OneD&‌D Spell revisions

by ShareDVI

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Spell revisions for OneD&D Playtest

This is my takes on spells in the "Cleric and Revised Species" + my attempt to make a more interesting counterspell. Differences are highlighted in bold.

Aid

2nd-Level Abjuration Spell (Divine)


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (a tiny strip of white cloth)
  • Duration: 8 hours

Your spell bolsters creatures, filling them with resolve. Choose up to three creatures within range. Each target gains 5 Temporary Hit Points.

When a spell of 1st level or higher that restores Hit Points is cast on the target, excessive healing (healed Hit Points from that spell that exceeds the creatures' maximum Hit Points) replenishes lost Temporary Hit Points from this spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of Temporary Hit Points increases by 5 for each slot level above 2nd.

Banishment

4th-Level Abjuration Spell (Arcane, Divine)


  • Casting Time: 1 Action
  • Range: Range
  • Components: V, S, M (an item distasteful to the target)
  • Duration: Concentration, up to 1 minute

You attempt to send one creature that you can see within range to another plane of existence. The target must make a Charisma Saving Throw which it repeats at the end of its turns for the duration.

On a failure, it is transported to a harmless demiplane, or remains there for 1 more round. The target can willingly fail the save. While in the demiplane, the target is Incapacitated.

While the target is in the demiplane, on a success on the save or when the Spell ends on the target, it reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the creature succeeds on the save by 5 or more, the Spell on it ends.

If the creature fails on the save by 5 or more, and the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn’t return. It is instead transported to a random location on a plane associated with its Creature Type.

At Higher Levels. When you cast this Spell using a Spell Slot of 5th level or higher, you can target one additional creature for each slot level.

Counterspell

3rd-level Abjuration (Arcane)


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell, but before you know which spell it is
  • Range: 60 feet
  • Components: Special (see spell description)
  • Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell by interfering with the components. The DM names one component of the spell you've perceived first: verbal, material or somatic. Then, you declare which spell components you block.

  • If the spell has a verbal component, you can block it by providing a somatic component - a gesture of two fingers brought together that briefly shuts the creature's mouth.
  • If the spell has a somatic component, you can block it by providing a material component - an onyx gem that must cost at least 300 gp - that makes the creature briefly lose sensitivity of its hands.
  • If the spell has a material component, you can block it by providing a verbal component, which is magically amplified to the creature's hearing, briefly disquiets it, and makes it drop the component or focus.

If the creature is casting a spell of 3rd level or lower, all of its components are blocked, and you're not blocking unnecessary components, the spell fails and has no effect.

If none of the spell's components are blocked, the spell succeeds.

Otherwise, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level, or 15 + the spell's level if it has unblocked components. Roll with disadvantage if you have blocked unnecessary components. On a success, the creature’s spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you succeed on interrupting the spell if its level is less than or equal to the level of the spell slot you used. You must block all of the spells components and not block any unnecessary components.

Guidance

0-Level Divination Spell (Divine, Primal)


  • Casting Time: Reaction, which you take in response to you or an ally within 10 feet of you failing an Ability Check without adding a Proficiency Bonus to it
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

Duration: Instantaneous You channel magical insight to the creature who failed the Ability Check without adding a proficiency bonus to it. That creature can roll a d4 and add the number rolled to the check, potentially turning it into a success. The rolled number counts as a proficiency bonus for this ability check.

At higher levels: At 5th level, the spell's range becomes 20 feet. At 11th level, the die becomes a d6. At 17th level, the die becomes a d8.

Resistance

0-Level Divination Spell (Divine, Primal)


  • Casting Time: Reaction, which you take in response to you or an ally within 10 feet of you failing a Saving Throw without adding a Proficiency Bonus to it *- Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

You channel magical protection to the creature who failed the Saving Throw. That creature can roll a d4 and add the number rolled to the save, potentially turning it into a success. The rolled number counts as a proficiency bonus for this Saving Throw.

At higher levels: At 5th level, the spell's range becomes 20 feet. At 11th level, the die becomes a d6. At 17th level, the die becomes a d8.

Spiritual Weapon

2nd-Level Evocation Spell (Divine)


  • Casting Time: 1 Bonus Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minutes

You create a floating, spectral force that resembles a weapon of your choice and that lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against a creature within 5 feet of the force. On a hit, the target takes Force Damage equal to 1d8 + your spellcasting ability modifier.

As a Bonus Action on your later turns, you can move the force up to 30 feet and repeat the attack against a creature within 5 feet of it.

At Higher Levels. When you cast this Spell using a Spell Slot of 3rd level or higher, the damage increases by 1d8 for every slot level above 2nd.

 

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