Psychic damage on each hit. Creatures with Truesight or Blindsight are unaffected by this spell.
Lightning jumps around a creature you see within range. The targeted creature must make a dexterity saving check. The creature takes 4d8 lightning damage on a failed save, and half as much on a successful save. If the target fails the save, it becomes static:
If another creature comes within 10 feet of the original target, both have to make a dexterity check. Both creatures get 2d8 lightning damage on a failed save, or half as much damage on a successful save. If the original target fails the save, it remains static. If it succeeds, the save, it stops being static.
At higher levels:
For each spell slot above 3rd, the base damage increases by 1d8.
You touch a weapon. Until the spell ends, the weapon becomes magical (if it wasn’t already) and gains the following property in addition to any others it has:
“Curse. This weapon is cursed, and touching it extends this curse to you, unless you are a fey creature, in which case you suffer no ill effect. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times.
Whenever you roll a 1 on an attack roll with this weapon, roll a d6 and apply the result from the table below.
1. You fall prone and your turn ends immediately.
2. You are blinded until the end of your next turn.
3. You are deafened until the end of your next turn.
4. You are immediately teleported 20 feet in a random direction. If you would end up within a slid obstacle, you take 2d6 bludgeoning damage and end up as close to the destination as possible.
5. All food items within ten feet of you immediately spoil, becoming completely inedible.
6. The weapon transforms into a live goose, which is magically bound to your hand and cannot be removed by any means (except by ending the curse). It reverts to its original form after one minute.”
This curse can be broken only by a Remove Curse spell or similar. This ends the effect on the weapon and anyone who has touched it.
You conjure five elemental orbs of one element (water, fire, stone, lightning). When you get hit by an attack from a creature within 60 feet of you, you may use your reaction to hurl one of the orbs to the attacker and make a ranged spell attack against it. If the attack hits, it deals 2d8 damage of the type of the chosen element of the orb. (water – cold, fire – fire, stone – bludgeoning, lightning – lightning)
At higher levels:
When cast as a 7th of 8th level spell, the orbs deal 3d8 damage of the chosen type. When cast as a 9th level spell, the orbs deal 4d8 damage of the chosen type.
Secret Enclave
9th-level conjuration - Bard, Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (first time: an element of your desired environment)
Duration: 10 minutes
You conjure a portal large enough to admit creatures up to large in size which connects to a pocket dimension, much like the Demiplane spell. The enclave is 600 feet-cubed. When creating the enclave, an item you are holding shapes the environment of the enclave into something similar.
Live stick - forrest
Dead stick - dead forrest
Rock - cave or mountain depending on type of rock / where it came from
Sand - desert
Water - underwater
Nothing - an unknown white surface in a black void
etc...
The possible environments are limitless. If multiple items are held it can model something out of all, such as sand and water making a beach or desert oasis. The floor cannot be burrowed through regardless of what it is made of. When the spell ends the portal disappears, and any creatures or objects inside the enclave remain trapped there, as the portal also disappears from the other side.
You or anyone else can create another portal leading back to the enclave by casting this spell again, the item used to create the demiplane is not needed. However, once an enclave has been created, its location is fixed and the portal can only be opened from that same location (or from within the enclave). If you are in the correct location, you do not need to know anything about the enclave to open a portal to it; you do not even need to know that it is there.
As shown in with my suggestions for potions. These would likely only be accessible to NPCs in specific adventures.
Blood of Grlarshh. A special acid-like ink boiled for a month over a cursed fire (Don't know the mix). It is an essential part of a more modern ritual used to mark one as a follower of Grlarshh. The ink is branded onto the left thigh depicting a skull, and grants them special privileges from Grlarshh. These privileges range from shelter in the secret places (the few that are left), to access to unique lines of work, to access to Grlarshh's own power and protection. It also acts as a way to communicate and locate, as the Priests of Death are able to locate people with the brand, and can give instructions or summons through dreams.
Effect: Those branded can be tracked and receive communications through their dreams. It is a distinction for specific spells so they can pass safely in an otherwise dangerous area. It is also a beacon to draw specific spells which seek the brand.
Spell and Potion: Very Rare
Price: ?
Blood of Grlarshh: A ritual spell would go with this. Chanting a mantra while brewing the ink, and then chanting a mantra while branding the person. A cleric spell, possibly an option for dark warlocks.
Grlarshh's Spite. This truly is a wonder of modern magic. After generations of work, this massive ritual can almost be unleashed upon the lands. Cauldrons at every secret place are churning with the remedy, preparing the year long process in mass. He-Who-Walks-In-Darkness is already wounded. His forces are poised to fall at the hands of the light. All that is needed is a little push, then the great god of death can fill the void...
Effect: When one gallon of the completed potion and one pint of a single creature's blood is added to the potion, for 1 hour it causes all creatures who share that blood within a 1 mile radius to gain 3 levels of exhaustion, while all those with the Brand of Grlarshh are permanently at 0 levels of exhaustion and 10% temporary max health, and heal 1d4 each turn. Once the effect wears off, all with the Brand lose their temporary health and gain 1 level of exhaustion. Only one potion can be in effect at a time, but it can be made larger, an extra mile radius for every gallon of potion and pint of blood up to a 6 mile radius If multiple potions intersect, Wild Surges spawn randomly throughout the affected areas insted of the normal effects. The blood used can be from different creatures, but they must be of the same species, but even then, if they are too different (such as different subspecies, half-species can be especially unpredictable). If blood from multiple species are used, the potion explodes affecting everything in a 50ft. radius, causing 2d10 damage of each acid, fire, force, psychic, and thunder (total of 10d10).
Spell and Potion: Very Rare
Price: ? Expensive, can't actually buy, takes a year to prepare 4 doses in an average sized cauldron.
Grlarshh's Spite: This is a VERY long ritual. Not sure if it should require someone always be present to continue the ritual, or if it just needs to be maintained such as retracing the magic circle surrounding the pot with fresh blood every 7th day.
Blazing Pursuit
1st-level evocation - Bard, Warlock, Wizard
Casting Time: 1 bonus action
Range: Self
Components: V, M (a weapon)
Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack during the spell’s duration, your weapon becomes coated in flames, and the attack deals an extra 2d6 fire damage to the target. Additionally, if the target ends its turn within 10 feet of you, you may teleport up to 10 feet to a space adjacent to that target.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Greater Mending
1st-level transmutation - Bard, Cleric, Druid, Sorcerer, Wizard
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (enough raw materials of what you're mending to replace missing parts)
Duration: Instantaneous
This spell functions as the Mending cantrip, but with in a greater capacity. This spell can repair a single object or a group of identical objects within a 10' cube. For example, this spell could repair a breach in the hull of a ship, or reassemble a group of shattered wooden chairs. Each casting of this spell can only effect one material at a time, so casting it on a crate of moth-eaten silk, for example, can repair the silk, but not the crate itself, or another fabric in it.
At Higher Levels. You can effect an extra material at a time when you cast this spell using a 4th, 7th, or 9th level spell slot.
Frost Backlash
2nd-level evocation - Warlock, Wizard
Casting Time: 1 reaction, which you take in response to being damage by a creature within melee range of you that you can see
Range: Melee Weapon range
Components: V, M (a melee weapon)
Duration: Instantaneous
You immediately counter, forcing your opponent to make a Dexterity saving throw. The target takes damage equal to your weapon damage plus 2d12 cold damage on a failed save, and half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 1st.
Nondescript
2nd-level illusion - Bard, Ranger, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
This spell make you seem ordinary and nondescript to others, though it does not change your actual appearance. Creatures who saw you while you were under the influence of this spell are unable to recall you upon being asked if they had seen you or someone matching your description.
Flanking Illusions
3rd-level Illusion - Bard, Wizard
Casting Time: 1 action
Range: Your remaining movement speed
Components: M (a melee weapon you are proficient in)
Duration: Instantaneous
You make four illusions at each side of a creature within reach (one originating from yourself). Each of those illusions charge towards the target, while you seem invisible to it. Make four melee spell attacks, dealing your weapon die in Psychic damage on each hit. Creatures with Truesight or Blindsight are unaffected by this spell.
Lightning jumps around a creature you see within range. The targeted creature must make a dexterity saving check. The creature takes 4d8 lightning damage on a failed save, and half as much on a successful save. If the target fails the save, it becomes static:
If another creature comes within 10 feet of the original target, both have to make a dexterity check. Both creatures get 2d8 lightning damage on a failed save, or half as much damage on a successful save. If the original target fails the save, it remains static. If it succeeds, the save, it stops being static.
At higher levels:
For each spell slot above 3rd, the base damage increases by 1d8.
You touch a weapon. Until the spell ends, the weapon becomes magical (if it wasn’t already) and gains the following property in addition to any others it has:
“Curse. This weapon is cursed, and touching it extends this curse to you, unless you are a fey creature, in which case you suffer no ill effect. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times.
Whenever you roll a 1 on an attack roll with this weapon, roll a d6 and apply the result from the table below.
1. You fall prone and your turn ends immediately.
2. You are blinded until the end of your next turn.
3. You are deafened until the end of your next turn.
4. You are immediately teleported 20 feet in a random direction. If you would end up within a slid obstacle, you take 2d6 bludgeoning damage and end up as close to the destination as possible.
5. All food items within ten feet of you immediately spoil, becoming completely inedible.
6. The weapon transforms into a live goose, which is magically bound to your hand and cannot be removed by any means (except by ending the curse). It reverts to its original form after one minute.”
This curse can be broken only by a Remove Curse spell or similar. This ends the effect on the weapon and anyone who has touched it.
You conjure five elemental orbs of one element (water, fire, stone, lightning). When you get hit by an attack from a creature within 60 feet of you, you may use your reaction to hurl one of the orbs to the attacker and make a ranged spell attack against it. If the attack hits, it deals 2d8 damage of the type of the chosen element of the orb. (water – cold, fire – fire, stone – bludgeoning, lightning – lightning)
At higher levels:
When cast as a 7th of 8th level spell, the orbs deal 3d8 damage of the chosen type. When cast as a 9th level spell, the orbs deal 4d8 damage of the chosen type.
Secret Enclave
9th-level conjuration - Bard, Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (first time: an element of your desired environment)
Duration: 10 minutes
You conjure a portal large enough to admit creatures up to large in size which connects to a pocket dimension, much like the Demiplane spell. The enclave is 600 feet-cubed. When creating the enclave, an item you are holding shapes the environment of the enclave into something similar.
Live stick - forrest
Dead stick - dead forrest
Rock - cave or mountain depending on type of rock / where it came from
Sand - desert
Water - underwater
Nothing - an unknown white surface in a black void
etc...
The possible environments are limitless. If multiple items are held it can model something out of all, such as sand and water making a beach or desert oasis. The floor cannot be burrowed through regardless of what it is made of. When the spell ends the portal disappears, and any creatures or objects inside the enclave remain trapped there, as the portal also disappears from the other side.
You or anyone else can create another portal leading back to the enclave by casting this spell again, the item used to create the demiplane is not needed. However, once an enclave has been created, its location is fixed and the portal can only be opened from that same location (or from within the enclave). If you are in the correct location, you do not need to know anything about the enclave to open a portal to it; you do not even need to know that it is there.
A couple new spell ideas and a feat idea
Claws of the Dragon
Cantrip, transmutation - Sorcerer
Casting Time: 1 action
Range: self
Components: S
Duration: Concentration, up to 10 minutes
Using your sorcerous bloodline you can grow a set of menacing claws with which to damage your foes. For the duration, your unarmed attacks deal 1d6 slashing damage. Your claws are considered to be light for the purpose of two-weapon fighting.
When you reach 5th level your claws are magic weapons. If you have the dragonic bloodline sorcerous origin or already have claws, then your claws deal an additional 1d6 damage of the type associated with your draconic ancestry at levels 11, 15, and 18.
Construct Homunculus
1st-level Transmutation - Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (a tiny clay statue resembling what the homunculus will look like, a bat's wing, a cat's eye, a 50 gp jewel, a blood drop of the creator, all of which the spell consumes)
Duration: Instantaneous
Few can find a good familiar that they can trust, and even fewer can find ones that are able to remain connected at all times. When casting this spell, you transform the spell components into a golem (timcanpy)-like familiar.
At Higher Levels. When you cast this spell using a spell slot of level 3, 5, 8, increase the homunculus size by one category.
Feat: Practiced Caster Requires either the Magic Initiate or Ritual Caster feat
Gain half as many spell slots as your character level rounded down. These slots can be in any grouping desired, such as a level 6 caster may gain three 1st level slots, one 1st level and one 2nd level slot, or one 3rd level slot. The organization of the spell slots gained may be adjusted as a ritual last 1 hour for each level of spell slot being affected (changing two 1st level spell slots into a 2nd level slot or the other way around would both take 2 hours).
As shown in with my suggestions for potions. These would likely only be accessible to NPCs in specific adventures.
Blood of Grlarshh. A special acid-like ink boiled for a month over a cursed fire (Don't know the mix). It is an essential part of a more modern ritual used to mark one as a follower of Grlarshh. The ink is branded onto the left thigh depicting a skull, and grants them special privileges from Grlarshh. These privileges range from shelter in the secret places (the few that are left), to access to unique lines of work, to access to Grlarshh's own power and protection. It also acts as a way to communicate and locate, as the Priests of Death are able to locate people with the brand, and can give instructions or summons through dreams.
Effect: Those branded can be tracked and receive communications through their dreams. It is a distinction for specific spells so they can pass safely in an otherwise dangerous area. It is also a beacon to draw specific spells which seek the brand.
Spell and Potion: Very Rare
Price: ?
Blood of Grlarshh: A ritual spell would go with this. Chanting a mantra while brewing the ink, and then chanting a mantra while branding the person. A cleric spell, possibly an option for dark warlocks.
Grlarshh's Spite. This truly is a wonder of modern magic. After generations of work, this massive ritual can almost be unleashed upon the lands. Cauldrons at every secret place are churning with the remedy, preparing the year long process in mass. He-Who-Walks-In-Darkness is already wounded. His forces are poised to fall at the hands of the light. All that is needed is a little push, then the great god of death can fill the void...
Effect: When one gallon of the completed potion and one pint of a single creature's blood is added to the potion, for 1 hour it causes all creatures who share that blood within a 1 mile radius to gain 3 levels of exhaustion, while all those with the Brand of Grlarshh are permanently at 0 levels of exhaustion and 10% temporary max health, and heal 1d4 each turn. Once the effect wears off, all with the Brand lose their temporary health and gain 1 level of exhaustion. Only one potion can be in effect at a time, but it can be made larger, an extra mile radius for every gallon of potion and pint of blood up to a 6 mile radius If multiple potions intersect, Wild Surges spawn randomly throughout the affected areas insted of the normal effects. The blood used can be from different creatures, but they must be of the same species, but even then, if they are too different (such as different subspecies, half-species can be especially unpredictable). If blood from multiple species are used, the potion explodes affecting everything in a 50ft. radius, causing 2d10 damage of each acid, fire, force, psychic, and thunder (total of 10d10).
Spell and Potion: Very Rare
Price: ? Expensive, can't actually buy, takes a year to prepare 4 doses in an average sized cauldron.
Grlarshh's Spite: This is a VERY long ritual. Not sure if it should require someone always be present to continue the ritual, or if it just needs to be maintained such as retracing the magic circle surrounding the pot with fresh blood every 7th day.
Claws of the Dragon
Cantrip, transmutation - Sorcerer
Casting Time: 1 action
Range: self
Components: S
Duration: Concentration, up to 10 minutes
Using your sorcerous bloodline you can grow a set of menacing claws with which to damage your foes. For the duration, your unarmed attacks deal 1d6 slashing damage. Your claws are considered to be light for the purpose of two-weapon fighting.
When you reach 5th level your claws are magic weapons. If you have the dragonic bloodline sorcerous origin or already have claws, then your claws deal an additional 1d6 damage of the type associated with your draconic ancestry at levels 11, 15, and 18.
Blazing Pursuit
1st-level evocation - Bard, Warlock, Wizard
Casting Time: 1 bonus action
Range: Self
Components: V, M (a weapon)
Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack during the spell’s duration, your weapon becomes coated in flames, and the attack deals an extra 2d6 fire damage to the target. Additionally, if the target ends its turn within 10 feet of you, you may teleport up to 10 feet to a space adjacent to that target.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Construct Homunculus
1st-level Transmutation - Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (a tiny clay statue resembling what the homunculus will look like, a bat's wing, a cat's eye, a 50 gp jewel, a blood drop of the creator, all of which the spell consumes)
Duration: Instantaneous
Few can find a good familiar that they can trust, and even fewer can find ones that are able to remain connected at all times. When casting this spell, you transform the spell components into a golem (timcanpy)-like familiar.
At Higher Levels. When you cast this spell using a spell slot of level 3, 5, 8, increase the homunculus size by one category.
Greater Mending
1st-level transmutation - Bard, Cleric, Druid, Sorcerer, Wizard
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (enough raw materials of what you're mending to replace missing parts)
Duration: Instantaneous
This spell functions as the Mending cantrip, but with in a greater capacity. This spell can repair a single object or a group of identical objects within a 10' cube. For example, this spell could repair a breach in the hull of a ship, or reassemble a group of shattered wooden chairs. Each casting of this spell can only effect one material at a time, so casting it on a crate of moth-eaten silk, for example, can repair the silk, but not the crate itself, or another fabric in it.
At Higher Levels. You can effect an extra material at a time when you cast this spell using a 4th, 7th, or 9th level spell slot.
Frost Backlash
2nd-level evocation - Warlock, Wizard
Casting Time: 1 reaction, which you take in response to being damage by a creature within melee range of you that you can see
Range: Melee Weapon range
Components: V, M (a melee weapon)
Duration: Instantaneous
You immediately counter, forcing your opponent to make a Dexterity saving throw. The target takes damage equal to your weapon damage plus 2d12 cold damage on a failed save, and half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 1st.
Nondescript
2nd-level illusion - Bard, Ranger, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
This spell make you seem ordinary and nondescript to others, though it does not change your actual appearance. Creatures who saw you while you were under the influence of this spell are unable to recall you upon being asked if they had seen you or someone matching your description.
Flanking Illusions
3rd-level Illusion - Bard, Wizard
Casting Time: 1 action
Range: Your remaining movement speed
Components: M (a melee weapon you are proficient in)
Duration: Instantaneous
You make four illusions at each side of a creature within reach (one originating from yourself). Each of those illusions charge towards the target, while you seem invisible to it. Make four melee spell attacks, dealing your weapon die in Psychic damage on each hit. Creatures with Truesight or Blindsight are unaffected by this spell.
Lightning jumps around a creature you see within range. The targeted creature must make a dexterity saving check. The creature takes 4d8 lightning damage on a failed save, and half as much on a successful save. If the target fails the save, it becomes static:
If another creature comes within 10 feet of the original target, both have to make a dexterity check. Both creatures get 2d8 lightning damage on a failed save, or half as much damage on a successful save. If the original target fails the save, it remains static. If it succeeds, the save, it stops being static.
At higher levels:
For each spell slot above 3rd, the base damage increases by 1d8.
You touch a weapon. Until the spell ends, the weapon becomes magical (if it wasn’t already) and gains the following property in addition to any others it has:
“Curse. This weapon is cursed, and touching it extends this curse to you, unless you are a fey creature, in which case you suffer no ill effect. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times.
Whenever you roll a 1 on an attack roll with this weapon, roll a d6 and apply the result from the table below.
1. You fall prone and your turn ends immediately.
2. You are blinded until the end of your next turn.
3. You are deafened until the end of your next turn.
4. You are immediately teleported 20 feet in a random direction. If you would end up within a slid obstacle, you take 2d6 bludgeoning damage and end up as close to the destination as possible.
5. All food items within ten feet of you immediately spoil, becoming completely inedible.
6. The weapon transforms into a live goose, which is magically bound to your hand and cannot be removed by any means (except by ending the curse). It reverts to its original form after one minute.”
This curse can be broken only by a Remove Curse spell or similar. This ends the effect on the weapon and anyone who has touched it.
You conjure five elemental orbs of one element (water, fire, stone, lightning). When you get hit by an attack from a creature within 60 feet of you, you may use your reaction to hurl one of the orbs to the attacker and make a ranged spell attack against it. If the attack hits, it deals 2d8 damage of the type of the chosen element of the orb. (water – cold, fire – fire, stone – bludgeoning, lightning – lightning)
At higher levels:
When cast as a 7th of 8th level spell, the orbs deal 3d8 damage of the chosen type. When cast as a 9th level spell, the orbs deal 4d8 damage of the chosen type.
Secret Enclave
9th-level conjuration - Bard, Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (first time: an element of your desired environment)
Duration: 10 minutes
You conjure a portal large enough to admit creatures up to large in size which connects to a pocket dimension, much like the Demiplane spell. The enclave is 600 feet-cubed. When creating the enclave, an item you are holding shapes the environment of the enclave into something similar.
Live stick - forrest
Dead stick - dead forrest
Rock - cave or mountain depending on type of rock / where it came from
Sand - desert
Water - underwater
Nothing - an unknown white surface in a black void
etc...
The possible environments are limitless. If multiple items are held it can model something out of all, such as sand and water making a beach or desert oasis. The floor cannot be burrowed through regardless of what it is made of. When the spell ends the portal disappears, and any creatures or objects inside the enclave remain trapped there, as the portal also disappears from the other side.
You or anyone else can create another portal leading back to the enclave by casting this spell again, the item used to create the demiplane is not needed. However, once an enclave has been created, its location is fixed and the portal can only be opened from that same location (or from within the enclave). If you are in the correct location, you do not need to know anything about the enclave to open a portal to it; you do not even need to know that it is there.
How does this look?
Revised
Feat: Practiced Caster Requires either the Magic Initiate or Ritual Caster feat
- Gain two extra spell slots, one 1st level, and one of the highest level currently available up to 8th level.
- Warlocks instead get one spell slot of the appropriate level, and gain one Eldritch Invocation
I think the revised feat is better though you may want to cap spell gained at level 5 to prevent doubling up high level spell access. However I am not sure what other good caster feats there are so comparatively it may not be that strong. I will try to look comparatively later.
I don't think there are currently any feats that grant new spell slots, just grant access to new spells or advantages in various ways (like war caster). Though most don't have prerequisites either.
Perhaps I could make it instead of simply a slot, they can chose a spell they are practiced at and can use it once or twice per day, kind of like wizards can do. Actually... I could be wrong, but I think that wizard ability is called practiced caster. :P I'll need to pick a different name if that's the case.
You could look at some of the Warlock evocations as well, like the ones that allow you to cast disguise self without using a spell slot etc. Maybe something like the below though if that is to weak you could add choose a cantrip and a spell. It is pretty close to magic initiate except it would gain in power as you got stronger and chose higher level spells. It would still allow a wizard to get 2 level 8 spells in a day but it would at least prevent the arcane recovery etc from giving them more slots to recover.
Favored Spell
Choose a spell from your characters spell list that you meet the requirements to cast. Once per day you can cast the spell without using a spell slot. When you level up you can replace with a new spell that you meet the requirements for.