My last set of 4e spells converted to 5e was in October of last year, so I figured it was time to get back to that project. Even with the progress I’ve made, there are tons of cool ideas left to play with.
Part One | Part Two | Part Three
Essence Prism
2nd-level transmutation (artificer, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: Self (30-ft cone)
Components: V, S, M (a prism)
Duration: Instantaneous
You gaze through your prism at creatures in a 30-foot cone. Creatures of your choice in that area roll a Constitution saving throw. Targets that fail this save take 3d8 radiant damage, you learn their damage resistances and damage immunities, and until the end of your next turn, your attacks, spells, and traits ignore all of their damage resistances. A target that succeeds this save takes half damage and no further effect.
Hellfire Fury
4th-level evocation (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 150 ft (20-ft sphere)
Components: V, S, M (a lump of brimstone)
Duration: Instantaneous
You invoke the unclean flame of the deepest pits of Hell. A ball of flame erupts out of your hand and flies toward a point within range, where it explodes in fire and oily smoke. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target that fails this save takes 6d6 fire damage and is cursed for 1 minute. While it is cursed, it takes an additional 1d10 necrotic damage, up to once per turn, each time it takes any amount of fire damage. A target that succeeds this saving throw takes half damage and is not cursed.
A remove curse spell cast on the target ends this spell early.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d6 for every slot level above 4th.
Prismatic Cloak
4th-level abjuration (artificer, sorcerer, warlock, wizard)
Casting Time: 1 reaction, when you are hit with an
attack
Range: Self (15-ft cone)
Components: V
Duration: 1 round
When you cast this spell, a cloak of multicolored light flares around you. Until the start of your next turn, for each attack that hits you, including the triggering attack, roll 1d8 on the table below to determine the effect upon the triggering creature.
- Red. The target takes 5d6 fire damage.
- Orange. The target takes 5d6 acid damage.
- Yellow. The target takes 5d6 lightning damage.
- Green. The target takes 5d6 poison damage.
- Blue. The target takes 5d6 cold damage.
- Indigo. The target rolls a Constitution saving throw, becoming restrained for 1 minute on a failure. At the end of each of its turns, the creature can roll a new Constitution saving throw; on a success, it is no longer restrained.
- Violet. The target rolls a Wisdom saving throw, becoming blinded for 1 minute on a failure. At the end of each of its turns, the creature can roll a new Wisdom saving throw; on a success, it is no longer blinded.
- Special. The target is struck by two effects. Roll twice more, rerolling any 8.
Soul Flaying
7th-level necromancy (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a vial containing a person’s final breath)
Duration: Concentration, up to 1 minute
A purple-black beam bursts out of your outstretched hand, striking a creature within range that you can see. The creature rolls a Charisma saving throw. On a failure, the creature takes 4d10 necrotic damage and 4d10 psychic damage, and is incapacitated until the start of your next turn. On each of your following turns for the duration of the spell, you can use your bonus action to deal your choice of an additional 4d10 necrotic damage or 4d10 psychic damage to the target. On a successful saving throw, the target takes half of the initial damage and no further effect. Undead and constructs automatically succeed this saving throw.
If a target that failed its initial saving throw falls to 0 hit points during the duration of this spell, they die and you capture their soul in a vial or gemstone. The creature can’t be restored to life by any means short of a wish or divine intervention while their soul remains captured. Its body can be animated as a skeleton or zombie, but it can’t become any form of more powerful undead.
You can release a captured soul to regain one expended spell slot of up to 5th level. The soul is also released if its vial, gem, or other container is destroyed. Some cosmic forces, such as night hags, also trade in captured souls.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you deal an additional 1d10 necrotic damage and 1d10 psychic damage in the round you cast the spell, and an additional 1d10 damage of the type you choose in later rounds, for each slot level above 7th.
Tenebrous Blessing
2nd-level illusion (artificer, bard, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
A willing creature that you can see within range is shrouded in shadow and misdirection. Until the spell ends, the creature can add your spellcasting ability modifier (minimum +1) to Dexterity (Stealth) and Charisma (Deception) checks it rolls. The creature doesn’t gain this bonus when making a check against a target with truesight.
Additionally, opportunity attacks against the target creature have disadvantage, and a creature that makes an opportunity attack against the target takes 2d6 psychic damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose an additional target for each slot level above 2nd.
Warped Wyrd
3rd-level divination (bard, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
You pull and twist the strands of fate to hinder an enemy. Choose one creature you can see within range as the spell’s target. Alternatively, speak the name of one creature; if the creature is within range, it becomes the target even if you can’t see them. If the named creature isn’t within range, the spell fails harmlessly, and your spell slot is expended.
The target must roll a Charisma saving throw. On a failure, the target takes 2d8 psychic damage each time they roll an ability check, attack roll, or saving throw and the result is a success. If their initial saving throw against this spell succeeds, the target has disadvantage on their next ability check, attack roll, or saving throw, and there is no further effect.
The spell ends automatically if the target spends a full round without rolling an ability check, attack roll, or saving throw, casting a spell, or forcing another creature to roll a saving throw.
Design Notes
Some of the names and concepts have drifted quite a bit from their origin – Warped Wyrd comes from the Karmic Shaper bard paragon path in Arcane Power, for instance. Essence Prism, at the other extreme, is barely changed at all from its original version.
Hellfire Fury is obviously very close to its lower-level counterpart, Fireball, but I figure that it doesn’t take that much work to prep your team to pile on the fire damage and more than make up the difference in damage total thanks to its curse.
For Prismatic Cloak, I’ve been wanting to play with more prismatic-style effects for a long time – in this case, I didn’t want to deal with every version of this spell forcing saving throws, but as a result that means that it can do an incredible amount of damage with no saving throw. It remains to be seen if that was the right call on my part.
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4th Edition inspiration again yields some interesting results.
Essence Prism is a cool idea for revealing weaknesses. I know 5e spells rarely get this complicated, but I kind of want the spell to do something if the target is resistant/immune to radiant damage. Maybe the target gets advantage on the save and on a success they take no damage or the caster takes the damage as the light is refracted back at them through their prism.
Hellfire Fury is a cool combination of Fireball and Hellish Rebuke in flavor. Any time I see a curse effect it makes me want some decent, unified mechanics or rulings for curses. Cursed as a condition maybe, I dunno. This spell and Soul Flaying both make me regret the lack of any firm mechanical weight for alignment in 5e. The flavor of the spell at least seems like it would be pretty evil to cast. While that flavor could be changed, I happen to like when spells have definite in-world connotations.
Prismatic Cloak. Yes. A thousand times yes. There need to be more spells that use the prismatic damage ideas. I do think that requiring a save for each damage type would be appropriate for this spell. The optimal use case is actually for a caster to rush into a group of enemies and cast it the first time they get hit, hopefully just wrecking a whole group. It seems weird to require saves for some of the colors but not all of them.
I love the implications and effects of Soul Flaying, but man-o-man is this a hyper-evil spell. It is also quite strong as an easy way to generate nearly unlimited extra spell slots if you are a character evil enough to cast it in the first place. I was thinking that the material component might switch to something valuable and/or consumable. A gem makes the most sense to me, as there is a long history of soul gems in the game. So maybe a 250-500 gp gem that traps the soul and is destroyed when the soul is freed. If you wanted to offset a new cost requirement you could make it so that anyone that releases the soul gets the spell slot, not just the caster. The connection to night hags is a great call out. Unlike Hellfire Fury above, I don’t see a way to reflavor this spell as anything other than capital E Evil.
I like Tenebrous Blessing. Does the disadvantage to opportunity attacks and the damage affect creatures with truesight? Seems like it could go either way.
I really like Warped Wyrd. No real comments on the effect. Its end condition brings up an interesting thought though. Are the targets of spells aware of how to end them? My gut says no unless they happen to know the spell in question or maybe make an ability check to learn them. While this is fine for NPCs, I could see some serious frustration if you cast this spell on a PC and then didn’t tell them how to end the spell. There are so few spells that don’t just grant you a save at the end of your turn to end them, and I really like to see new approaches, but I don’t know how I would adjudicate this at the table.
Sorry for the wall of text. I look forward to the next set of spells in this series.
Not ignoring this detailed and thoughtful reply – I just typed a lengthy reply, lost it to the aether, and was too annoyed to immediately sit down and retype it. =/ So here we are.
Essence Prism: I think I get where you’re coming from on wanting a special effect for radiant resistant/immune creatures, though I’ll say that radiant resistance/immunity is rare enough that it can very nearly be ignored as a use case, until you get hip-deep in 3pp monsters.
I feel like you can use Hellfire Fury and be okayish in the same way you can play a Fiendlock who uses the tools to fight the machinery of the Court of Nessus and the Abyss. (Mileage varies, obvi, and that fall-from-dubious-grace story is also a good time.) But Soul Flaying… uh. No, maybe not. The concept it builds on is a player-facing Paragon Path from 4e, though, so D&D’s official opinion on this KIND of thing has been all over the place.
I’m glad you like Prismatic Cloak! I definitely may have been wrong about not building saves into the other possible effects. My feeling was no-save damage was walking right up to the line of being okay (but, you know, fire shield exists at the same level), but conditions were another matter.
You shouldn’t be able to get nearly unlimited spell slots without a lot of setup work, because you’re spending a 7th-level slot on something that, if successful, refreshes a 5th-level slot. Maybe I’m missing something that you’re getting at there?
My feeling is that the shadows are real and tangible enough to affect combat applications even if the enemy has Truesight, but misleading people in social situations is the more purely Illusion side. Ex post facto justification, goooo! 😉
I favor learning what new spells do through experimentation, finding a copy of the spell in-game, or skill checks, rather than the DM telling you for free. The principle at stake, to my way of thinking, is that you value what you earn.
Thank you for the thoughtful and kind responses!
Thanks for the extended reply.
Fair enough on Essence Prism, though my personal opinion is that rarity of a mechanic shouldn’t determine the likelihood of making interesting features or mechanics that interact with it. There are also several player options that grant radiant resistance, so making a spell an enemy might use do a cool thing when it interacts with those PCs is also a consideration.
Having reread Fire Shield I agree with the decision to not require a save on the purely damage effects of Prismatic Cloak. The much shorter duration also justifies the higher damage per hit.
For Soul Flaying, I guess I’m reading it from the perspective of a person who has played an evil necromancer in an extended campaign and the kind of long-term thinking I was using with that character. He wasn’t evil enough to do this, but if the PCs have a week of downtime and there are enough peasants around, you can easily have 7 extra 5th-level spell slots. Partner with an unscrupulous ruler to solve their prison population problem. Don’t get me wrong, I love this idea and I think it’s a reasonable effect for a 7th-level spell. I just think having no repeating cost involved encourages abuse on the PC end. It’s a great villain spell, and I am one that appreciates when “monster spells” are tangible and learnable effects in the game world.
I also agree that learning obscure spells is a good activity for experimentation, downtime research, etc. I don’t want information on a spell to be “free”, there should be at least a skill check. I suppose Dispel Magic and Remove Curse are broad spells for a reason. The caster doesn’t have to know what they are affected by to get rid of the effect.