If you can teleport, why can’t you reverse it?
Casting Time: 1 action
Range: 10 feet
Components: V, S, M(piece of the creatures summoned)
This spell instantly transports up to eight specific creatures of your choice to you if they are on the same plane, you know their exact location, and they fail a Wisdom saving throw. Each creature must succeed at its individual saving throw or it is teleported. Anything carried by the creature or any creature or object that would fit into a 10-foot cube are teleported as well. Any precautions that prevent a teleport spell also prevent summon.
At Higher Levels: When you cast this spell using a spell slot of 9th level, the creatures no longer need to be on the same plane.
Let’s get a few feats out there!
Sometimes your broken bones speak to how hard your going to hit the target. Gain the following:
- Increase your Constitution by 1, to a maximum of 20.
- When you are dealt damage from one attack or source equal to double your level, you gain advantage on attacks against the target for the next round. In addition, you may do extra damage equal to your level to the target once during the next round with one of your attacks.
Ok, one last divine spell for a bit.
Casting Time: 1 action
You call forth the full force of your god to undo all the damage done by one creature. The target of the spell must make three Charisma saving throws. If the target is opposed to your god at least along one axes (law vs. chaos or good vs. evil), then it must make only two saving throws. If the target fails all its saving throws, the target is unmade. It is removed from the time stream as all events that lead to its creation are halted. No creature or god aside from your patron and yourself remember the creature existed. The world will change because the creature did not exist, and this change is determined by your DM. Only wish can restore the creature.
Still working on my giant book, so here is a spell thats hopefully going to make the cut!
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (holy oils you fling at the target)
You you throw holy oils at the target, and the target must make a Dexterity saving throw. If the target fails its saving throw, the target is cursed by your god. The target gains disadvantage on all attacks, checks, and saves, all rolls against the target gain disadvantage,and the target is vulnerable to all damage. At each new sunrise for a good aligned good or midnight for a evil aligned god, the target can attempt a Wisdom saving throw (with disadvantage from this spell), to remove the curse. A priest of your religion of any level may cast geas on the target while assigning a quest supporting your religion to remove the curse. The spell can also be ended by greater restoration, heal, or wish.
More feats for DnD 5e!
You are hard to hit at the best of times . Gain the following:
- Increase your Dexterity or Constatution by 1, to a maximum of 20
- When you take the dodge action, increase your AC by +2 and your Dexterity saving throws by +2 for one round.
Let’s make a low level conjuration spell. Credit to my wife for the original idea!
Casting Time: 1 minute
Components: V, S, M (two non-magic bags of roughly the same size)
Duration: 8 hours
When you finish this spell, you link two bags together, so opening one bag shows the contents of both. Only one bag may be opened at a time. Opening one causes the other to close, and both bags register as carrying the weight of all items in both bags. When a bag is forced to be closed by opening another, all items in the closing bags opening are expelled with no damage. Only items that can fit in the bag are allowed to move from one bag to another. A linked bag may only have a total volume of a quarter of a cubic yard. Placing any item that has an extra-dimensional space such as a portable hole or bag of holding acts as if a bag of holding is placed into a portable hole.
At higher levels.
When you cast this spell using a spell slot of 2nd level or higher, the number of bags that can be linked increases by one for each slot level above 1st.
Here’s a quick spell for DnD. Here is some love for the bard!
Shout of Encouragement
Casting Time: bonus action or reaction
Range: 60 feet
Duration: see text
You cast this spell with a shout of encouragement at a friend. That friend is surrounded by an aura of ability. That ally can reroll one die within one minute at which point the spell ends. If the spell is not discharged after the minute ,the aura and spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.