Tuesday, January 22, 2019

Some Ravnica spells for 5e

I was asked to host a D&D oneshot set in Ravnica (a Magic: the Gathering setting) after a Magic draft weekend. I came up with some spells based on Magic cards from the new Ravnica sets, one for each guild.

I'm figuring I'll make some relatively generic pregen characters, then let the players pick their character's guild, getting the guild spell as an extra bonus.

Applied Biomancy

1st-level transmutation (Simic)
Casting time: 1 action
Range: Touch
Components: V, S, M (biological matter from one of the creatures listed below)
Duration: 1 minute
You touch a willing creature, and induce a temporary mutation in it. Choose one of the creatures listed below (the spell requires some biological matter from the chosen creature as a component). The effect lasts until the spell ends.
Frog. The creature's legs become frog-like. Its jump distance is doubled.
Crab. The creature's hands become crab claws. Its unarmed attacks do 1d12 slashing damage.
Lizard. The creature's skin turns into hard scales. It gets a +2 bonus to AC.
Fish. The creature grows fins. It gains a swimming speed equal to its normal speed.
Octopus. The creature grows tentacles. It has advantage on grapple attempts.


Bladebrand

1st-level evocation (Rakdos)
Casting time: 1 bonus action
Range: Touch
Components: V, S
Duration: 1 minute
You touch up to six daggers, causing their blades to turn searing hot. Whenever an attack hits using one of these daggers, the target becomes branded. At the start of each of its turns, a branded creature must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a success, the brand disappears. A creature can only have one brand at a time.







Code of Constraint

1st-level enchantment (Azorius)
Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Choose a Large or smaller creature you can see within range. The target must succeed on a Wisdom saving throw, or a glowing golden Azorius symbol appears around it, restraining it for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.







Direct Current

1st-level evocation (Izzet)
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send an electrical current into a target, either from your arcane focus or from a source of electricity that you can see within range.
If you use this spell as an attack, make a ranged spell attack against the target. If the attack hits, the target takes 3d8 lightning damage.
You can also use this spell to create a lasting electrical current through the air between a source of electricity and an object containing conductive materials. The object becomes powered (if possible), but the current is unstable and any interference can have unforeseen consequences, at the DM's discretion.


Justice Strike

1st-level evocation (Boros)
Casting time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit with a melee weapon attack during the spell's duration, your attack deals extra radiant damage. How much damage depends on the size of the creature you attack.

Tiny:              2d4 radiant damage
Small:            2d6 radiant damage
Medium:       2d8 radiant damage
Large:            2d10 radiant damage
Huge:            2d12 radiant damage
Gargantuan:  2d12 radiant damage


Smothering Tithe

1st-level enchantment (Orzhov)
Casting time: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: Concentration, up to 10 minutes
When this spell is cast, choose any number of creatures you can see within 30 feet of you. A creature affected by this spell finds a tenth of the coins it carries (rounding up) are stuck in its throat, causing it to become poisoned. At the start of each of its turns, the creature must make a Wisdom saving throw. On a success, the spell's effect on that creature ends. On a failed save, it takes 1d4 bludgeoning damage. As a bonus action, the creature can cough up the coins. This ends the spell's effect on that creature, and the coins fly into your pockets.

Creatures that don't need to breathe, or don't have any money, are immune to this spell.


Sprouting Renewal

1st-level transmutation (Selesnya)
Casting time: 1 minute
Range: 30 feet
Components: V, S
Duration: 1 hour
You cause a Small or Medium wooden object to sprout branches and leaves, and transform into an animate quadruped plant. It uses the statistics of an awakened shrub, but is of Medium size and has a speed of 50 feet. The plant is friendly to you and obeys your commands. You can ride the plant if you wish. When the spell ends, the plant takes root in the ground and is no longer animate.





Stony Strength

1st-level transmutation (Gruul)
Casting time: 1 bonus action
Range: Self
Components: V, S, M (a pile of stone rubble)
Duration: Concentration, up to 1 minute
Stones and rocks start to hover around your hands. They form two big stony fists, glowing with green light. While this spell is active, you can't hold anything in your hands, but your unarmed attacks do 2d8 bludgeoning damage.









Thought Erasure

1st-level enchantment (Dimir)
Casting time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous
You attempt to erase the memory of a single event from a creature you can see. The event must have taken place within the last 10 minutes. The creature makes a Wisdom saving throw. On a failed save, the memory is erased. Depending on the type of memory, the creature might be left with a "hole" in its memory, and realize its mind has been tampered with. For example, erasing the memory of hearing a single sentence will probably go by unnoticed, but erasing an entire conversation will likely make the creature feel that something doesn't add up.



Vivid Revival

1st-level necromancy (Golgari)
Casting time: 1 minute
Range: Touch
Components: V, S, M (a corpse of a Small or bigger creature, which the spell consumes)
Duration: Instantaneous
You cause three fungi to sprout from a corpse, draining its vital fluids. A creature can use its action to eat one fungi. Eating a fungus restores 1d4 hit points, and the fungus provides enough nourishment to sustain a creature for one day. The fungi go bad after 24 hours.

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