Cherreads

Background and Spell list

The way Spells work between Danmachi and D&D are to incompatible. Because of that I will only write what Spells I will use, what damage type they deal + their range. Certain Spells that are too powerful or broken will have changes made to them and they are marked with a *. Said changes are after said list.

IM LOOKING AT YOU 9TH LEVEL WISH

Besides that I will also write how many Spell slots he will have and what level. Though to be true full he has the standard amount of spell slots available for a level 18 wizard. There are also Innate spells mixed in that he got because of his Species who don't cost a slot but are only once per day restricted.

And the ranges will be written in the metric system. Personally I don't understand why most have such a short range. 60 feet sounds like much but it's only slightly more than 18 metres away. To short for me personally. To composite this I decided to change that, the numbers stay the same just the unit of measurement changes.

Technically he has all Spells available that are in the wizard category. I am however imposing the restriction that only 40 Spells at a time can be written down in his spell book and only 23 of them are prepared Spells. As for Cantrips the same restrictions apply of all of them being written down but only 5 usable immediately in any given situation.

(Personal observation here: for some reason after I finished the template Character on a D&D website and played around with the cantrips the fire bold one is now permanent for some reason, same with the disguise self spell for some reason.

If anyone knows why please write a comment. The way I created the template character is with the help of the website Shard Tabletop. If you want to recreate this character: look up DnD Shorts on YouTube. He created a video about the Ultimate Tank wizard build.)

Any and all feats will be put after the background withe an explanation how and were Jan got them.

Because of my custom background of Astral drifter the magic Initiate for Clerics are being added so the amount of Spells are higher than a pure wizard build at level 18. Said spell and Cantrips will be written down with it too and not put in the spell list because they are not gained by being a Wizard.

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Explanations on how this list works. All Spells that Jan gained from being a Wizard and are written down inside his spell book are being put into this list. The only thing I will write down are the range and damage type a spell will deal to an enemy. Some have basically no range but still do at the same time.

Otherwise look any of my Spells up by reading the handbooks that exist. In there every thing is better explained that I could here.

Spell list

Cantrips:

Blade Ward

Fire Bolt, 120m, fire

Message, 120m, no damage

Mage hand, 30m, no damage

Rat of frost, 60m, ice

Toll the dead, 60m, Necrotic

1st Level

Alarm, 30m, innate

Armor of Agathys, self, magical armour +cold damage

Burning hands, from self 15m cone, fire

Detect magic

Find familiar

Identify

Mage Armor, touch, innate

Magic missile, 120m, 3 darts force damage

Shield

Unseen servant

2nd-level

Arcane Lock, touch, innate

Hold person, 60m

Invisibility

Scorching Ray, 120m 3 rays fire damage

Misty step

3rd-level

Counterspell

Dispel magic

Fireball, 150, 6m ball of fire

Fly

Glyph of Warding

Remove curse

Speak with dead

Summon undead

Water breathing

4th-level

Arcane eye, 30m

Banishment *, 30m

Fire Shield, self, either a fire or cold shield that damage enemy's in melee

Mordenkainens private sanctum, 120m

Polymorph, 60m

5th-level

Bigby's Hand, 120m

Geas, 60m

Wall of force, 120m

6th-level

Contingency, ritual, self

Create Undead *, ritual, 10m

Guards and Wards, ritual, touch

Sunbeam, from self 1,5m wide 60m long line, radiant + blinding

True seeing, touch,

7th-level

Delayed beast Fireball, 150m, fire 6m ball +longer delaying stronger explosion

Mordenkainen's sword, 90m, magical sword force damage

Teleport

8th-level

Antmagic field, from self 10m radius

Dominator monster, 60m

Mind blank, touch

9th-level

Foresight, touch

Imprisonment, 30m

Meteor swarm, 1600m, 4 meteors with 12m in diameter + fire and bludgeoning

Time stop *, self,

Wish *, ritual, self

So the list is finished. Now let's talk about the special ones that need rework starting with the 4th-level Banishment. It still works as intended but changes has to be made because of the God's on danmachi. This is what I find fitting:

" One creature that you can see within range will be transported to a harmless Demiplane for 1 minute. While there, the target is incapacitated. When the spell ends, the target reappears in the same place it left.

If the target is a God or a similar creature, they are instead banished back ro heaven and can only come back to the world they left after 24 hours have passed. During that time the connection between the god and its Familia is temporarily severed.

Casing it at a higher level increases the amount of time bevor a god can come back by 12 hours for each spell slot above 4th-level. "

Into the next spell the 6th-level Create Undead. I changed the way the spell is being cast. Normally you instantaneous create up to 3 undead creature that is friendly to you, they are however only vor 24 hours that way.

My change is that after 12 hours of nighttime ritual you create 1 undead servant that stays under your control. Said creature can than be used as a supporter/transporter for materials or, if you give it Armor and weapons, as a throw away Shield.

Now a fun one: Time stop. The changes that I will do has to do with the amount of time you have while the spell is active and time is stopped for. The description says that you have 1d4 +1 turns of stopped time. A turn, according to the Shard player's guide volume 1, represent about 6 seconds in the game world. So, a max roll for time stop would be around 30 seconds in which you can do many things. I will double that time and give Jan the ability to move people but only in such a way that he can save Friends. Otherwise the spell says the same. now into the cost. The spell is unable to be cast more that one per day and all Gods are Immune to the spell itself and are able to move during the spell, they also know who casted it.

Now the most annoying spell in existence: Wish. I am going to Write its description here so that anyone can see why its simply broken in ANY setting that has magic.

"Wish

9th-level conjuration

Casting Time: 1 action

Range: Self

Components: V

Duration: Instantaneous

Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.

The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice:

Object Creation. You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.

Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.

Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.

Spell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.

Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.

Roll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.

Reshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails.

The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress."

Now into the changes that i had in mind. The spell will be, basically, put into two different categories, one being a spell that you can cast while in combat and the other a ritual. First the normal one with changes.

"Wish

9th-level conjuration

Casting Time: 1 action

Range: Self

Components: V

Duration: Instantaneous

Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.

Object Creation. You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.

Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.

Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance last 12 Hours.

Spell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.

Sudden Learning. You temporarily replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.

Time Redo.You undo a single recent event by forcing a Time rewind and going back in time by about 20 seconds. Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's death by being crushed.

The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 8 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.

All the Gods of Danmachi will have the Powers to influence the spell if it casted this way and may stop it even if it would do damage to the world."

Now the Ritual way of casting this spell:

"Wish

9th-level conjuration (Ritual)

Casting Time: 4Hours

Range: Self

Components: V, S, M (Blessing of a God, Gemstones worth 5,000,000 which the spell consumes)

Duration: Instantaneous

Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.

The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice:

Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.

Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.

Spell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.

Sudden Learning. You gain one additional feat for which you are eligible.

The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days."

I'm not sure yet if I keep both versions in the story or if I ban it altogether because it is a reality warping spell. Hopefully by the time the first chapter comes out I made up my mind.

Or if people like this story enough, you can give my tips about it. Should I keep it or not?

With that done Lets talk about the Background of my MC. Basically this is the revised version of the Astral drifter background in the 2014 DnD handbook that I think works best with the way I want things to go.

"Astral Drifter

For longer than you can remember, you have traversed the Astral Sea. There, you experienced firsthand the wonders of the Silver Void: you stopped aging and no longer felt hunger or thirst. Driven by wanderlust, you drifted from one part of the Astral Sea to another, like a mote of dust on the wind. You have lost count of the decades that have passed since you arrived here.

In your travels, you have camped on the petrified hulks of dead gods and narrowly escaped the psychic winds that sweep across the Astral Sea while also avoiding prolonged contact with the plane's most

Longevity

You are 120 years older than you look, because you have spent that much time in the Astral Sea without aging.

Divine Contact

You gain the Magic Initiate feat and must choose cleric for the feat. Jan gained the cantrips 'Light' and 'Spare the dying' as well the Spell 'Cure wounds'.

Divine lore:

In the Astral Sea, you crossed paths with a wandering deity. The encounter was brief and nonviolent, yet it made a lasting impression on you. This deity saw fit to help you leave the Astral Sea after you rambled about your live. Pity that the god that you met was Agethle, a greater deity who governs over death. As thanks, for being an interesting mortal and reliving some of his boredom, he grands you two Epic feats that shall help you.'

Something that I completely forgot about to include are Ecic Boons.

Epic Feats/ Boons:

Those are something that only level 19+ characters can get instead of an Ability improvement or a normal feat. In this instance my MC is basically being dropped into the world at level 20 and I don't know if I should give one to him or not.

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