Witchcraft and Wizardry

Hi! This is an Out of Character page dedicated to In Character homebrew spells. While a spell you create might fill an interesting, or needed niche, it should also suit the character and have some narrative surrounding it.

## 5E D&D

### Level 1

#### Phantom Entanglement

*1st level illusion ( Illusion Wizard, Necromancy Wizard, Warlock, Twilight Domain, Death Domain, Grave Domain, Trickery Domain )*

**Casting time:** 1 action

**Range:** 25ft

**Components:** V, S, M ( A swirl of smoke )

**Duration:** 1 round

You absorb a swirl of smoke into your hand, staining a spot black. Your target must make a wisdom saving throw against your spell save DC or be pinned by their shadow to their current location. They can move up to 5ft away from this location, as their shadow grips onto them. Each turn they can attempt to break free with another wisdom save as an action.

When casting the spell at higher levels, you may add one of the following benefits per additional spell level:

- Increase your casting range by 20ft

- Increase the number of targets by 1

- Increase the number of rounds they are pinned for by 1

*"Some believe that illusion magic is mere trickery, they are ignorant of the other tradition encompassed by the school of illusion: shadowcasting. Let them be ignorant, use it to your advantage. If your will is strong enough to brave the terrors of the Shadowfel, you can reach into the otherworld, manipulating the material through the shadow they cast across the planes." - Eadmund Warwick*

#### Laugh without Trace

*1st level illusion ( Wizard, Bard, Warlock, Arcane Trickster, Trickery Domain )*

**Casting time:** 1 action

**Range:** 15ft

**Components:** S, M ( A piece of beeswax, or a page from a business ledger )

**Duration:** 1 hour

Your speech, and the speech of up to three willing targets you can see within range, is instead heard as mundane chatter or friendly banter. If a creature observes you for at least 3 rounds, it can make an insight check versus your spell save DC to understand what you are saying.

When casting the spell at higher levels, you may add one of the following benefits per additional spell level:

- Extend the range by 15ft.

- Sync the auditory illusion with a visual one, increasing the DC by 3.

- Extend the illusion to an additional target

Roll on the following table to determine what other people hear:

 3
 4
 5
 6
 7
 8

Material components are consumed after the spell is cast.

*"The best place to hide is in plain sight." - Unknown*

#### Writer's Block

*1st level abjuration (Wizard, Bard, any subclass that uses a spellbook)*

**Casting time:** 1 action

**Range:** 120ft

**Components:** V, S, M ( A book, or 10 pieces of parchment)

**Duration:** 5 minutes (concentration)

A wall of paper stretches out at any point you can see within range. Comprised of four 10ft by 10ft connected panels, they display content related to the book, or are simply blank if parchment is used. The wall grants disadvantage on attacks relying on sight if an attacker cannot see through it. A panel can be broken by walking through it, dealing 1 point of damage, or setting it ablaze, which will destroy a panel in 1 round and spread to the connected panels. Strong wind will send the wall flying away in 1d4 rounds. If concentration is maintained for the duration of the spell, the wall becomes permanent.

You can create an additional 2 panels per spell slot, or mana point expended. Alternatively you can expend a spell slot, or mana point to fully replenish all panels.

10 pieces of parchment, from the book, or from blank pages are consumed by the spell.

*This spell was crafted by the children of elvish nobility as they played hide and seek in their expansive libraries as a means to evade being discovered. Since, it has evolved to be a favourite of many magi students bored of studies, of strategists on the battlefield, and of course bards creating impromptu stages when reveling in epics.*

#### Vanguard's Shield

*1st level abjuration (Wizard, Sorcerer)*

**Casting time:** 1 reaction

**Range:** 15ft

**Components:** S

**Duration:** Instantaneous

You make a rigid and succinct gesture with your hands toward an ally under attack. A glasslike barrier of magic protects them until the start of your next turn, granting +3 AC, and granting immunity to magic missile.

You can cast the spell upon an additional target per spell slot or mana point, or you can extend the range by 15ft.

*"Yer friends, yer allies, are most important to your survival as a magus. Ye are sof' and squishy, yer guts splatta' easily. Dey may be stupid, but dey are crucial to yer survival - treat them like an extension of yerself, donnae let them be hit. As we Abjurers say, it is betta' to prevent damage than to reverse it.." - quote from Archmagus Grumdror, recovered from the book 'Lost Lessons from Dun Buldar'.*

### Level 2

#### Wiznick's Corded Serpent

*2nd level enchantment (Wizard)*

**Casting time:** 1 reaction

**Range:** 50 ft

**Components:** S, M ( 50ft of Rope)

**Duration:** 3 rounds

As a reaction you touch a rope or similar item, the object is imbued with a violet shroud of arcane energy, and comes to life as if a serpent. Lasting for 3 rounds, the Corded Serpent will automatically seek out a falling ally and catch them before their plummet. You may choose to end the spell early to immediately reel your ally in, or can wait until the end of 3 rounds where you can reel (or let go) of them at will. Alternatively, you can forego the previous effects and instead release it towards an enemy, who must succeed on a dexterity saving throw against your spell save DC or be pulled up to 20ft towards you. Successful or not, the spell will immediately end afterwards.

The rope can be severed by beating it's AC of 12, and dealing 10 damage.

The spell can also be used inversely, pulling the caster towards an object, such as the other side of a bridge. Creativity is encouraged.

As this spell is versatile, you can choose one of these upgrades for each additional spell slot, or mana point spent on the spell above 2nd level:

- Can 'catch', or 'reel in' an additional person

- Can extend the range of the spell by an additional 20ft

- Increase the AC by 2, and HP by 10

- Using a 4th level spell slot or higher, you can force up to 3 enemies to beat a dexterity saving throw against your spell save DC or be pulled 30ft in any direction you want. Additional spell slots will increase the amount of targets by 1 each, or the distance by 10ft.

- Using a 4th level spell slot or higher, you can force an enemy to beat a dexterity saving throw against your spell save DC or be restrained for up to 3 rounds. Additional spell slots will increase the amount of targets by 1 each, or the duration by 1 round.

After the spell is complete the rope is torn apart.

*Crafted by the renowned Prof. Wizbreaker after the loss of a friend whilst dungeoneering, swearing he would never let another friend plummet to their death. The spell is new, but has enjoyed a rapid rise to fame. it has greatly grown in versatility and use since. It is rumoured that some elven magi have managed to permanently enchant ropes into dangerous magical serpents. Other rumours include the Archmagus Grumdror imbuing his beard with the power. It is understandably popular with adventurers, but also with guerilla fighters.*

#### Blessing of the Lady

*2nd level enchantment (Cleric)*

**Casting time:** 3 rounds

**Range:** Touch

**Components:** V, M (A mother's tear)

**Duration:** 8 hours

You utter a prayer over a creature, making a blessed symbol on their forehead. Their eyes tear for a moment with the tears of a widow, becoming glassy for the duration of the spell. They gain +3 to perception checks, +3 to initiative, and a +3 against being magically charmed.

*"The Merciful Lady, St.Heer, is ever watchful over those that pray fervently for the protection of the weak, the uplifting of the downtrodden, and for sons who may not come home from war. Let her eyes become yours." - Vincante le Ginn*