These new spells for Dungeons & Dragons are inspired by Star Wars, giving your D&D character the powers of a Jedi or Sith Lord.
Force Choke
Level 4 Transmutation (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You use a telekinetic force to choke one creature of your choice that you can see within range. A creature targeted by this spell must make a Constitution saving throw. On a failed save, it takes 4d10 Bludgeoning damage, and it has the Restrained condition. While restrained by this spell, the target cannot breath.
A creature can hold its breath for a number of minutes equal to 1 plus its Constitution modifier (minimum of 30 seconds) before suffocation begins. When a creature runs out of breath or is choking, it gains 1 Exhaustion level at the end of each of its turns. When a creature can breathe again, it removes all levels of Exhaustion it gained from suffocating.
For the duration, you can use your Bonus Action to maintain your hold on the target, dealing another 4d10 Bludgeoning damage. The target can make another Constitution saving throw at the end of each of its turns, ending the Restrained condition on itself on a success.
At Master Level. When you cast this spell using a spell slot of 5th-7th level, the range increases to 90 feet. Also, choose 1 option:
- The duration increases by 5 rounds (30 seconds) for each slot level above 4th.
or - The damage increases by 1d10 for each slot level above 4th.
At Epic Level. When you cast this spell using a spell slot of 8th or 9th level, the range is unlimited as long as you can see the target, even with a Scrying spell or other form of remote viewing. Also, choose 1 option:
- The duration increases by 5 rounds (30 seconds) for each slot level above 4th.
or - The damage increases by 1d10 for each slot level above 4th.
Force Push
Level 2 Transmutation (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You create a burst of telekinetic energy that pushes or pulls at one creature of your choice that you can see within range. The target can be no more than one size larger than you.
A creature targeted by this spell must make a Strength or Dexterity saving throw (it chooses which). On a failed save, the target takes 2d6 Force damage and is pushed 10 feet in a straight line in any direction except up. If you choose to push it down, it has the Prone condition. On a successful save, the target takes half as much damage and is not pushed or pulled.
At Higher Levels. When you cast this spell using a spell slot of 3rd or Level 4, choose 1 option:
- The range increases by 20 feet for each slot level above 2nd.
or - The damage increases by 1d6 for each slot level above 2nd, and the target is pushed or pulled an additional 5 feet for each slot level above 2nd.
At Master Level. When you cast this spell using a spell slot of 5th-7th level, the target can be two sizes larger than you. Also, choose 1 option:
- The range increases by 20 feet for each slot level above 2nd.
or - The damage increases by 1d6 for each slot level above 2nd, and the target is pushed or pulled an additional 5 feet for each slot level above 2nd.
At Epic Level. When you cast this spell using a spell slot of 8th or 9th level, the target can be two sizes larger than you and you can move it upwards half the number of feet it would be moved horizontally. A creature moved upwards falls at the end of your turn unless it has a way to stay aloft. Also, choose 1 option:
- The range increases by 20 feet for each slot level above 2nd.
or - The damage increases by 1d6 for each slot level above 2nd, and the target is pushed or pulled an additional 5 feet for each slot level above 2nd.
Spells Wanted!
Do you have an idea for a Dungeons & Dragons spell that can be cast at higher levels? Submit your spells and they might be featured in our new book Upcasting: new options for casting spells at higher levels.
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