I’ve been thinking of some spells I’ve seen in movies where the villain curses the hero, and the hero is disfigured. Can we do something like that?
Casting Time: 1 action Range: 60 feet Components: V, S Duration: 30 days
You throw raw hate at a target in range. The target must make a Constitution saving throw. If the target fails, you inflect a horrible curse upon the target bending its physical form to break spirit and spine. The target has a -2 penalty to saves and checks with one ability, a -10 feet penalty to its speed, or a -1 penalty to all attacks for the duration of the spell. A target can be affected by multiple castings of this spell, but each casting must cause a different effect.
A wish spell is the only spell can can end this effect early, you may end this spell with a thought at any time, or your death ends the curse as well.
At Higher Levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by a wish spell.
Caustic Pop , Level 2 wizard CT Special R 30 feet D 1 rd./2 lvl. SV special SR yes Comp V, S The caster flings a bit of slug slime at a target in range. The caster must succeed with a ranged touch attack to hit the target. If the target is hit, glob deals 1d4 points of acid damage and then blog splashes at all targets within 30 feet. All targets that fails a Dexterity saving throw are covered in the acid and are dealt 1d4 points of acid damage. For every two caster levels the acid, unless somehow neutralized, lasts an additional round and deals another 1d4 points each round. The material component for this spell is a ball of slug slime.
I hurt my upper respitory a few years ago, so when the seasons change, I start barking. Normally it draws looks, but for some reason, this year I get a bit more stares…
How about a spell for that?
Casting Time: 1 action Range: 50 feet Components: V, S Duration: concentration, up to one minute
You point at a creature in range and whisper vile words at it. The target must make a Constitution saving throw. If it fails, it becomes infected with a fast acting disease as it begins to cough uncontrollable tearing its lungs apart from the inside dealing 2d6 necrotic damage. Each round at the start of the creatures turn, it must make another Constitution saving throw. If it succeeds the effect end, but if it fails it continues to cough taking 2d6 necrotic damage. Then all creatures that are engaged with the target must also make a Constitution saving throw. Upon a failure, the creature is affected by the spell taking damage as above. If a creature saves against this spell once, it is immune from this one casting of the spell, but can be affected again by a different casting of this spell. Immunity to magical diseases prevents a target from being affected. The cycle of infection continues until all creatures save against the spell or you are no longer concentrating on the spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
I’ve been on an acid kick lately. How about a new version of fireball mixed with acid arrow?
Casting Time: 1 action Range: 150 feet Components: V, S, M (a ball of slug slime) Duration: Instantaneous
With a flick of the wrist you throw a blob of acid toward a target within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 acid damage, and all each creature in a 20-foot-radius sphere centered on the first target must make a Dexterity saving throw. A target takes 4d6 acid damage on a failed save. All targets damaged by this spell are covered in acid and must make a Dexterity saving throw at the start of their turns or take 4d6 acid damage each round until they succeed on a saving throw at the start of their turns to removed the acid and end the effect or remove the acid as an action. If the initial ranged spell attack misses, there are no additional effects.
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.
Disrupt Balance , Level 1 wizard CT Special R 30 feet D 2 rd./ lvl. SV constitution negates SR yes Comp V, S When the caster points at a living creature in range, the subtle balances that maintain it are disrupted. The creature begins to melt from the inside out taking 1d2 +1 HP per level of the caster acid damage. At the start of the creatures turn, it makes another saving throw, if it fails the spell continues and it takes damage again.
You alter the subtle balances the keep the creature moving causing chaos in essence of the target. Choose a creature in range to makes a Constitution saving throw. On a failure the creature takes 1d6 acid damage. At the start of the creatures next turn, it must succeed at another Constitution saving throw or take the same damage again.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Thoughts? Does the second saving throw prevent the damage from being too high for a cantrip?