Long Lost Spells III

Long Lost Spells III

Header Art Credit- ForrestImel

It was July 2022 when we last spoke about spells from way back when. I had meant to continue re-skinning old spells, going through the alphabet, and then compiling them into one book. Needless to say, I got sidetracked - as I always seem to do - and forgot about it. It happens a lot these days, and I’m going to blame it on being old. Stephen tells me I’m old all the time,.

The time is right to start creating spells for you to convince your GM to let you use or create in your campaign. These spells are all from the 2nd edition, but as I continue, I’ll try to incorporate spells from the other editions. So many fun and bizarre spells fell by the wayside throughout the years, and that’s a shame. I’ll never know how a spell such as backblast didn’t make the cut, but skywrite did.


Backblast
5th level abjuration

  • Casting Time: 1 Action

  • Range: Touch

  • Components: V

  • Duration: Until dispelled or triggered

When you cast this spell, you touch a willing creature and place a magical protection from fire on them. The spell is triggered when the affected creature is hit by a spell of 5th level or lower that deals fire damage. The warded creature does not take the fire damage but suffers any other effects and reflects the spell's damage back at the caster as though it originated from the warded creature, turning the caster into the target.

If the warded creature is within the area of effect of a spell that deals fire damage, it does not change the area of effect of the spell or prevent any other creature within the area from taking damage. If the warded creature is targeted by a 6th level or higher spell, the original caster of this spell makes an ability check using their spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the fire damage is reflected, otherwise, the spell fails, and the warded creature is affected as normal by the spell. Distance is not a limiting factor with this spell as long as the caster has not left that plane of existence.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell is reflected if its level is less than or equal to the level of the spell slot used.

Ball Lightning
7th level evocation

  • Casting Time: 1 Action

  • Range: 120 ft.

  • Components: V, S, M

  • Duration: Concentration, up to 1 minute

You create one to four 3-foot-diameter spheres of lightning, forming each ball in unoccupied spaces you can see within 120 feet of you. The amount of damage each sphere deals is determined by the number of spheres created, a single sphere deals 10d6 lightning damage each, two spheres deal 5d6 lightning damage each, three spheres deal 3d6 lightning damage each, and four spheres deal 2d6 lightning damage each.

When a creature ends its turn or moves within 5 feet of a sphere, the sphere discharges an arc of lighting at that creature. The creature must make a Dexterity saving throw, taking the amount of damage based on the number of spheres you created on a failed save, or half as much damage on a successful save. As a bonus action, you can move each sphere up to 30 feet. If you ram a sphere into a creature, the sphere explodes in a burst of light, is destroyed, and that creature must make a saving throw against the sphere's damage. On a failed save, the creature takes the maximum amount of damage the sphere can inflict and is blinded until your next turn. On a success, the creature takes normal damage from the sphere and is not blinded.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The ball of lightning sheds crackling bright light in a 20-foot radius and dim light for an additional 20 feet.

* - (a bit of fur; a small glass sphere; and three silver pins)

Beast Tattoo

  • Casting Time: 1 minute

  • Range: Touch

  • Components: S, M

  • Duration: 24 hours

You touch a creature. A small tattoo depicting a beast appears on the creature’s right wrist. The tattoo imbues the caster with a trait associated with the beast. You can choose from the following beasts:

  • Baboon: Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

  • Crab: Amphibious. You can breathe air and water.

  • Goat: Sure-Footed. You have advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

  • Hawk: Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.

  • Octopus: Underwater Camouflage. You have advantage on Dexterity (Stealth) checks made while underwater.

  • Spider: Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

  • Wolf: Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

At the end of the spell’s duration, the tattoo fades away, leaving no trace on the target’s wrist.

* - (black ink and a piece of animal fur)

Blood Lightning
4th level necromancy

  • Casting Time: 1 Action

  • Range: Touch (10 ft. radius)

  • Components: V, S, M

  • Duration: 1 minute

When you cast this spell, you touch a willing creature and charge its blood with magical lightning. The spell is triggered when the affected creature takes piercing or slashing damage, causing red bursts of lightning to burst forth from its wounds.

All creatures within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. The affected creature’s wounds will then cauterize, healing them for 2d8 hit points.

* - (A small vial of humanoid blood)

Brainkill
6th level evocation

  • Casting Time: 1 Action

  • Range: Touch

  • Components: V, S

  • Duration: Instantaneous

You touch a creature, attempting to erase a memory from its mind. The creature must make an Intelligence saving throw. On a success, they take 2d8 psychic damage, and the spell ends. On a failure, the creature takes 4d8 damage and loses memories or learning knowledge. When you cast this spell, choose from the following options:

  • The target loses a 5th-level or lower spell slot currently holding a spell. The spell slot to be lost is chosen by the GM.

  • The creature has all memories of an ally erased. Roll a d6. On a 6, the target treats them as hostile until the spell’s effects are removed.

  • Choose a weapon proficiency. The target does not benefit from their proficiency bonus with any weapon in the chosen weapon proficiency.

  • The target forgets everything that has happened in the previous month. This does not include any new skills or spells learned during this time, but everywhere the target has been or encountered during this time is wiped from their memory.

The knowledge or memory lost by this spell can be re-learned but not remembered until a greater restoration spell is cast on the target.


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