Архив рубрики: Заклинания

The Magic of Netherese Mantles

#spell #3rd #mantle #magicitems #legendary #evocation #homebrew

Cloaked in Art, we strode across Faerun like giants, our wizardry clawing at Mystryl’s Weave and propelling us to ever-greater heights of spellhurling. The Archwizards of Netheril they called us, and all trembled under our regard or hid from it like the smallest of scurrying ants. Yet, when the hubris ofKarsus doomed our greatest bindings, and the vaunted enclaves dropped from the heavens like so many fleeting raindrops, we took stock of what magic remained to us and hoarded it like the most avaricious of dragons. Of all the secrets of magecraft that we had commanded the only powerful remnant was our mastery of mantles, and we pledged to safeguard this legacy till the day when mighty Netheril would rise to greatness once again.

Thausgras of Orolin, Sage of the Ancients Musings on the Fall of Netheril

Year of the Ruling Sceptre (-278 DR)

Select archmages and schools of magic retain mastery over some Netherese magical traditions from the ancient past of the Realms, and they are prepared to share this knowledge with novice wizards and teach it to them. The most common arcane tradition is that of the arcanists of Low Netheril They eschewed the «fast and easy» Art offered by loulaum’s mythallar magic and continued to study and build on the spellcasting teachings of the elves who had taught the legendary first arcanist Therion of Gers, thousands of years prior. The arcanist magical tradition lives on in the Realms and is eagerly studied by those with a taste for ancient magics.

SCHOOL OF THE ARCANIST

The School of the Arcanist teaches a wizard the spellcasting traditions of the wizards of Low Netheril This arcane tradition allows a wizard to draw on the Weave to create a personal aura around them that protects and enhances their ability to wield magic. Arcanists are devoted to the use of magic of any kind and gloiy in the sheer exhilaration of shaping the Weave and gaining greater mastery over the Art.

Mantle apprentice

When you choose this school at 2nd level you create a mantle of magical force that protects you as mage armor at all times.

Mantle novice

Starting at 6th level your mantle helps focus your spellcasting. Whenever you take damage while you are concentrating on a spell you add your proficiency bonus to your Constitution saving throw. If you have proficiency in Constitution saving throws, your bonus is doubled 

Mantle adept

Beginning at 10th level, your mantle protects you after you have cast a spell While you maintain concentration on a spell you have a +2 bonus to AC and all saving throws.

Mantle master

Starting at 14th level your mantle empowers your spells to bypass the supernatural resistance some creatures have to magic. Creatures cannot gain advantage on saving throws against your spells.

Thaelkiira

Wondrous item, legendary (requires attunement by a sorcerer, warlock or wizard)

This gem can be of any hue and faceted or cabochon cut, although diamonds are typically the gem of first-choice for creators of such items. Some thaelkiira are engraved with the personal sigil of the wizard or the symbol of the elven noble house that created them.

A thaelkiira stores spells cast into it, holding them until the attuned wearer uses them. The gem can store total spell levels equal to 5 plus the Intelligence modifier of the creature attuned to it. Only the creature attuned to it can cast a spell into the thaelkiira by touching the gem as the spell is cast. The spell has no effect, other than to be stored in the thaelkiira. The creature attuned to the gem always knows how many spell levels the thaelkiira contains and what spells it holds. The level of the slot used to cast the spell determines how much space it uses.

While in physical contact with the thaelkiira, you can cast any spell stored in it as a bonus action. Any spell cast from the gem is no longer stored in it, freeing up space which can be filled at any time by the creature attuned to it.

If another creature attunes to a particular thaelkiira, all prior spells stored in that gem are immediately lost.

 

Mantle

3rd-level evocation

Casting Time: 10 minutes

Range: Self

Components: V, S, M (diamond dust and powdered dragon scales of any type worth 100 gp, which the spell consumes)

Duration: 1 day

You bring into being an aura called a mantle, visible only as a momentary shimmering in the air, that surrounds you for the spell’s duration. You choose a cantrip that you can cast and that has a casting time of 1 action. You cast that cantrip— called a stored spell—as part of casting mantle, but the stored spell doesn’t come into effect. Instead, it remains quiescent in the mantle and can be cast as a bonus action at a later time in the mantle spell’s duration. If you use a bonus action to cast a stored spell the power of the mantle allows you to cast another spell with a casting time of 1 action during the same turn, bypassing the prohibition in the PHB (p.202>

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you can add a spell of 1st level that you can cast and has a casting time of 1 action, into your mantle, in addition to a cantrip. If you cast a 1st level spell as part of casting mantle, you expend spell slots for both. Both the cantrip and the 1st level stored spell can be cast as a bonus action at any time time in the mantle spell’s duration. Only a single stored spell can be cast on your turn using a bonus action. You are able to use your action to cast another spell with a casting time of 1 action during the same turn due to your mantle, bypassing the prohibition in the PHB (p.202).

If you cast this spell using a spell slot of 7th level or higher, you can add a spell of 2nd level into your mantle that you can cast and has a casting time of 1 action, in addition to a cantrip and a 1st level spell If you cast a 2nd level spell as part of casting mantle, you expend spell slots for both this spell and the 1st level spell This 2nd level stored spell can also be cast as a bonus action at any time in the mantle spell’s duration. Only a single stored spell can be cast on your turn using a bonus action. If you use a bonus action to cast a stored spell the power of the mantle allows you to cast another spell with a casting time of 1 action during the same turn, bypassing the prohibition in the PHB (p.202).

If you cast this spell using a spell slot of 9th level you can add a spell of 3rd level into your mantle that you can cast and has a casting time of 1 action, in addition to a cantrip, a 1st level spell and a 2nd level spell You expend spell slots for both this spell and all stored spells as part of casting mantle. This 3rd level stored spell can also be cast as a bonus action at any time in the mantle spell’s duration. Only a single stored spell can be cast on your turn using a bonus action. If you use a bonus action to cast a stored spell the power of the mantle allows you to cast another spell with a casting time of 1 action during the same turn, bypassing the prohibition in the PHB (p.202).

 

ИСТОЧНИК: The magic of mantles. Ancient wizardry of the Forgotten Realms by George Krashos

The Magic of Netherese Mantles был опубликован — Киборги и Чародеи

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Wound Bind

Wound Bind

2nd-level necromancy

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

You can cause wounds to stop bleeding and being knitting immediately, drawing on the body’s own natural vitality to do so. The target you touch with this spell may immediately spend two hit dice as a Reaction, rolling them and adding his Constitution bonus to the result, gaining that many hit points.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the target may spend one additional hit die for every spell level above 2nd.

Wound Bind был опубликован — Киборги и Чародеи

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Reveal Magic

Reveal Magic

2nd-level divination (ritual)

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 10 minutes

You can make the hidden auras of magical spells and items visible to all, rather than personally viewing them with detect magic. When cast, the spell reveals all magic within a 20 foot radius as radiance, and you may move around an area while the spell is active, as it remains centered on you. The magic does not differentiate between different intensities or types of magic when used thus.

Anyone may choose to study a source of magic within the revealed area in order to learn more about it. This requires an Intelligence (Arcana) check, DC 14, with success revealing a rough idea of the intensity of the magic (as determined by spell level or magical item rarity), and the primary color of the studied radiance revealing to what school of magic that effect belongs.

Like detect magic, this spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the area affected by the spell increases by 10 feet in radius per spell level above 2nd.

Reveal Magic был опубликован — Киборги и Чародеи

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Два домашних заклинания для гишей

Молниевый клинок

Заговор, воплощение

Время сотворения: 1 действие

Дистанция: на себя (в пределах досягаемости оружия)

Компоненты: С, М (оружие ближнего боя)

Длительность: 1 раунд

Заклинатель заряжает оружие ближнего боя которое использовалось при сотворении заклинания и совершает одну атаку ближнего боя против существа в пределах досягаемости. При попадании, цель получает все обычные эффекты от попадания оружием и при этом заряд молнии может по желанию заклинателя перепрыгнуть на другое существо, которое видит заклинатель в 5 футах от первоначальной цели. Второе существо получает урон молнией равный модификатору заклинательной характеристики.

Урон заклинания возрастает при достижении персонажем более высоких уровней. Начиная с 5 уровня, атака оружием в ближнем бою также наносит 1к8 урона молнией цели при попадании, а урон молнией, наносимый второй цели возрастает до 1к8+ модификатор заклинательной характеристики персонажа. Оба этих урона возрастают на 1к8 при достижении 11 уровня (2к8 и 2к8+модификатор заклинательной характеристики)  и 17 уровня (до 3к8 и 3к8+ модификатор заклинательной характеристики соответственно).

Кровавый клинок

1 круг, некромантия

Время сотворения: 1 бонусное действие

Дистанция: на себя (в пределах досягаемости оружия)

Компоненты: С, М (оружие ближнего боя)

Длительность: 1 минута, Концентрация

Персонаж жертвует собственной жизненной силой, чтобы усилить свою следующую атаку. При сотворении этого заклинания персонаж тратит 1 кость хитов, чтобы зарядить клинок силой своей крови. Следующее попадание совершенное во время действия заклинания наносит цели дополнительно 2к8 урона без определенного типа (таким образом, игнорируя любые устойчивости и иммунитеты), персонаж при этом также получает 1к4 урона и при этом его максимум хитов также уменьшается на эначение полученного урона. Эти хиты восстанавливаются после завершения длительного отдыха.

На более высоких кругах: при использовании для сотворения этого заклинания ячеек выше первого круга, урон, наносимый заклинанием, увеличивается на 1к8 и 1к4 за каждый круг ячейки выше 1.

Два домашних заклинания для гишей изначально опубликованной на Киборги и Чародеи

Два домашних заклинания для гишей

Молниевый клинок

Заговор, воплощение

Время сотворения: 1 действие

Дистанция: на себя (в пределах досягаемости оружия)

Компоненты: С, М (оружие ближнего боя)

Длительность: 1 раунд

Заклинатель заряжает оружие ближнего боя которое использовалось при сотворении заклинания и совершает одну атаку ближнего боя против существа в пределах досягаемости. При попадании, цель получает все обычные эффекты от попадания оружием и при этом заряд молнии может по желанию заклинателя перепрыгнуть на другое существо, которое видит заклинатель в 5 футах от первоначальной цели. Второе существо получает урон молнией равный модификатору заклинательной характеристики.

Урон заклинания возрастает при достижении персонажем более высоких уровней. Начиная с 5 уровня, атака оружием в ближнем бою также наносит 1к8 урона молнией цели при попадании, а урон молнией, наносимый второй цели возрастает до 1к8+ модификатор заклинательной характеристики персонажа. Оба этих урона возрастают на 1к8 при достижении 11 уровня (2к8 и 2к8+модификатор заклинательной характеристики)  и 17 уровня (до 3к8 и 3к8+ модификатор заклинательной характеристики соответственно).

Кровавый клинок

1 круг, некромантия

Время сотворения: 1 бонусное действие

Дистанция: на себя (в пределах досягаемости оружия)

Компоненты: С, М (оружие ближнего боя)

Длительность: 1 минута, Концентрация

Персонаж жертвует собственной жизненной силой, чтобы усилить свою следующую атаку. При сотворении этого заклинания персонаж тратит 1 кость хитов, чтобы зарядить клинок силой своей крови. Следующее попадание совершенное во время действия заклинания наносит цели дополнительно 2к8 урона без определенного типа (таким образом, игнорируя любые устойчивости и иммунитеты), персонаж при этом также получает 1к4 урона и при этом его максимум хитов также уменьшается на эначение полученного урона. Эти хиты восстанавливаются после завершения длительного отдыха.

На более высоких кругах: при использовании для сотворения этого заклинания ячеек выше первого круга, урон, наносимый заклинанием, увеличивается на 1к8 и 1к4 за каждый круг ячейки выше 1.

Про кантрипы у волшебников и вервольфов

Введение в пятой редакции бесконечных кантрипов у заклинателей, наносящих урон, серьезно сказалось на опасности многих противников.

Поэтому если вы хотите восстановить холодящий ужас от столкновения с вервольфами то кантрипы стоит понерфить.

Как понерфить?

Вариант 1. За короткий отдых заклинатель может использовать кантрипы количество раз равное бонус владения + модификатор заклинательной характеристики

Вариант второй 2. За короткий отдых заклинатель может использовать кантрипы количество раз равное 5+бонус владения

Немного заклинаний вам из Арканиса

Whirling Blade

2nd-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a melee weapon you are proficient with)
Duration: Instantaneous
You throw your weapon, using your magic to guide it to your chosen targets and back to your hand. You can make 3 attacks with your weapon, striking creatures you can see within range. You can strike a target more than once.
For each attack with your weapon, make a ranged spell attack. On a successful attack, your weapon deals damage as normal plus an additional 1d8 damage of the same type as your weapon. Your weapon returns to your outstretched hand once all this spell’s attacks are completed.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the additional damage dealt by your weapon increases by 1d8 for each slot level above 2nd.

Blood Storm

5th-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (the corpse of a creature that died no more than 1 minute ago)
Duration: Instantaneous
With a touch and a few arcane words, you rip the lifeblood from a freshly fallen foe, forming it into a torrent of crystallized blood that slices through those around you.
All creatures within 20-feet of you must make a Dexterity saving throw. On a failed save they suffer 10d6 magical slashing damage, or half as much on a successful one.
The effect of this spell is so unnerving that any living, intelligent creature within 60 feet that can see the spell’s effect must make a Wisdom saving throw or be frightened until the end of their next turn.
Undead or constructs automatically succeed on their Wisdom saving throw.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Заклинания для создания волшебных предметов — Enchant an Item & Permanency

Permanency

6th-level Transmutation

Casting Time: 1 min

Range: Touch

Components: V, S

Duration: Permanent

This spell affects the duration of certain other spells, making the duration permanent. The personal spells upon which a permanent is known to be effective are as follows:

  • Detect magic
  • Longstrider
  • Unseen servant
  • Comprehend languages
  • Alter Self
  • Darkvision
  • See Invisibility
  • Tongues

The wizard casts the desired spell and then follows it with the Permanency spell. Each Permanency spell lowers the wizard’s Constitution by 1 point for duration of Permanency spell. The wizard cannot cast these spells upon other creatures. This application of Permanency can be dispelled only by a wizard of greater level than the spellcaster was when he cast the spell.

In addition to personal use, the Permanency (also with lowering of wizard’s Constitution) spell can be used to make the following object/creature or area-effect spells permanent:

  • Web
  • Enlarge/Reduce
  • Invisibility (Note that any action that break Invisibility will also break Permanency)
  • Fear
  • Gust of Wind
  • Magic Mouth
  • Stinking cloud
  • Wall of fire
  • Wall of force
  • Tiny Servant (if tiny servant will be destroyed Permanency will end)

Additionally, the following spells can be cast upon objects or areas only and rendered permanent (without lowering of caster’s Constitution):

  • Dancing lights
  • Alarm
  • Illusory Script
  • Fog Cloud
  • Grease
  • Snare (only affecting duration of Snare before triggering — after triggering Permanency will end)
  • Magic Circle
  • Scrying (only if Scrying is targeting location and not creature)
  • Teleportation Circle
  • Programmed Illusion

These applications to other spells allow it to be cast simultaneously with any of the latter when no living creature is the target, but the entire spell complex then can be dispelled normally, and thus negated.

The Permanency spell is also used in the fabrication of magical items (see the 4th-level spell Enchant an Item). At the DM’s option, Permanency might become unstable or fail after a long period of at least 1000 years. Unstable effects might operate intermittently or fail altogether.

The DM may allow other selected spells to be made permanent. Researching this possible application of a spell costs as much time and money as independently researching the selected spell.

Enchant an Item

4th-level Enchantment (Invocation)

Casting Time: Special

Range: Touch

Components: V, S, M (components for enchanting costs min 200 gp)

Duration: Special

This is a spell that must be used by a wizard planning to create a magical item. The enchant an item spell prepares the object to accept the magic. The item must meet the following tests:

it must be in sound and undamaged condition;

the item must be the finest possible, considering its nature, i.e., crafted of the highest quality material and with the finest workmanship; its cost or value must reflect the second test, and in most cases the item must have a raw-materials cost in excess of 200 gp.

It is not possible to apply this test to items such as ropes, leather goods, cloth, and pottery not normally embroidered, bejeweled, tooled, carved, or engraved. If such work or materials can be added to an item without weakening or harming its normal func¬tions, however, these are required for the item to be enchanted.

The wizard must have access to a workshop or laboratory, properly equipped and from which contaminating magic can be screened. Any magical item not related to the fabrication process (such as most protective devices) and within 30 feet of the materials is a source of contaminating magic and will spoil the process.

The item to be prepared must be touched by the spellcaster. This touching must be constant and continual during the casting time, which is a base 16 hours plus an additional 1d8 hours per level of spell which will be casted after Enchant an Item(as the wizard may never work more than eight hours per day, and any other spells will not alter the time required in any way, this effectively means that casting time for this spell is two days + level of desired spell days). All work must be uninterrupted, and during rest periods the item being enchanted must never be more than 1 foot distant from the spellcaster; if it is, the whole spell is spoiled and must be begun again. (Note that during rest periods absolutely no other form of magic can be performed, and the wizard must remain quiet and in isolation or the enchantment is ruined.)

Each spell subsequently cast upon an object bearing an enchant an item spell requires 2d4 hours per spell level of the magic being cast. Again, during casting the item must be touched by the wizard, and during the rest periods it must always be within 1 foot of his person. This procedure holds true for any additional spells placed upon the item, and each successive spell must be begun within 24 hours of the last, even if the prior spell failed.

No magic placed on an item is permanent unless a Permanency spell is used as a finishing touch. This always runs a 5% risk of draining 1 point of Constitution from the wizard casting the spell which can’t be restored by any means but Wish. Also, while it is possible to tell when the basic spell (enchant an item) succeeds, it is not possible to tell if successive castings actually work, for each must make the same sort of Intelligence check. Naturally, an item that is charged-a rod, staff, wand, javelin of lightning, ring of wishes, etc — can never be made permanent — only rechargable. Magical devices cannot be used to enchant an item or cast magic upon an object so prepared, but scrolls can be used for this purpose.

The materials needed for this spell vary according to both the nature of the item being enchanted and the magic to be cast upon it. For example, a cloak of displacement might require the hides of one or more displacer beasts, a sword meant to slay dragons could require the blood and some other part of the dragon(s) it will be effective against, and a ring of shooting stars might require pieces of meteorites and the horn of ki-rin. These specifics, as well as other information pertaining to this spell, are decided by the DM and must be discovered or researched in play.

Основной нюанс длительности заклинания, в том что для высокоуровневых заклинаний и сложных предметов период создания волшебником должен равняться месяцам, а для коммоновых вещей максимум дням.

Прогрессия спасбросков в зависимости от уровней

Проведя достаточно большое количество игр на 4ом тире мне стало очевидно, что заклинатели получают дополнительный источник преимущества над не заклинателями — заклинания против не профильных характеристик, которые не улучшаются со временем.

По аналогии с таблицей из 3.5 редакции, родился следующий хак:

Бонус к спасброску определяется как бонус владения + значение модификатора характеристики + прочие бонусы для спасброска, которым владеет персонаж или как половина бонуса владения + значение модификатора характеристики + прочие бонусы для спасброска, если персонаж спасброском не владеет.

С другой стороны, такая опция достойна и отдельной черты (таланта)

Определение заклинания и Counterspell

  1. Реакцией заклинатель может попытаться определить какое заклинание сотворяет другой заклинатель проверкой Интеллекта (Аркана). КС = 10 + уровень сотворяемого заклинания (от 10 до 19).
  2. Заклинатель также может попытаться определить заклинание по начальным жестам и вербальным компонентам — за свободное действие. но с КС 10+2*уровень сотворяемого заклинания (от 12 до 28).
  3. Для того чтобы сотворить Counterspell необходимо знать против какого заклинания ты его сотворяешь и какие у этого заклинания особенности.
  4. Сотворяющий заклинание заклинатель может попытаться ввести в заблуждение своих противников — потратив реакцию на обманное сотворение — и тогда контрзаклинателю необходимо будет пройти проверку Арканы дважды — один раз против КС заклинания, а второй раз против проверки Обмана заклинателя.

Blueshine

4th level Transmutatiom

Range:  Touch

Components:    V, S, M

Duration:            Permanent

Casting Time:  1 action

Area of Effect:  The metal parts of any one item that is less than the caster’s own body volume in size

This spell serves to alter and protect metals. The caster touches one item, which may be crafted of any number of inorganic sub¬stances joined together but must not be larger in total volume than the caster’s body, and the blueshine instantly takes effect. Organic substances, such as glues, can be present in the object, but if they make up more than a tenth of its total volume, the spell fails. Any fractures or weaknesses existing in the item are purged, so that they are whole, look like new, and are free of blemishes. In addition, the metals are made more resistant to acids.

A blueshine spell also prevents future rusting and purges the metals of all oxi-dation, causing affected metal to revert to its former state, not merely melting rust away and leaving the item thinner or with gaps and holes. All metals treated with a blueshine spell glow with a deep blue sheen when they catch available light.

The material component for this spell is a small piece of cobalt blue glass or a chip of a blue-hued gemstone.

Azundel’s Purification

Azundel’s Purification

7th abjuration

Range:10 ft

Components:V, S, M

Duration:Permanent

Casting Time:1 action

Target: One item or a volume of liquid or raw materials no greater than the caster’s body volume

Similar to Obar’s lesser purification, this more potent spell destroys any curses, magical tracers linked to other spells or magics, and remnants of previous magics from a single nonliving item (which may be composed of any number of materials) or a single body of liq¬uid (in puddle form or filling a container). In addition, Azundel’s purification expunges any existing wizard spells or special spell-like abilities imposed by a wizard on an item without setting them off.

Note that such magics are not identified, but simply obliterated. The spell causes its target material to glow to indicate the presence of active or not-yet-unleashed priest spells or priest-imposed spell-like abilities in the item or substances the spell is applied to that are not removed by this spell. It does not trigger, alter, or identify such dweomers, nor does it destroy or remove them.

Azundel’s purification affects dry or powdered materials of the same volume as a liquid if they are gathered into a heap or contin¬uous volume (for example, filling a cup or coffer), but does not affect recently living materials, such as the bodies of beings who have been dead for less than a month or who are now undead. Azundel’s purification also serves to purge liquids —such as those used in the making of potions or magic-related unguents, baths, or tinctures —of impurities, either natural or magical in origin. It performs this secondary function simultaneously with its major dweomer-related purging.

If this spell is cast twice on the same item or material, regardless of how much time elapses between the castings, all component 

parts of the item are rendered as fine as possible. All internal and visible imperfections are removed, and the craftsmanship of the material’s shaping and adornment, plus the nature of the material itself is raised to the finest possible state. A crude cudgel or a toy sword, for example, could be transformed into exceptional show¬pieces by this spell, items fine enough to take the most powerful and complex magical enchantments.

The material components of this spell are a pinch of dust from a powdered focal stone, a flawless diamond of any size or value, and at least three drops of a potion of sweet water.

Focal Stone

5th level transmutation

Range:Touch

Components:V, S, M

Duration:Permanent

Casting Time:1 action

Target:1 clear or translucent gemstone of crystalline structure no larger in size than the caster’s balled fist

This spell transforms the internal structure of a clear or translucent gemstone of crystalline structure no larger in size than the caster’s balled fist to enable it to receive and hold a spell dweomer (usually cast into it by use of a dweomerflow spell). At the time the spell is cast, make Intelligence (Arcana) check vs DC 18. Success means that the spell is successful; failure destroys the gemstone.

The gemstone glows with a soft internal radiance once focal stone is cast (which in some markets raises its value), and it emits a faint dweomer. If immersed in a poisonous liquid, the focal stone turns a vivid purple and can be commanded by touch and will to neutralize poison. If so commanded, the focal stone dissolves and is destroyed, but it leaves the liquid safe to drink or touch. A focal stone otherwise has no special properties; contrary to popular belief, it cannot reach out and trap spells cast near it or suck in passing enchanted creatures, though it is an ideal recepta-  cle for the life force of a being using a magic jar spell.

The focal stone spell does not prevent the focal stone from being shattered by deliberate attack (a crushing blow, for instance), but does pre¬vent it from being damaged by natural and magical heat, flame, lava, extreme cold, or mineral contamination. Shattering a focal stone immediately unleashes the full effects of any spell stored in it in a manner determined by the DM.

A dispel magic cast on such a stone does not affect it or any stored magics. The material component is a pinch of any sort of opal dust. 

Немного про заклинания

Очень коротко о тех изменениях, которые я считаю необходимыми.

Убрана концентрация у следующих заклинаний:

  • Hail of Thorns
  • Barkskin
  • Beacon of Hope
  • Hold Person
  • Hold Monster
  • Mass Hold Person
  • Smite-type spells
  • Ensnaring Strike
  • Stoneskin
  • Guardian of Nature

Увеличена эффективность у редкоиспользуемых заклинаний: 

  • Cure Wounds (1d8 -> 2d8)
  • Hail of Thorns (1d10 -> 1d12)
  • Melf’s Acid Arrow (4d4 -> 6d4)
  • Stoneskin (увеличина эффективность устойчивости — помогает также и против магических оружейных атак)

Новые заклинания для волшебников и жрецов

Wizard

  • Reveal Magic

Cleric

  • Radiant Shield
  • Holy Vigor
  • Holy Power

HOLY POWER

4th level Conjuration

Casting time: 1 bonus action

Range: self

Duration: 10 min

You gain +4 to hit, +4 to damage to Strength-based weapon attacks and ability checks. Also you can spent your bonus action to make additional weapon attack.

DISINTEGRATING SMITE

5th-level transmutation

Casting Time: Bonus action

Range: Self

Duration: 1 minute

You can cast this spell when you hit with a melee weapon attack on your turn. A pulse of green light flashes from your weapon, and the attack deals 5d10 extra force damage to the target. Additionally, the target must make a Constitution saving throw or take 2d10 force damage at the start of each of its turns until the spell ends. The spell ends when the target makes a successful saving throw against it. If the target is reduced to 0 hit points by this spell, the target is disintegrated.

ANALYZE CONTRAPTION

3rd-level divination (ritual)

Casting Time: 1 minute

Range: 10 feet

Components: V, S

Duration: Concentration, up to 10 minutes For the duration, you gain advantage on Intelligence (Investigation) checks to figure out how a device, trap, or mechanism works. If you are successful on your Investigation check when analyzing a device, you gain advantage on any ability checks used to disarm or operate the object’s mechanisms for the duration. 

REVEAL MAGIC

2nd-level divination (ritual)

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 10 minutes

You can make the hidden auras of magical spells and items visible to all, rather than personally viewing them with detect magic. When cast, the spell reveals all magic within a 20 foot radius as radiance, and you may move around an area while the spell is active, as it remains centered on you. The magic does not differentiate between different intensities or types of magic when used thus. Anyone may choose to study a source of magic within the revealed area in order to learn more about it. This requires an Intelligence (Arcana) check, DC 14, with success revealing a rough idea of the intensity of the magic (as determined by spell level or magical item rarity), and the primary color of the studied radiance revealing to what school of magic that effect belongs. Like detect magic, this spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the area affected by the spell increases by 10 feet in radius per spell level above 2nd.

Общие изменения у заклинаний

Убрана концентрация у следующих заклинаний:

  • Hail of Thorns
  • Barkskin
  • Beacon of Hope
  • Hold Person
  • Hold Monster
  • Mass Hold Person
  • Smite-type spells
  • Ensnaring Strike
  • Stoneskin
  • Guardian of Nature

Увеличена эффективность у редкоиспользуемых заклинаний: 

  • Cure Wounds (1d8 -> 2d8)
  • Hail of Thorns (1d10 -> 1d12)
  • Melf’s Acid Arrow (4d4 -> 6d4)
  • Stoneskin (увеличина эффективность устойчивости — помогает также и против магических оружейных атак)

PRAYER

3rd-level conjuration

Casting Time: Bonus action

Range: 25 feet

Duration: Concentration, up to 1 minute

Choose any number of creatures within range. Until the spell ends, each target gains the blessing of the gods, manifested in a +1 bonus to AC, attack rolls, weapon damage rolls, ability checks, and saving throws.

Classess: Cleric