Homebrew Spells/Enchanting

by jManAscending

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Homebrew Spells

Reflavoring existing spells

If you want to flavor a spell for purely aesthetic purposes without changing its mechanics, it will almost certainly be allowed. If you want to change a spell's mechanics slightly, then you need to work that out with the DM. Generally speaking, in terms of damage, you will be allowed to switch around damage types that are in the same or lower 'tier':

Tier Damage Type
Pure Force, Psychic
Energy Necrotic, Radiant
Elemental Acid, Cold, Fire, Lightning, Thunder
Physical Bludgeoning, Piercing, Slashing, Ballistic, Friction, Poison

Note that if you reflavor a higher-tier spell to Bludgeoning, Piercing, or Slashing damage, for balance reasons the damage will be treated as nonmagical. Magical B/P/S damage is on par with Pure damage.

Modern Magic

The Modern Magic UA lists a number of spells fitting for a modern setting. These spells are on the following class spell lists:

  • On/Off: Artificer, Bard, Sorcerer, Warlock, Wizard
  • Infallible Relay: Artificer, Bard, Sorcerer, Warlock
  • Remote Access: Artificer, Sorcerer, Warlock, Wizard
  • Arcane Hacking: Artificer, Wizard
  • Digital Phantom: Artificer, Bard, Warlock, Wizard
  • Find Vehicle: Artificer, Paladin
  • Haywire: Artificer, Warlock, Wizard
  • Invisibility to Cameras: Artificer, Bard, Sorcerer, Warlock, Wizard
  • Protection from Ballistics: Cleric, Paladin, Ranger, Wizard
  • Conjure Knowbot: Artificer, Wizard
  • Synchronicity: Bard, Cleric, Sorcerer
  • System Backdoor: Artificer, Wizard
  • Commune with City: Cleric, Ranger
  • Shutdown: Artificer, Sorcerer, Warlock, Wizard

Gift Vitality

evocation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Bard, Druid

You expend and roll one hit die, and a creature you touch regains a number of hit points equal to what you rolled.

You can use up to two hit dice as part of the same casting when you reach 5th level, three hit dice at 11th level, and four hit dice at 17th level.

Disarm

2rd level abjuration


  • Casting Time: 1 action
  • Range: 30ft
  • Components: V, S, M (a small lasso)
  • Duration: Instantaneous
  • Classes: Ranger, Sorcerer, Wizard

Choose a creature you can see within range. That creature must make a Strength saving throw or drop one item of your choice that it is holding. The item is then flung harmlessly up to 30ft in any direction of your choice away from the target. If you fling it toward yourself and you have an open hand, you can catch the item.

Conjure Sentry

3rd level conjuration


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S, M (a wrench)
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer, Wizard

You summon a stationary turret attached to a surface in an unoccupied space you can see within range. At the end of each of your turns, the turret can shoot. The turret has infinite ammo, and its attacks count as magical.

If you are within 60ft. of the turret, you can choose its target when it shoots, or choose to use its burst fire attack. Otherwise, it targets the closest creature to itself that it can see, other than you. If the closest creature is within 80ft., it uses a burst fire attack. Otherwise, it makes a single shot. If there are no creatures it can see, it does not shoot.

The turret disappears when it drops to 0 hit points or when the spell ends.

At Higher Levels: When you cast this spell using higher-level spell slots, you can summon more turrets: two with a 5th-level slot, three with a 7th-level slot, and four with a 9th-level slot.


Sentry

medium construct, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 51 (6d10+18)
  • Speed 0

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 16 (+3) 1 (-5) 11 (+0) 3 (-4)

  • Senses Darkvision 30ft., passive Perception 10
  • Languages --
  • Challenge 2

Actions

Shoot. Ranged Weapon Attack: +5 to hit, Range (80/240), burst fire. Hit: 2d8+3 ballistic damage

Mana Drain

3rd level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: instantaneous
  • Classes: Wizard, Sorcerer, Cleric, Druid

Make a melee spell attack against a creature you can reach. If the target is not a spellcaster, this spell has no effect, and the spell is wasted. On a hit, the target must make a saving throw using their spellcasting ability modifier against your spell save DC. If their strongest available spell slot is 3rd level or lower, they automatically fail the save. On a failed save, their highest level spell slot is expended with no effect, and you can regain one spell slot of lower level than the one the target was forced to expend.

If the target has the Innate Spellcasting trait and no spell slots to take, they instead lose one usage of their highest level spell that is not at-will, and the effect is otherwise treated as if you drained a spell slot of a level equal to the level of that spell.

If the target has no spell slots or remaining uses of expendable magical abilities, this spell fails.

At Higher Levels: When you cast this spell at 4th level or higher, the target automatically fails their save if the level of their highest spell slot or strongest innate spell is less than or equal to the level of the spell slot you used.

Aphantasia

4th level enchantment


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Wizard

You erase all visuals from a creature's imagination, making it nigh impossible for that creature to focus. Choose a creature within range; that target must make a Wisdom saving throw. On a failed save, the target cannot concentrate on any spells until this spell ends.

Create Stem Cells

4th level conjuration


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (A sample of biological material contained within a small crystal vial worth at least $1000, and suspended within specific alchemical reagents worth $4000, which the spell consumes)
  • Duration: instantaneous
  • Classes: Wizard, Artificer

You touch a crystal vial filled with the DNA of one creature, suspended in a unique blend of alchemical reagents. When the spell is cast, all material in the vial is consumed, and the vial fills with stem cells that have the same DNA as the consumed biological material. These stem cells are required for a number of cutting-edge medical treatments, or to grow compatible bioware augmentations.

Awaken Warforged Construct

5th level Spiritmancy (biomancy)


  • Casting Time: 8 hours
  • Range: Touch
  • Components: V, S, M (A Medium or smaller construct, made partially with inorganic matter worth at least $5000, integrated with organic matter worth at least $5000)
  • Duration: instantaneous
  • Classes: Wizard, Artificer

After spending the casting time tracing magical pathways over a specially built construct, you touch the construct's head. If the target does not already have mental stats, the target gains an Intelligence, Wisdom, and Charisma of 10. The target also gains the ability to speak one language you know. Its physical stats are based on the materials and construction of the body.

In addition, the target gains a brand new soul, and is able to develop a unique personality, feel emotions, and have a will of its own. You do not fully control this construct, but for the first 30 days of its awakening, you have advantage on Charisma checks to influence it. Until these 30 days pass, the target's alignment is True Neutral.

Shadow Stride

5th level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Ranger

You gain the ability to enter and quickly move on solid surfaces between the shadows. You must use 5 feet of movement to enter a surface in dim light or darkness. As part of the move used to enter the surface, you can instantly move up to 500ft along the surface, to a different surface in dim light or darkness. If part of this move brings you across a portion of the surface illuminated with bright light, you appear as a quickly moving shadow. You exit in a spot of your choice within 5 feet of the destination surface, using another 5 feet of movement. If you have no movement left, you appear back where you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a surface.

Positive Energy Flood

5th level spiritmancy (biomancy)


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, M (a hunk of living moss and a square of white silk)
  • Duration: Instantaneous
  • Classes: Cleric, Druid

You send ribbons of positive energy at one creature you can see within range. If the target is not a pure construct or undead, it regains 5d12 hit points. If this healing brings them over their maximum HP, they gain the excess as temporary HP, and are Diseased until they no longer have any temporary HP. While Diseased in this way, the target is considered Poisoned, and develops many pus-filled blisters, boils and other abscesses.

If the target is undead, it must make a Constitution saving throw, taking 5d12 radiant damage on a failed save, or half as much damage on a successful one. A target destroyed by this damage immediately begins decomposing, with their bodies quickly consumed by fungus and other various plant life, becoming fertile soil within 1 minute.

Power Word: Freeze

9th level evocation


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V
  • Duration: instantaneous
  • Classes: Sorcerer, Wizard

You speak a word of power that can turn one creature you can see within range into an icy statue. If the creature you choose has 150 hit points or fewer, it is Petrified, and turns to ice. Otherwise, the spell has no effect.

Binding Contract

6th level enchantment


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: S, M (calligrapher's supplies)
  • Duration: instantaneous
  • Classes: Wizard, Warlock

You touch a piece of parchment, stone tablet, or other surface that has a formal agreement written on it. As part of casting this spell, you must sign your true name on the contract. Up to 9 other creatures can also sign this contract with their true names during the casting time. When the spell is complete, all those who willingly signed during the casting of the spell are bound to whatever text of the document they could read, and a copy of the contract appears in their hands.

When a creature directly breaks the terms written in the contract, that creature takes 5d10 psychic damage, and all other creatures who signed the contract are made aware of it. A creature can take damage from this spell no more than once per day.

The contract is no longer binding if all signed parties agree to end the contract, or a clause written into the contract ends it. A Wish spell can also be used to remove one or more creatures' signatures from a contract, or to end a contract entirely.

At Higher Levels: When you cast this spell using a 7th level spell slot, a creature who breaks the contract takes 7d10 psychic damage. When you cast this spell using an 8th level spell slot, a creature who breaks the contract takes 10d10 psychic damage. When you cast this spell using a 9th level spell slot, a creature who breaks the contract is instantly reduced to 0 HP.

Summoned Home

8th level conjuration


  • Casting Time: 10 minutes
  • Range: 120ft
  • Components: V,S,M (chips of stone and wood, a few grains of sand, and a sprinkling of water)
  • Duration: until dispelled
  • Classes: Druid, Wizard

You conjure a sturdy building within a 60ft. cube on a surface that you can see within range. This structure is predominantly made of material that is common in the area where the spell is cast - e.g. stone, wood, or concrete. The structure can appear however you want, and multiple castings of this spell can create larger and more complex structures. If the surface you choose contains sturdy plant material (such as a large tree), you can reshape that plant into the desired structure without killing it.

The structure created by this spell does not have to have realistic supports, but it cannot be created in midair. If the spell ends, the structure does not disappear - rather, the magic supporting the structure is undone, and the laws of physics take over from there, potentially causing the structure to collapse.

New Enchanting System

Residuum

A mysterious but precious material - magic disconnected from the weave in a raw, stable form. It cannot be created or destroyed, only converted. Residuum resembles sparkling platinum dust and is a very fine powder, with 1 pound being worth approximately $5,000,000.

Magic Items

Permanent magic items require knowledge of the Enchant magic Item spell to imbue the enchantment into the item, detailed below.

Permanent Magic Item Prices
Rarity Price
Common $500
Uncommon $5,000
Rare $50,000
Very Rare $500,000
Legendary $5,000,000

Expendable magic items (other than scrolls or potions) can be created over a short rest without using any spell, if you have proficiency in Enchanter's Tools. Crafting an expendable magic item requires half its price worth of residuum and a scaling Intelligence check based on the item's rarity (Common is DC 10, +5 per tier). If the check fails, the residuum is wasted. Depending on the enchantment, the DM may also rule that certain alchemical or material components are required.

Expendable Magic Item Prices
Rarity Price
Common $50
Uncommon $500
Rare $5,000
Very Rare $50,000
Legendary $500,000

Potions and Scrolls do not follow the above tables. When buying commercially, scrolls cost double the value of the residuum to make them, and potions cost the value of the residuum plus double the value of the ingredients it took to make them.

Enchant Magic Item

1st level transmutation


  • Casting Time: 1-9 hours
  • Range: Touch
  • Components: V,S,M (See below)
  • Duration: instantaneous
  • Classes: Wizard, Artificer

Material Components:

  • Enchanter's Tools, which the caster must be proficient with
  • One material or alchemical component per unique effect the magic item will have, each worth at least $100 per rarity tier of the intended item (consumed when the item is created)
  • Residuum worth half the monetary cost of the intended magic item (consumed when the item is created)

Casting this spell allows you to create a permanent magic item by infusing residuum into an object you touch. Choose a nonmagical inanimate object within range that fits into a 10ft cube. When the spell completes, that object becomes a Common magic item.

This spell takes a number of hours to cast equal to the level of the spell slot used to cast it. When casting it at higher levels to create more powerful items, it takes multiple castings to finish crafting the item, each of which requiring the same item and components, which are consumed only when the enchantment is completed. Casting this spell prevents biological alchemical components from decaying for 24 hours.

A Cursed magic item can be created by casting Bestow Curse on the item immediately after creating it, using a spell slot equal to or greater than the spell slot used to enchant the item. A Cursed magic item binds to the user's skin if it can be worn, cannot be unattuned via distance, and some of its properties may be hidden from the wielder and from divination magic (such as the Identify spell).

To create an Artifact, one must be capable of casting this spell at 9th level, and must aquire many rare alchemical and material components that are almost certainly not currently on the market for any amount of money. What components are required depend on the intended capabilities of the item, as well as DM judgement, but generally you will need multiple powerful reagents from multiple separate planes.

It is possible to recreate the effects of this spell with Wish, as if the spell was cast with an 8th level slot. However, doing so does not remove the residuum requirement.

When casting this spell at 1st-8th level, you can choose to craft a magic item from any official WotC sourcebook or a custom item of your own design. If you use this spell to craft a Legendary item, it cannot be one of the specific ones that already exist in an official sourcebook; it must be custom.

If you want to craft a custom magic item, describe the desired enchantment to the DM. The DM may ask for ability or tool checks to craft the item, and will determine the stats and limitations of the item depending on the result of those checks, the level of the enchantment, and the qualities of the provided material/alchemical components.

At Higher Levels: Creating more powerful items requires casting this spell every day for a certain amount of time, using more resources, and higher level spell slots:

Spell Slot Casts Rarity
1st level 1 cast Common
3rd level 6 casts Uncommon
5th level 30 casts Rare
7th level 180 casts Very Rare
9th level 366 casts Legendary

Disenchant Item

3rd level transmutation (ritual)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V,S,M (Enchanter's Tools)
  • Duration: instantaneous
  • Classes: Wizard, Artificer

You pull raw magic from an enchanted item, converting it into valuable residuum. When this spell takes effect, one Common or Uncommon magic item you are touching during the casting of this spell disintegrates into 1/10th of the residuum it took to create the item.

This spell can only disenchant a Cursed magic item if a Remove Curse spell or similar is cast on the object during the casting of this spell. This spell has no effect on Artifacts, as they can only be destroyed through means specific to their individual natures.

Alternatively, this can convert a spell scroll, potion, or expendable magic item into residuum. In those cases, the item disintegrates into residuum worth 1/4 of the residuum cost to create it.

At Higher Levels: Casting this spell with a 5th level spell slot will allow you to disenchant a Rare magic item, casting it with a 7th level slot will allow you to disenchant a Very Rare magic item, and casting it with a 9th level slot will allow you to disenchant a Legendary magic item.

Scribe Spell Scroll

1st level transmutation


  • Casting Time: 2-10 hours
  • Range: Touch
  • Components: S,M (See below)
  • Duration: instantaneous
  • Classes: Wizard, Artificer

Material Components:

  • Calligrapher's Supplies, which the caster must be proficient with
  • All material components required by the spell you are scribing (consumed upon scribing)
  • Residuum worth $50 (consumed upon scribing), requirement increases when upcast

Casting this spell allows you to scribe a scroll and store a 1st level or lower spell by infusing residuum into ink and parchment. The spell must be one you can cast, and you must have the spell prepared. If the spell is a cantrip, the scroll is treated as if the caster was 1st level.

This spell takes 1 hour to cast, plus a number of hours equal to the level of the spell you are scribing. When casting it at higher levels to create a higher leveled spell scroll, it takes multiple castings to finish crafting the scroll, each of which requiring the same components to be present, which are consumed only when the scroll is completed.

It is possible to recreate the effects of this spell with Wish, as if the spell was cast with an 8th level slot. However, doing so does not remove the residuum requirement.

At Higher Levels: Creating more powerful scrolls requires casting this spell multiple times, using more residuum, using an equal spell slot to the scribed spell:

Spell Slot Casts Residuum
1st level 1 cast $50
2nd level 2 casts $250
3rd level 4 casts $500
4th level 8 casts $2,500
5th level 16 casts $5,000
6th level 32 casts $25,000
7th level 64 casts $50,000
8th level 128 casts $250,000
9th level 256 casts $500,000

Brew Potion

1st level transmutation


  • Casting Time: 1-9 hours
  • Range: Touch
  • Components: S,M (See below)
  • Duration: instantaneous
  • Classes: Wizard, Artificer, Druid

Material Components:

  • Herbalism Kit or Alchemist's Tools, which the caster must be proficient with
  • One or more core alchemical reagents worth at least $50 total, properly representing the effect the potion will have (consumed upon brewing), requirement increases when upcast
  • Residuum worth $250 (consumed upon brewing), requirement increases when upcast

Casting this spell allows you to brew a Common potion, such as a basic Healing Potion, or a potion that recreates the effect of a cantrip or a 1st level spell. It is up to the DM whether the ingredients you have are sufficient for the brewing process.

This spell takes a number of hours to cast equal to the spell slot used to cast it, but unlike Scrolls and Magic Items, requires no extra casts to complete.

It is possible to recreate the effects of this spell with Wish, as if the spell was cast with an 8th level slot. However, doing so does not remove the residuum requirement.

At Higher Levels: Creating more powerful potions requires more residuum, more rare ingredients, and higher level spell slots:

Spell Slot Residuum Ingredient Value Rarity
1st level $25 $50 Common
2nd level $125 $250 Uncommon
3rd level $250 $500 Uncommon
4th level $1,250 $2,500 Rare
5th level $2,500 $5,000 Rare
6th level $12,500 $25,000 Very Rare
7th level $25,000 $50,000 Very Rare
8th level $125,000 $250,000 Legendary
9th level $250,000 $500,000 Legendary
 

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