D&D 5e: A New Batch of 4e Spells
Added 2022-10-19 15:19:23 +0000 UTCI was looking through my 4e megathread the other day and made a list of the spells and magic items from it that I still wanted to try bringing into 5e. There’s a lot of meat left on that bone.
Part One | Part Two
Cerulean Shield
3rd-level abjuration (cleric, sorcerer, wizard)
Casting Time: 1 reaction, which you take when you or a creature within range fails a Strength, Dexterity, or Constitution saving throw
Range: 5 feet
Components: V, S, M (a ring set with a lapis lazuli gemstone, worth at least 50 gp)
Duration: Concentration, up to 1 minute
A dome of gleaming blue force springs up around the creature targeted by the triggering effect. Until the creature moves or the spell ends, it gains a +5 bonus to Strength, Dexterity, and Constitution saving throws, including against the triggering effect.
On later rounds, when a creature other than your initial target fails a Strength, Dexterity, or Constitution saving throw, you can use your reaction to make them the target of this spell instead. If you do, the spell ends at the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell’s range increases by 5 feet for each slot level above 3rd.
This spell comes from the 4e Dark Sun Campaign Setting.
Fury of Dragotha
8th-level necromancy (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: Self (60-ft cone)
Components: V, S, M (a bone shard taken from a dracolich)
Duration: Concentration, up to 1 minute
You channel the unholy power of a dracolich and unleash its breath weapon. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 12d6 necrotic damage on a failed saving throw, or half as much damage on a successful one.
For the rest of the spell’s duration, a creature that moves to a space within 15 feet of you or starts its turn within that area must make a Wisdom saving throw. On a failure, it is frightened until the start of your next turn and takes 1d6 + your spellcasting modifier psychic damage. Creatures of your choice that you can see automatically succeed this saving throw.
At Higher Levels. When you cast this spell using a 9th-level spell slot, the spell’s necrotic and psychic damage each increase by 1d6.
This spell comes from Arcane Power.
Mordant Rains of Dis
4th-level conjuration (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a lead coin)
Duration: Instantaneous
You open a portal to Dis, within the Nine Hells, over an area within range. Only the caustic, scouring rain of Dis can pass through this portal. Acidic rain falls in a 20-foot cylinder with a 40-foot radius, centered on a point you choose within range.
Creatures in the spell’s area roll a Constitution saving throw. A creature that fails this saving throw takes 5d6 acid damage and is blinded until the start of your next turn. On a success, a creature takes half damage and is not blinded.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you deal an additional 1d6 acid damage for each spell slot level above 4th.
This spell comes from Arcane Power.
Sinister Extraction
2nd-level necromancy (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You extend your hand and gather up a fragment of your target’s soul. Choose one creature you can see within range to make a Charisma saving throw. On a failure, the target takes 2d12 necrotic damage, and you gain temporary hit points equal to half the necrotic damage you deal. On a success, you deal half of this damage, and there is no further effect. While you have these temporary hit points, you have advantage on any saving throw the spell’s target forces you to roll.
Constructs automatically succeed their saving throw against this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 1d12 damage for each slot level above 2nd.
This spell comes from the 4e Dark Sun Campaign Setting.
Design Notes
I’ve only partially preserved the intent of cerulean shield from its 4e version – it’s still a defense with a sustain option, but it’s more about energy types there. My goal with this is to handle the more physical forms of magical damage, without using the word “spell” so that it doesn’t break when exposed to monsters from Monsters of the Multiverse, or dragonbreath, or whatever. I think this way of defending your allies is an essential fantasy of playing an Abjurer, but one that Arcane Ward can’t completely cover. At the same time, it has a duration because it’s competing with the hard-counter nature of counterspell.
Fury of Dragotha… mainly I just really like Dragotha as an iconic dracolich? And high-end necromancy needs more to do, so a big blast of damage followed by a minor damaging zone seems like a pretty good time. My main concern is that the damaging zone needs to do more damage to matterat 15th+ level.
Mordant rains of Dis is a great name, and a bunch of blinding acid damage matches the original version and is suitably horrible in 5e as well. The main change is that it’s now an AoE rather than a single-target-with-minor-splash.
Sinister extraction is a step down from the hurt-you-to-heal-me of vampiric touch, as it grants temporary hit points rather than healing, but you get something cool even if you use this while at full health. I also like “while you have some of these temporary hit points remaining” as a hook for effects – in this case, you’ve carved off a fragment of the target’s soul, so they can’t affect you with spells and other effects as easily.