Trope-Inspired Spells

A series of spells inspired by TV Tropes.

Ball of Idiocy

3rd level conjuration

Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: 1 minute

1 minute Spell Lists: Bard, Sorcerer, Warlock, Wizard

You conjure a necklace with a magical intelligence-draining pendant around the neck of a creature within range. At the start of each of its turns for the duration, the creature must make a Wisdom saving throw. If they fail, their Intelligence score decreases by 2. Their Intelligence score may not be brought below 1 by this spell. When the spell ends, their Intelligence score returns to normal.

Bechdel's Obsession

2nd level enchantment

Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: 1 hour

1 hour Spell Lists: Bard, Sorcerer, Warlock, Wizard

You weave an enchantment that makes it difficult for a target creature within range to focus on anything but a certain topic. The target must make a Wisdom saving throw. On a failed save, they become incapable of speaking about anything that isn't directly related to a topic of your choice for the duration. Topics can be:

A particular person

A group or organization

A classification of people (males, elves, etc.)

An object or type of object

If the chosen topic isn't somehow mentioned in a statement they make in a relevant way, the target cannot make the statement.

Climactic Confrontation

5th level enchantment

Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: 1 round

1 round Spell Lists: Paladin, Wizard

You create an aura of excitement in a 60 foot sphere around you which drives all creatures inside to give their all in battle. For the duration, the following effects apply to everyone inside the field who made an attack or used a spell on their last turn:

If any creature is frightened, that fear is suspended for the duration of this spell.

Creatures may only use their movement to move towards an enemy creature. If they are not within range of an enemy creature, they must spend their movement moving towards an enemy to get within range, or as close as possible.

If they have spellcasting, they must use their action to cast the highest level spell that they have an unused spell slot for. Otherwise, they must attack on their turn if an enemy creature is within range, and they attack as many times as their abilities will allow.

They must use their bonus action if they have an ability which can be used as one.

If they have a special type of points given by their class (such as ki points, sorcery points, or superiority die), they must spend at least 1 point if possible.

They have advantage on all attack rolls and spell attack rolls they make that turn.

Conjure Desirable Object

7th level conjuration

Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: 8 hours

8 hours Spell Lists: Cleric, Sorcerer, Wizard

Into your hand, you conjure an item small enough to hold easily that is somehow innately desirable. All creatures within range are aware of this objects existance, and must make a Wisdom saving throw. You may choose to allow certain creatures to automatically succeed on their saving throw. If they fail, they will want to claim the item for themselves or their team. Unless they or one of their allies are in position of the item, they will spend their turn attempting to either take the object for themselves or assisting an ally in taking the object. For the duration, securing the object for themselves will be more important than any other goal except immediate self-preservation.

The object has 10 HP and an AC of 10, and the spell will end if it is destroyed. Creatures under the effects of the objects cannot willingly try to destroy it.

Dark Infusion

3rd level transmutation

Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: 1 hour

1 hour Spell Lists: Sorcerer, Warlock

You use magic to make one creature of your choice within range darker and edgier. The target must make a Charisma saving throw. If they fail, their creature type becomes one of the following creature types of your choice for the duration: aberration, fiend, or undead. Creatures who are already one of these creature types automatically succeed.

In addition, if they fail, they appear visibly more "evil"—for example, their color scheme might become darker, their eyes might glow red, the design of their clothing or armor may change to look more menacing, and so on. Because of this, the creature has advantage on Charisma (Intimidation) checks but disadvantage on Charisma (Persuasion) checks for the duration.