Hello good hunter,
First I want to say that the next set of spells with contain a Nuke spell (:
Today, I bring you a set of spells, designed to add new layers of strategy, chaos, and flavor to your games. Whether you’re a cunning Warlock, a manipulative Wizard, or just looking for fresh magical tools, these spells have you covered.
Lead Astray (Cantrip, Warlock)
A subtle yet devastating divination cantrip. Touch a creature, choose a skill, and sabotage their next check by subtracting a 1d6 roll (upgrades to d8, d10, and d12 as you level). Perfect for Warlocks who like to mislead, deceive, or disrupt in creative ways.
Misty Interception (2nd Level, Sorcerer/Wizard)
Seize control of teleportation magic! When a creature teleports within 60 feet, you can react to alter their destination. Force a Charisma save, and if they fail, you decide where they land (within the spell’s valid range). Redirect your enemies into disadvantageous positions—or straight into the barbarian's arms.
Forceful Negation (3rd Level, Wizard)
This isn’t your average Counterspell. React to an enemy casting a spell, and expend an additional spell slot to overpower it. No saving throws. No mercy. Just pure magical dominance.
Grim Grin (7th Level, Warlock)
Laugh in the face of death. When reduced to 0 HP, you rise with 1 HP, immune to all damage until the end of your next turn. Enemies within 30 feet must make a Wisdom save or become Frightened for 1 minute. After your next turn, you drop back to 0 HP with two failed death saves. It’s a powerful, terrifying last stand that leaves a mark on the battlefield.
I hope these spells lead to some memorable moments at your table!
Take Care,
Evan | MonkeyDM