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)
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.
Ok, how about one more system with this spell?
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.
Time to keep rolling with this spell into DnD 5e
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
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?
Been running through different systems, so why not take an idea from one to another?
DISRUPT BALANCE CANTRIP 1
Acid Cantrip Transmutation
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Saving Throw Fortitude
Range 30 feet; Targets 1 creature
You subtly change the chemistry of a creature altering the small balances they keep them working dealing 1d4 acid damage this turn and the same damage the next turn. If the creature critically fails the save, it is also dealt the acid damage for a third turn.
Heightened (3rd) The damage increases to 1d4+ your spellcasting ability modifier.
Heightened (5th) The initial damage increases to 2d4 + your spellcasting ability modifier.
Heightened (7th) The initial damage increases to 3d4 + your spellcasting ability modifier.
Heightened (9th) The initial damage increases to 4d4 + your spellcasting ability modifier.
How about more love for Shadowrun?
RANGE TYPE DURATION DV DAMAGE
LOS M I 5 SPECIAL
Life is balance, and with just a simple push you can destroy it plunging a creature’s internal chemistry into chaos. Roll Sorcery + Magic vs. Willpower +Body. The target takes chemical elemental damage required to the net hits and has its body is reduced by half the net hits. This counts as a corroded for effects that remove damage and effects and a target will only have its body reduced by the arrest effect of disrupt balance, not the cumulative effect of multiple castings. This damage to body is repaired normally over time or via magic.
Small Healing Word , Level 1 cleric, 2 druid
CT Special R 30 feet D permanent
SV see below SR yes (h) Comp V, S, DF
When the caster points at a living creature in range, the target is healed for 1d4 hit points of damage. No saving throw is needed when the spell is cast by a cleric or druid. A cleric or druid may cast this spell against undead creatures and cause 1d4 hit points damage.
When this spell is cast, the caster may not move in a round, but may attack or cast another spell.
Ran an adventure for GenCon 2020. Had a blast doing it, but a player instantly go crazy. How about a spell that can fix that… for a cost.
• Cost: 5 magic points; 1D4 Sanity points
• Casting time: 1 round
Even the most powerful general knows when to sacrifice a few few peons, and you a no good to the gods if mad. When cast on a target, you link your mind to the target. The target will experience your trauma instead, taking all Sanity loss for you at double the rate for the next hour after the initial sanity loss for casting the spell. An unwilling target may counter the spell with an opposed POW roll each time they would lose sanity. If pain is inflicted upon the target when when the spell is cast, it gains one penalty die on the opposed POW roll for each point of damage made during the casting
Alternative names: Mind Bridge, Dark Link of the Mad
We’ve got quen for 5e and Starfinder, so it’s time for Pathfinder 2e!
Aegis Spell 1
Traditions arcane, divine
Duration 1 minute
You surround yourself in a shimmering light of of protective force. This shield has 10 hit points and these hit points are lost first before any others. When the shield loses all it’s hit points, if the creature that hit you hit with a melee attack and is within five feet, it is blasted with a burst of light. The target must make a Fortitude saving throw or be blinded for one round.
Heightened (+1) The aegis hit points increases by increases by 5.
Let’s build on the ideas from Monday but in Starfinder!
Blinding Breach T1
Casting Time 1 standard action
Targets 1 creature equipped with a force field
Duration 24 hours
Saving Throw none; Spell Resistance no
You overcharge a shield allowing for a explosion of light when it fails. From now on when the shield is reduced to 0 hit points it emits a flash of light. All creatures, except the barer, out to 20 feet must succeed at a Constitution saving throw or become blind for 1 round.
More witcher inspired spells! I like the quen sign. Can I make this in DnD?
Casting Time: 1 bonus action
Components: V, S
Duration: concentration, up to 1 minute
A translucent shimmering shield of force envelops you. This shield has 10 hit points, and will take damage first from melee or weapon attacks. When exhausted, it emits a flash of light causing blindness for one round on the attacker if the attacker is with in 10 feet and fails a Constitution saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the hit points of the aegis increase by 5 for each slot level above 1st.