Just published it for Pathfinder, so let’s publish it for DnD 5e
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a piece of a ghoul’s heart)
You condense your hatred for life through the ghoul’s heart and force it out into the world as a 20-foot radius blast centered on a creature in range. Each creature in the sphere must make a Constitution saving throw. A target takes 6d6 necrotic damage on a failed save, or no damage on a successful one.
The life you destroy comes back to you as you feast as a ghoul on life. You heal damage equal to half the total damage done by this spell.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
School necromancy; Level sorcerer/wizard 3,Oracle 3, Cleric 3, Oricel 3 Witch 3
Casting Time 1 standard action
Components V, S, M (a piece of a ghoul’s heart)
Range long (400 ft. + 40 ft./level)
Area 20-ft.-radius spread
Saving Throw Fort half; Spell Resistance yes
By channeling your inner hate for all things living through a ghoul’s hart, you create a ball of unlife that you throw at a point in range. All creatures in the area take 1d6 points of necrotic damage per caster level (maximum 10d6). This spell must be centered on a creature in range.
As a bonus, half of the life you drain come back to you as you feed as a ghoul does. You regain hit points equal to half of the total damage you did with the spell to each creature. You may not regain hit points above you maximum.
Range: 10 feet
With a flick of wrist, you hit a target with the force of your will. When a target enters the range of this spell, as a reaction, you can force the target to make a Dexterity saving throw. On a failure, the target is thrown 10 feet, knocked prone, and it takes 3d6 force damage. On a success, the target is not moved and it only takes half damage.
How about a spell to really change your friends point of view!
Casting Time:1 action
Duration: 1 day
The target you touch undergoes a rapid change, transforming into an elf, if it fails a Constitution saving throw. The target’s type changes to humanoid (elf), and it loses all race abilities. However the target gains fey ancestry, trance, and keen senses. It still has all it’s original statistics. After 1 day, the elf changes back into its old race. If the spell is repeated for three days, and the save is failed each time, the spell becomes permanent.
I have a modest proposal. DnD 5e is feat poor. I’d like to propose that DnD 5e is feat poor. To help with this, i’d like to propose the idea of Negative Feats. These feats hurt a character is some way, but allow the character to take an additional feat or gain two abilities points at first level. This has the potential to spin out of control quickly, but if carefully managed, players will be able to take power bonuses at first level at the bonus of character background building and expense of in game penalty. Here is the first one I propose.
You have left your church. This decisions may have been yours alone, mutual, or your may have been forced to leave the church. But, in any case, that church and its associated gods no longer look upon you with favor. Non-player characters now treat your with as much spurn as they can muster in the situation. In civil situations, you will be ostracized as much as possible. In combat situations, clerics of the church will not and can not heal you. If provoked, members of the church will attack. Chose an alignment (LN, N, LG, G, or CG). Members of that alignment can not heal you, gods of those alignments disdain you, and you can not receive any healing or positive benefits from spells or other abilities from clerics or gods of those alignments. Damaging spells from those alignments will still work against you however. Even spells that would provide a mixed benefit such as a damaging spell that increase your AC or damage that allows you to activate an ability only provide the negative aspect of the spell and do not activate any of your abilities.
How about some defensive spells for Pathfinder?
Why do mages have to sit in the back and cast spells. Why not let them join the party in the melee?
You might be the magical master, but you like to mix it up as well.
Benefit(s): When you perform a charge, at the end of the attack, you can cast a spell with a range of touch. All normal modifiers and attack of opportunity apply for this attack. You can attempt to cast the spell defensively as part of the charge.