Acid Spells
Here is an assortment of options for the alchemists and acid wielders. Hopefully these brew some new ideas for your games.
Petty Potion
Conjuration Cantrip (Warlock, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (a vial of acid)
Duration: 24 hours
You conjure into life a minor magical potion that lasts for the duration. The potion can be imbibed on a later turn as a Bonus Action, and can be taken by other creatures. When you cast this spell, for each potion, choose one of the following effects:
- Vigour. The drinker gains Temporary Hit Points equal to your spellcasting ability modifier for 1 hour.
- Alacrity. The drinker gains a 1d4 bonus to their Initiative rolls for 1 hour.
- Brawn. The drinker gains Advantage on the first attack roll they make in the next minute.
Casting this spell again causes all previous potions to magically disappear, and any active effects on creatures end.
Cantrip Upgrade. You create an additional potion when you reach levels 5 (2), 11th (3), 17th (4).
Frenzied Brew
Level 1 Conjuration (Warlock, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a wild poppy)
Duration: 1 round
You craft a brew of noxious elements and throw it at a target creature you can see within range. The target must succeed a Wisdom saving throw or become enraged. Until the end of your next turn they have Advantage on attack rolls, attack rolls made against them have Advantage and they have Disadvantage on Intelligence saving throws.
Corrosive Projection
Level 1 Conjuration (Warlock, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (a drop of cobra venom)
Duration: 1 minute
You burst a wave of caustic vapour from you in a 15-foot Emanation. Each creature in the Emanation must make a Dexterity saving throw, taking 2d4 Acid damage on a failure or half as much on a success. This spell corrodes non-magical metal in it’s area.
For the duration, any creature that failed this save subtracts 1 from their attack rolls if their weapon is made of metal, and subtracts 1 from their AC if their armour is made of metal.
Using a Higher-Level Spell Slot. The damage increases by 1d4 for each spell slot level above 1.
Dissolve Flesh
Level 2 Transmutation (Warlock, Wizard)
Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
You thrust a palm of potent acid into the flesh of a creature within range. Make a melee spell attack against the target. On a hit you deal 3d10 Acid damage. If the target is made of flesh it starts to dissolve after taking this damage, taking an additional 1d10 Acid damage at the end of it’s next turn.
Using a Higher-Level Spell Slot. The initial damage increases by 1d10 for each spell slot level above 2.
Acid Armour
Level 3 Abjuration (Warlock, Wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: 8 hours
A bubbling swirl of caustic acid floats harmlessly around you, melting incoming attacks. Until the spell ends you gain the following befits:
- Your AC becomes 15 + your Dexterity modifier
- As a Reaction, which you take when a creature within 5 feet of you hits you with a melee weapon, you force it to succeed a Dexterity saving throw or take 1d10 Acid damage.
Enervating Solution
Level 6 Evocation (Warlock, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (an emerald worth 500+ GP)
Duration: Concentration, 1 minute
You create a wave of bubbling acids that rushes out in a 30-foot Cone originating from you. Each creature in the Cone must make a Strength saving throw. On a failure they take 4d10 Acid damage and become Paralyzed for the duration. On a success a creature takes half the damage only.
A creature Paralyzed by this spell makes a Strength saving throw at the start of each of it’s turns, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 6.
Golden touch
Level 7 Transmutation (Warlock, Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (a gilded figurine worth 500+ GP which the spell consumes)
Duration: Concentration, up to 1 minute
Make a melee spell attack against a creature in range. On a hit they take 10d8+10 Acid damage as their flesh starts to transmute to gold.
For the duration the target must make a Constitution saving throw at the start of each of it’s turns. The third time it passes this saving throw the spell ends. Whenever they fail a saving throw they suffer an ailment for the duration, as shown below:
- 1st Failure: The target becomes Restrained.
- 2nd Failure: The target becomes Incapacitated.
- 3rd Failure: The creature becomes Petrified as it is transformed into a statue made of solid gold.
A creature killed by this spell becomes instantly Petrified.
If the target becomes Petrified the spell no longer requires Concentration and it lasts until dispelled.
