It should come as no surprise to folks that know me personally that my favourite video game series is Dishonored, and since the player characters of that series have access to a number of eldritch powers, I thought they’d be something interesting to translate as spells for D&D.
Domino 3rd-level enchantment Casting Time:1 action Range: 60 feet Components:S Duration:1 minute Choose two target creatures. Each of them must make a Wisdom saving throw, which they have disadvantage on if they are unaware of your presence. If both creatures fail the save, the two become linked. If a linked creature suffers any damage, is pushed or gains any conditions, all other creatures linked to it suffer the same effect. At higher levels. When you cast this spell using a spell slot of 4th level or higher, you may link an additional target for each spell slot level above 3rd.
Doppelgänger 2nd-level illusion Casting Time:1 action Range: 60 feet Components:S Duration: 5 rounds You summon an illusionary duplicate of yourself at any point where you would normally be able to stand within range. The
has tangible form, using your armour class and saving throws, with five hit points. The
doppelgänger acts immediately after you in initiative order; you may control it with a bonus action, otherwise it will flee combat. If your
is killed, it leaves a body which disappears once it is out of sight. If you are hidden from sight when casting this spell, enemies consider you dead if they kill your
At higher levels. When you cast this spell using a spell slot of 3rd level or higher, your
may make any melee attack you are capable of during its turn as an action. When cast at this level, the
actively attacks enemies instead of fleeing combat as it normally would.
Far Reach 1st-level conjuration Casting Time:1 bonus action Range: 30 feet Components:S Duration:Instantaneous A mass of tendrils stretch from your hand to any unoccupied space on a surface within range, then pull you directly to that location. If the location is not a flat surface, but one that you can climb onto, you immediately climb onto it. If you cannot climb onto the surface, you overshoot it and land 5 feet away from the chosen location, in the direction that you travelled. At higher levels. When you cast this spell using a spell slot of 2nd level, you may use your far reach to instantaneously pull an object into your hands. When you cast this spell at 3rd level or higher, you may target a creature within range. That creature must succeed on a Strength saving throw, or be pulled directly to you, landing prone in the nearest unoccupied space between you and the target’s original location.
Mesmerize 2nd-level enchantment Casting Time:1 action Range: 60 feet Components:S Duration:3 rounds You summon a spirit from the void to enthral your enemies. Summon the spirit at a point within range. Creatures within 20 feet of the spirit must succeed on a Wisdom saving throw or be charmed and incapacitated, and must spend their turn staring at the spirit. At the end of a Creature’s turn, it may attempt the save again.
Shadow Walk 4th-level transmutation Casting Time:1 action Range: 60 feet Components:S Duration:3 rounds For the duration, you, along with everything you are wearing and carrying, take on a smoky, shadow form. When you make an attack, or are reduced to 0 hit points in shadow form, the spell ends. While in the shadow form, you have the following benefits:
You have advantage on Stealth rolls when in dim light, and cannot be detected in complete darkness.
You may only make unarmed strikes, which deal 3d8 necrotic damage, instead of their normal damage, when in shadow form, plus your spellcasting ability modifier.
When attacking an unaware target, your unarmed strikes deal double damage.
At higher levels. When you cast this spell using a spell slot of 5th level or higher, you may make one additional melee attack before the spell ends for each spell slot level above 4th.
Far Reach and Shadow Walk were worked based on existing spells, namely Misty Step as the basis for Far Reach, with modifications for range, momentum and higher level abilities, and Gaseous Form for Shadow Walk, which I used as a guide on the caster’s form changing. Domino was developed with some inspiration from the Trickery Cleric’s Invoke Duplicity ability; Domino and Mesmerize were developed from scratch, with levels that I felt were most appropriate for them. All of the spells with a duration used as close to the durations of those spells in the game as is possible with the D&D system using turns instead of specifying by seconds.
This is going to be the first in a series of posts relating to Dishonored, and while more MTG homebrew will be back next week, expect other Dishonored posts in the near future, and not only spells! I have some interesting things planned that I’m very much looking forward to putting together.
things I want to do: create an all-warlock D&D team in the style of magical girls, all with Armor of Agathys (magical girl outfits) but tweaked so they do different types of damage, per the balancing principles of a classic team of magical girls