Revising Spells
Continuing our "Forgotten" serie, we are revising today 7th level spells!
| Revised 7th-Level Spells |
|---|
| Create Magen, Finger of Death |
| Fire Storm, Mordenkainen's Sword |
| Prismatic Spray, Project Image, Sequester |
Create Magen
7th level transmutation
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (a vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed)
- Duration: Instantaneous
While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell.
As an action, you can touch any number of magens under your control, and activate or deactivate them. When not active, a magen is Petrified.
When the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a Wish spell can undo this reduction to your hit point maximum.
Art Credit : Wizards of the Coast
When you create or activate a magen, your hit point maximum is decreased by 3 times the magen's CR.
When you deactivate a magen or when one of your active magen dies, your hit point maximum increases by 3 times the magen's CR (but your current hit points stay the same).
Any magen you create with this spell obeys your commands without question.
Finger of Death
7th level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
When a living creature (an aberration, a beast, a celestial, a dragon, a fey, a fiend, a giant, a humanoid, or a monstrosity) is killed by this spell, you can choose to expend black pearl's dust worth at least X gp, where X is equal to the amount of xp you would earn if you killed the creature. When you do so, the creature rises at the start of your next turn as a zombified version of itself, permanently under your command and following your verbal orders to the best of its ability. All the black perl's dust is consumed by the spell.
The zombified creature keeps its own statblock and all of the abilities it had in life, but gains the traits of the following template:
Zombified
The creature becomes an undead in addition to its other types.
- Armor Class The AC of the creature is reduced by 2 (minimum 1)
- Hit Points The hit point maximum of the creature and its number of hit dice are halved (minimum 1)
- Speed The speed of the creature is reduced by 10 ft. (minimum 10 ft.)
- The dexterity of the creature becomes 6 (-2).
- The intelligence of the creature becomes 3 (-4).
- The wisdom of the creature becomes 6 (-2).
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 60 ft.
- Languages Understands all languages it spoke in life but can't speak
- Undead Fortitude. If damage reduces the zombified creature to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Fire Storm
7th level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S
- Duration: Instantaneous
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 8d10 fire damage on a failed save, or half as much damage on a successful one.
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.
In higher level. When you cast this spell with a 8th or 9th level spell slot, the fire damage increases by 1d10 for each spell slot level above 7th.
Mordenkainen's Sword
7th level evocation
- Casting Time: 1 action
- Range:
60 feet120 feet - Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc,
worth 250 gp) - Duration: Concentration, up to 1 minute
You create a sword-shaped plane of force that hovers within range. It lasts for the duration.
When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.
The sword is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength and a Dexterity of 22 (+6). The sword doesn’t fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the sword up to 60 feet and then cause one of the following effects with it.
-
Thrust. The sword strikes one creature or object within 10 feet of it. Make a melee spell attack for the sword using your game statistics. On a hit, the target takes 7d10 force damage.
-
Sweep. The sword makes a large sweep. Each creature in a 15ft. cone must make a Dexterity saving throw against your spell save DC, taking 4d10 force damage on a fail, or half as much on a success.
-
Protect. The sword interposes itself between you and a creature you choose until you give the sword a different command. The sword moves to stay between you and the target, providing you with half cover against the target. The area within 5 feet of the sword (moving with the sword) becomes a difficult terrain for the target, and the first time the target moves in that area, the sword immediately makes a Thrust attack against it. On a hit, the target must end its movement and its speed becomes 0 until the end of the turn.
At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, the damage from the Thrust option increases by 2d10 and the damage from the Sweep increases by 1d10 for each slot level above 7th.
Prismatic Spray
7th level evocation
- Casting Time: 1 action
- Range: self (60-foot cone)
- Components: V, S
- Duration: Instantaneous
Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
On a fail, a creature is hit by the multicolor rays and takes 2d6 fire damage, 2d6 acid damage, 2d6 lightning damage, 2d6 poison damage, 2d6 cold damage, and is blinded and restrained. On a success, a creature only takes half those damage and isn't blinded or restrained.
At the end of each of its turn, the target can then make a constitution saving throw, ending the blinded and restrained conditions on a success.
In higher level. When you cast this spell using a spell slot of 9th level, every damages are increased by 1d6.
Project Image
7th level illusion
- Casting Time: 1 action
- Range: 500 miles
- Components: V, S, M (A small replica of you made from materials worth at least 5 gp)
- Duration: Concentration, up to 1 day
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
In addition, when you cast a spell that doesn't require your concentration and that doesn't deal damage, you can choose to cast it as if you were in the illusory copy's space, instead of your own, using its senses.
You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Sequester
7th level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (A powder composed of diamond, emerald, ruby, and sapphire dust
worth at least 5,000 gp, which the spell consumes. The duration of the spell depends on the quantity of dust you use.) - Duration:
Until dispelledSpecial
By means of this spell, a willing creature or an object (it can be a vehicle or a structure, like a bridge or a tower for instance) can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can’t be targeted by divination spells or perceived through scrying sensors created by divination spells.
If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.
You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.
When you cast this spell, you can choose the amount of powder of diamond, emerald, ruby or sapphire dust that you expend. All that powder is consumed, and the duration of the spell depends on the total value of the dust you chose to expend.
| Total Value of the Powder | Spell Duration |
|---|---|
| 50 gp | 1 day |
| 200 gp | 1 week |
| 500 gp | 1 month |
| 1500 gp | 1 year |
| 5000 gp | Until Dispelled |
Homebrew lovingly made by LeRoiDeCarreau
A big THANK YOU to my patreons.
You are the ones that make all of this possible!
The Early Birds :
- Full Mettle
- Groov
- Even Geithus Øwre
- Mark Mckinney
- Ryan Magee