Skip to main content

Comments from the Author: This is the second in our series of experimental spellhacks: spells that modify other spells. Broken or balanced? Let us know your thoughts in the comments, or join the discussion on the Mage Hand Press Discord.

Spellhacks are an experimental new variety of magic that uses spells to modify spells. These spells can be leveraged by arcane spellcasters of any stripe, but wizards are typically at the cutting edge of spellhacking. These spells are marked with the (spellhack) tag. 

The spells counterspell, glyph of warding, and contingency also inherit the (spellhack) tag.

Sequence Spellhack

4th-level evocation (spellhack)

Casting Time: 10 minutes
Range: Self
Components: V, S, M (a spell sequencer worth at least 5,000 cr)
Duration: 8 hours

Choose three spells of 2nd level or lower that you can cast that have a casting time of 1 action. You cast all three spells—called the sequenced spells—expending the lowest possible spell slot for each spell in any order you wish. These spells don’t come into effect. Instead, you can use your action before the spellhack ends to cast the sequenced spells in the order in which they were originally cast. All three spells are cast as part of the same action and expend material components as usual. You choose the sequenced spells’ targets when they are cast. The spellhack then ends.
      If you cast this spellhack again, the effect of another sequenced spellhack on you ends.
      At Higher Levels. When you cast this spell using a spell slot of 6th level higher, you can sequence two 3rd-level spells, or a 3rd-level, 2nd-level, and 1st-level spell.

Strike Spellhack

1st-level evocation (spellhack)

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a melee weapon)
Duration: Concentration, up to 1 minute

The next time you cast a spell that requires a saving throw before the spellhack ends, you can instead channel the spell through a melee weapon attack using a weapon you are holding. On a hit, the weapon deals damage as normal, and you cast the spell targeting that creature. If the spell has an area of effect, you choose how the spell is positioned, as long as it includes the target in its area. You have advantage on your saving throw against the spell if you are within its area of effect. The target automatically fails its saving throw against the spell, and the spellhack ends.
      You can cast this spellhack and another spell of 1st level or higher this turn.

Transmuted Spellhack

1st-level transmutation (spellhack)

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute

When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage before the spellhack ends, you can change that damage type to one of the other types listed.
      You can cast this spellhack and another spell of 1st level or higher on the same turn.

Upgraded Spellhack

1st-level evocation (spellhack)

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

The next time you cast a spell of 1st level or higher before the spellhack ends, treat the spell slot used to cast the spell as being one level higher, up to a maximum of 9th level. Then, the spellhack ends.
      You can cast this spellhack and another spell of 1st level or higher one the same turn.

 

Leave a Reply