Spells of the Summerlands

In the latest in my Summerlands series, originally for the Summerland blog carnival. I’ve never written a spell, before, so I”m playing around a bit, here.

Druid Spells

1st Level
One with the Sea

2nd Level
Empower Poison
Earthrise

3rd Level
Wings of Power

Ranger Spells

1st Level
Relentless

2nd Level
Empower Poison

4th Level
Elemental Retribution

Sorcerer Spells

1st Level
One with the Sea

2nd Level
Empower Poison

3rd Level
Wings of Power

4th Level
Elemental Retribution

7th Level
Conjure Dragon

Spell Descriptions

Conjure Dragon
7th-level conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour

You summon a dragon of challenge rating 6 or lower, which appears in an unoccupied space that you can see within range. The dragon disappears when it drops to 0 hit points or the spell ends.
The dragon is friendly to you and your companions for the duration. Roll initiative for the dragon, which has its own turns. It obeys any verbal commands that you issue to it (no required by you), as though its alignment were your own. If you don’t issue any commands to the dragon, it defends itself from hostile creatures, but otherwise takes no actions.
The DM has the dragon’s statistics.

Earthrise
2nd-level transmutation

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to one minute

The ground beneath your feet rises up 5 feet, creating a steep slope around you that opponents have difficulty standing on. All Medium-sized adjacent opponents have disadvantage on melee attacks against you, and opponents whose size is Small are not considered adjacent for the purposes of their attacks. In addition, you attacks and those of your allies have advantage against any opponent standing adjacent to you. If you move during the spell’s duration, the ground rises to meet your feet, falling to its original elevation behind you.

Elemental Retribution
4th-level evocation

Casting Time: 1 action
Range: Touch
Components: V, S, M (a scale from the right color of dragon)
Duration: Concentration, up to 1 hour

For the duration, the willing creature you touch has resistance to one type of damage, determined by the breath weapon of the dragon whose scale was used to cast the spell. When the subject resists damage of the appropriate kind, that damage amount can be applied to a single ranged or melee attack that it makes within the next round. Only one instance of damage can be applied – resisting a second attack changes both the amount of the damage and the type.

Empower Poison
2nd-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, S, M (leg of a frog)
Duration: Instantaneous

You touch a poisoned item or creature that delivers a poison and increase the potency of the poison. If the poison has an onset time, it instead takes effect immediately on contact with a target. The poison’s target has disadvantage on saving throws while poisoned. If the poison inflicts damage, that damage is doubled.

One with the Sea
1st-level transmutation

Casting Time: 1 action
Range: Self
Components: V, S, M (a fish scale)
Duration: Concentration, up to 1 minute

Until the spell ends, you grow webs between your fingers and your feet become flippers. Your swim speed increases by 20 feet, and you can use the Dash action while swimming.

Relentless
1st-level transmutation (ritual)

Casting Time: 1 action
Range: Self
Components: V, S, M (a stale piece of bread)
Duration: Concentration, up to 1 hour

When you are running down prey, nothing can stop you. When you travel at a fast pace, you don’t take a penalty to your passive Wisdom (Perception) checks. In addition, for the duration of the spell you ignore fatigue related to travel.

Wings of Power
3rd-level evocation

Casting Time: 1 action
Range: Self
Components: V, S, M (a feather or a scale from a dragon’s wing)
Duration: Concentration, up to 10 minutes

If you have wings, or have already cast the fly spell, increase your fly speed by 10 feet (this gives you a fly speed of 10 feet if you do not have one). As long as you are concentrating on this spell, your fly spell does not end. Until this spell ends, if you choose not to move or take an action in a round, you grant a +5 AC bonus to yourself and any adjacent allies. You can end the spell at any time during its duration to do 1d8 damage to each creature adjacent to you.
At Higher Levels. When you cast this spell using a spell slot of 4th level of higher, your fly speed increases by 10 feet, the AC bonus increases by +1, and the damage increases by 1d8.

Credits:
Earthrise comes from groundswell, which comes from the Advanced Race Guide, cc Paizo 2012
The others were inspired by spells like accelerate poison, draconic reservoir, and tireless pursuit, from Paizo Advanced Player’s Guide, and manifest dragon heritage and touch of the sea, from Wizard’s Races of the Dragon.

Hacking the Spells

Some of these were easier than others. Tireless pursuit and touch of the sea, in particular, were easy. Summoning is different, in 5th edition. I tried to base conjure dragon on the other conjuring spells, particularly conjure celestial. Earthrise is basically groundswell, but I wanted to rise to move with the caster, and flanking isn’t a thing in 5th Edition.

Wings of power was a fun combination of some other spells, and let me play with some mechanics I haven’t seen in 5e, like granting an effect for ending a spell early. One of the nice things about the concentration mechanic is that spells that so more than one thing aren’t overpowered, because they can’t be stacked with other spells that do more than one thing.

Elemental retribution was interesting, because the original spell, draconic reservoir, used the protection mechanic to deal damage, but that mechanic works differently in 5th Edition. I’m not sure that “use the damage that you resisted” is clear in my wording, or works at all, but it’s a fun experiment.

Empower poison is built with the grippli in mind.

I don’t like the idea of creating spells just to create spells, so I wanted each of these to be flavorful and fun, something that would be an attractive choice, and not just a mechanically obvious one (as so many 3rd Edition spells were).

Next Time: Fighting the grippli wars: antagonists and poison

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