A Game In Which You Design Your Own Skills And Spells?

Lambda Spellcrafting Academy is a card-based puzzle game that allows players to build spells to solve puzzles, making it fun for both beginners and professional wizards. CodeSpells, the trio’s debut project, aims to inspire interest in coding by allowing players to code their own infinite number of spells within the game’s open-world sandbox. Similar games like Elden Ring and Pathfinder: Kingmaker offer unique magical experiences.

The list of the best magic games on Steam, PlayStation, Xbox, and Nintendo Switch platforms includes Tyranny, Draxia RPG, Mages of Mystralia, Full Mojo, and Freedom Force. Tyranny is a classic isometric RPG with a decent spellmaking system, while Draxia RPG is Mythica Gaming’s unique roleplaying system based in the Draxia Universe. Mages of Mystralia is an action-adventure and puzzle game that allows players to create their own spells with an intuitively simple spell crafting system.

In summary, CodeSpells is an open-world video game that encourages players to create their own magical spells using code. It offers an unguided, sandbox experience for players to explore and develop their magical programming abilities.


📹 How to Create Your Own Spells (Part 1)

This is a tough topic to cover, jeeze. Know that it’s only a template I’m trying to make, don’t let my cornerstone of a video limit you, …


Is there a game where you can make your own game?

Gamefroot is a digital platform that enables users to create and disseminate games, animations, and narratives. This approach facilitates the integration of learning and enjoyable experiences, akin to the engagement typically observed in gaming contexts.

What is the drawing game called?

Pictionary is a team-based word/sketch game where players draw a picture representing a secret word to help their teammates guess it. The game board includes different categories of words, and players play cards with the same categories. They roll a die to determine how many spaces they move on the board and draw a card to find the secret word matching the category. One player sketches a picture representing the word, and the team that gets to the end of the board game first wins.

What is the spell crafter game?

Spellcrafter is a role-playing game (RPG) that employs a distinctive spellcasting system and a sophisticated tactical turn-based combat system. Players have the opportunity to explore the magical world, collect gold, interact with non-player characters, undertake quests, and make moral decisions. The game features a popular community and official content, indicating that the content has been rated more highly than negatively over the course of its release.

What is a game of magic called?
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What is a game of magic called?

Magic: The Gathering is a tabletop and digital collectible card game created by Richard Garfield. Released in 1993, it has approximately fifty million players as of February 2023. Magic is the first trading card game and generates over $1 billion in revenue annually. Players represent powerful dueling wizards called Planeswalkers, with each card representing a magical spell. Instant and Sorcery cards represent one-time effects, while Creature, Artifact, Enchantment, and Battle cards provide long-term advantages. Players must include resource or Land cards to cast their spells.

Defending opponents typically involves reducing life totals to zero through combat damage or attacking with creatures. Other sources of damage and alternative win-conditions also exist. The game’s gameplay is based on traditional fantasy role-playing games like Dungeons and Dragons, but it has more cards and more complex rules than many other card games.

In summary, Magic: The Gathering is a popular and complex card game that involves players acting as powerful wizards called Planeswalkers. With over twenty billion Magic cards produced between 2008 and 2016, the game continues to grow in popularity.

What is a magic school called?
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What is a magic school called?

A wizarding school, also known as a magical school, was an educational institution that provided magical instruction to young witches and wizards. There were eleven prestigious and well-regulated schools worldwide, all registered with the International Confederation of Wizards. Most countries did not have their own wizarding school, and magical children were typically homeschooled or educated via correspondence courses. Most primary education prior to attending wizarding schools took place at home, as children could use magic and attract unwelcome attention.

The exact locations of most wizarding schools were kept secret to prevent discovery by muggles and protect them from war or interference by domestic or foreign governments. Most schools were situated in landlocked, mountainous areas, making them difficult to access without magic and easier to defend in case of attack.

What is the game called Magic?

The acronym “MAGIC” is used to refer to a specific type of collectible card game. The collectible card game, THE GATHERING, has been in circulation for over 30 years and has amassed a global following of over 50 million enthusiasts. It has been published in over 150 countries and is renowned for its strategic gameplay, compelling characters, and intricate multiverse.

What is the game where you make a magic school?
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What is the game where you make a magic school?

Spellcaster University is a magical university game where players play as the director, managing budget, and recruiting teachers. The game offers various options, such as turning the university into a black magic academy, a place in harmony with nature, or a place to train druids and shamans. Players must survive attacks from orc tribes and the control of education authorities. The university uses an original magic deck mechanism, with each game offering unique opportunities.

Players can access different decks based on the magic taught in their schools, such as the Arcane Deck, the Deck of Light, the Nature Deck, the Alchemy Deck, and the Shadow Deck. Students’ well-being is managed by building refectories, dormitories, and rest rooms, and a dungeon is used to ensure discipline. Students’ traits, personality, alignment, and wealth are important aspects to consider. At the end of their studies, students discover their future (necromancer, archimage, peasant) and win new bonuses.

What is the game where you cast spells by drawing?

The “War of Wizards” game on the Oculus Quest has been an enjoyable experience due to its immersive spell-casting mechanic, which effectively conveys the sensation of being a true wizard.

Is spellcraft a battlecry?

The game is a real-time strategy game in which players direct a team of heroes and utilize their spells to outmaneuver their opponents.

What is the Druidcraft spell?

Druidcraft was a transmutation spell that allowed casters to commune with spirits to cause minor effects. The spell could have four effects: minor weather predictions, flower blooms, sensory effects, and the instant light or extinguishment of small flames. The effects could include a golden orb for clear sunny skies, flower blooms, sensory effects, and the ability to light or extinguish a small flame. These effects were only available within a 5-foot-wide cube and could last for a few seconds.

Is RPG Maker easy?
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Is RPG Maker easy?

RPG Maker is a game development engine designed for creating 2D role-playing games, offering a user-friendly interface with a drag-and-drop system for placing tiles and characters. It features logical menus and pre-built systems for common RPG mechanics like inventory, quests, and combat, reducing game design complexity. RPG Maker’s event system is the core of its simplicity, controlling interactions like conversations, cutscenes, and conditional outcomes using pre-made commands. This makes complex programming tasks unnecessary for basic gameplay elements, making it accessible even for those with little to no programming experience.


📹 The state of wizard games…

Can’t wait for Hogwarts Legacy to come out a definitely not be a terrible awful wizard game with a b tier story :))) Socials: Twitter: …


A Game In Which You Design Your Own Skills And Spells
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Pramod Shastri

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  • The bard in the first D&D group I ever ran a game for insisted he take Illusory Script. He’s an experienced player and DM himself. I asked him repeatedly why he did it. What was the secret usage for this spell that was so vital he chose not to take dissonant whispers? One day he told me he’d taken it just to see how much I’d freak out about him choosing it. He did, however, use it once to amazing effect when his character had been rendered mute for a week by a cursed orb.

  • I haven’t check the numbers but: Chicken legs Transmutación 8th level Casting: 1 hour Duration: 1 day A building of your choice sprouts legs. You can mentally command it within the range of a mile. Has X stats, gives x damage and travels x miles per x. So yeah, you can have guns in dnd and also summon mechs.

  • Here’s some spells I whipped up off the cuff as an exercise in Homebrew, feel free to use them if you want or give me feedback. I might post more later. Sky fingers: Cantrip (wizard/sorcerer/warlock): (somatic/focus) 1d4 lightning damage + 1d4 lightning per spell level after 0, but requires one dedicated action at 1st – 3rd levels, and one full turn at 4th level or higher with chance to stun. Backstory: a seemingly basic spell which quickly ramps up in power, but with no clear origins Stasis Healing: 3rd level (paladin/cleric/warlock): (somatic/divine focus)/ /6th level (wizard/sorcerer): (somatic/component) On touch, target becomes paralyzed for 3 turns with no saving throws, but receives 3d6 healing per turn and produces a 5ft circle of protection against status effects around the target while paralyzed. Backstory: a spell developed in an arcane kingdom in lockstep with an identical divine spell. The original intent and primary functionality of the spell is to ensure that the critically injured survive long enough to receive proper treatment from a qualified individual. (I have had more than a few characters bleed out and a spell like this would have been incredibly helpful) Inordinate exsanguination 3rd level (wizard/sorcerer/warlock): (vocal/somatic/component) Ray of energy which dealing 1d8 bleeding damage for 3 turns Backstory: also called bleed out, Bleeding Ray, Ray of Cuts, and Ray of Bloodshed. This otherwise standard spell is typically used by cruller sorcerers for less than noble intentions and as such is even outright illegal in certain religious countries.

  • I made an illusion spell at 9th level that does the “matrix” thing to someone. It’s not enchantment because the point isn’t to force someone to believe something or act a certain way, it’s about circumventing the target’s sense and presenting them with something they Want to see. It could be easily enchantment though. It’s got specific interactions with divination/healing magic and specifically interacts with priority over the Dream spell. There’s a saving throw up front to succumb to the spell, and it requires 3 consecutive saving throws of either sucessful or failed saves for the spell to be either ended early or perminant until otherwise ended. It’s complicated, probably oberly complicated, but it does it’s thing and requires a 9th level slot

  • Next several articles How to make a homebrew spell part 2 How to make a homebrew race part 1/2 How to make a homebrew class archetype part 1/2/3 How to make a homebrew class part 1/2/3/4 How to make a homebrew world part 1/2/3/4/5 How to make a homebrew game based on the DND 5E system part 1/2/3/4/5/6 How to…..

  • We have used a ton of homebrew over the last 6 years or so. Most of it is very simple stuff, just reflavoring existing spells to have a different damage type to match a characters theme, or creating some basic spells that work mostly like existing ones with a little twist. Like our cleric who is pretty much a pure caster and took 2 levels in druid. He would pick up shillelagh. Since he is a circle of Stars druid and a cleric focused on healing and stars/twilight, we flavored shillelagh to work on martial weapons and do radiant damage. We also have a variant of booming blade that instead of taking damage on movement in the next round, it deals dmg if the one hit by the cantrip attacks you or someone within 5ft of you. Its been really fun to really tailor some of the characters spells to match their vision of how their characters would cast the spells.

  • I remember playing with my little sister and spicing up her first character (a wizardWizard) by letting her choose from a list of comedic spells. She beat the first big encounter by making her enemies sneeze once. The sneeze doesn’t even do damage on its own. It was perfect. When she becomes more powerful I might let her have an arthritis spell, or something similar.

  • Awesome. I gave my paladin – devoted to Selûne- a custom item for him to wield. A ring which, once a day, for five minutes, lets him unleash darkness all around him in a 60ft sphere. Anyone in this area percieve the world as if it were night time, with a full moon overhead. While in moonlight, he gets plus two to attack and damaging roles while wearing the ring.

  • Idk if it’d count as a spell but I had a neat idea for a monk ability inspired by the game Asura’s Wrath. Basically a monk could use their action on their turn and spend 4 ki points to sprout 2 additional arms from their back. The additional arms are considered magical for overcoming resistance and immunities. When using your bonus action to make an unarmed strike with the Martial Arts feature, and your additional arms are not holding anything, you can use them to each make an unarmed strike. The arms are tangible, albeit illusory in appearance, and do not hinder movement in any way. They can be used as a normal arm and they have a full range of motion. While this ability is active you have advantage on athletics checks that require the use of your arms, advantage on grappling, and your carrying capacity doubles. The affects of this ability last for 10 minutes or until dismissed as a free action.

  • It is hard to imagine anything more powerful than a patient and dedicated 5th level Necromancer. Twice a day he casts animate dead until he’s got 4 skeletons. The next day he animates them and has them climb into a box, he locks it, and starts again. In a few months he has a storeroom full of undead resting quietly in their nice boxes, faster if he levels up. More spell slots? Upcasts. He’s dedicated to honing his craft and building his army. He can select his favorites and give them wands of magic midsole and half-decent armor, but eventually he has far more than he can subjugate in a day and the storage room expands to multiple buildings, a cave, an abandoned mine, he has so so many. He takes his R$R time to relax and have some drinks with the party, but he also catalogues where his various stashes are, he arranges it so he can locate a box and open it remotely, and he has a troop of his servants expedite the process and find more bones. Imagine what you could do with what amounts to an undead minefield. Need to go attack someplace? Launch boxes of undead at them. They’re not serving you, but they’ll do what they do on their own. All that to say that no matter how powerful a spell, monster, BBEG, magical creature, sentient object, or god us, it can always be beaten by a crafty and patient party and a pile of 10-foot poles.

  • The first game I ever ran my friend took illusionary script. A green dragon was trying to add the the bard and kenku to his hoard in exchange for not killing the party. While the paladin attempted to negotiate poorly, my friend wrote up a contract claiming that the dragon could not take the players because they were already the property of his patron the great old one and once he found out his property was stolen he’d take revenge. I will always remembered this encounter because my friend used an otherwise “worthless” spell to save the party… except that’s not what happened. As a first time DM I decided no the dragon would know that’s a trick and even though he failed his roll the dragon got mad and attacked the party. I learned not to let my players creativity get in the way of a planned encounter.

  • Right of Passage would be enchantment, not illusion. Someone like a guard would know all of the forms of authority they deal with, along with the privileges and responsibilities of each that is relevant to the guard. An illusion doesn’t help you confuse the guard in that respect, like that spell would suggest. Forms of identification are often just badges. Their effects in social situations are implied, but that also means there’s nothing to make an illusion out of. Instead, it has to affect their mind directly, an effect that causes a momentary lapse in judgment.

  • reminds me of me creating spell variants for very specific uses, like the variant to raise undead or clone spell first allows you to guide a willing spirit into a skeletal body, which they can inhabit indefinetly and which is powered by their own souls magic, meaning that anti magic fields knocks them unconscious. if you already know raise undead you can learn this spell for absolutely free since its very similar in structure to raise undead. good for when you dont have resurections spells or the components for them on hand and need a dead character alive quickly. second is a spell tailored for an NPC in my campaign im running in, its intended to be used for characters who lost their body entirely or never had a biological body in the first place. it acts the same as the normal clone spell BUT the flesh can come from multiple sources, the resulting body has biology and blood relations accordingly to the used flesh and their contribution (for example, if half of it is human and half of it is elf, the result will be a half elf and would have the same blood relation to the contributers as if it was their kid). if the contributers contained members of different genders, the creator of the clone can choose from those genders for the resulting clone. the clone while growing is not attuned to any soul and can be attuned to any valid soul at any point of it, if the soul has no physical body, it will immediatly be put into the clone upon it finishing growing. this spell was specifically made so that the hexblade of my group could obtain a physical body for his patron, so she can be with him.

  • The one ‘healing’ thing wizards can pull off is =using Necromancy to transfer life from one individual to another, usually needing a willing or unconscious person to succ hp from. Or you can go about opening a small gate to the positive energy plane which heals all living creatures and damages undead.

  • got one I just came up with. Zog’s elemental flair: 1st level spell evocation spell time: 1 minute bonus action add 1d4 of a random elemental type onto a weapon or object of your choosing from the list below. when an attack roll is made put a new element on the weapon/object 1. fire 2. cold 3. lightning 4. acid 5. necrotic 6. healing 7. radiant 8. pick 2 at random dealing both at the same time after witch the spell ends roll a die 8 to pick what affect it has on the weapon/object just thought of this and had to put it into words. this is probably not balanced but it was fun coming up with.

  • Ok so here’s my idea it is a 2D circular portal with a 1m diameter, things that enter it, come out of another portal, so the portals from Portal, but you can put them in mid air. The idea is that you can use it as a shield that sucks in projectiles and blows, then makes them come out of the other portal, hopefully aimed at the one who fired stabbed the portal. So how do we make this into a thing (i also want it to be used for transportation on higher levels).

  • Empathic Reflection – 5th level Abjuration spell Casting time: 1 reaction Range: 60 feet Materials: V, S When hit with any spell you raise your hands to put up a reflective spell at the last second to avoid damage. You take half the damage you normally would from the attack. The attacker must make a dexterity saving throw or take the same amount of damage you took from the attack. What do you all think? Is there any spell already like this?

  • (Jarate) Level2 Enchantment spell Casting time: 1 action Class: Ranger,Wizard,Cleric, Paladin. Range: 10 feet Magically make a blob of yellow liquid that increases the target’s damage taken by 2d4 and minus 1d6 on saving throws for 3turns, uses Wisdom as saving throw, on success the spell has no effect.

  • 9d4 has average 22.5, while 3d10 has 16.5 🙂 Anyway cool vid, cant wait for part 2… I tend to homebrew A LOT of stuff (monsters, spells, feats, magic items, gunpowder stuff, i even made a 5e psion class bc i didnt like the mystic) and a few tips would be nice 😉 Lots of 3.5/3e spells work nice when converted to 5e, just confronting the similar spells and their new level normally works. I noticed that the most important thing to be careful about is don’t add non-concentration buffs. Concentration buffs even if powerful, have to compete with so much stuff… I would strongly advise against non-concentration buffs (unless very high level) because then players stack them on and it becomes how it was in 3.5 (not pleasant for non-casters)

  • I only bring this up because another youtuber asked what items i thought were great for wizards. and it occurred to me that I always liked my wizard to have a long staff, just a plain long stick (in 3.5 you could have reach with one…and you could deliver touch spells) now it makes me think of a spell i think every wizard should have and it boggles my mind that it does not exist as a cantrip that I have seen. Casting Staff Level: Cantrip School: Enchantment Casting time: 10 minutes Duration: 8 hours Component’s: A shaped and crafted wooden staff (No, a stick or lopped off branch does not count) A wizard casting this spell imbues his staff with his own energies allowing the staff to act as an extension of their body. the mage can perform the semantic components of a spell while wielding the staff on both hands. in addition the caster can touch targets with the tip of the staff from 5 feet away as if using their hands.

  • Hey, I really liked your article, but just wanted to add something: custom spells shouldn’t serve the same purpose as a pre-existing spells. I believe this is likely why you said that our home-brew spells are likely already too powerful, as they often serve the same purpose as an original spell but do the job better then the old one. I love creating new spells, but whenever I build inside a pre-designed area of the game, I often make spells like “shield but better” and “disguise self but slightly different” and I give it 12 hours before scraping these poorly designed spells. It’s important to compare the custom spell to the modern spell list. Also I love your idea for a illusion spell which modifies contracts, it’s so cool!

  • it’d be cool to see something about how to better homebrew divination, abjuration, or detection spells specifically, seeing as they serve a very different role from all the other spell categories (i know detection sort of fits in with divination but i feel it can overlap better than standard divination spells)

  • We once had a homebrew with an entire sorcerer subclass centered around electricity From enchanting stuff with electric auras to smoke whose static shock is over a thousand And we had a species called seafolk that was basically a category of humanoid species with aquatic animal traits (from a mermaid to a shark minotaur to basically a lizardfolk but with eel traits) We once had a seafolk electric sorcerer (half human half anglerfish but without a giant gaping mouth) that used a trident He got challenged to a 1v1 by the bbeg bodyguard another seafolk (this time the shark minotaur one) but underwater without knowing about the electric stuff of our “ocean man” And the bodyguard never fought underwater (kinda like how aquaman was raised in a “dry” place and because of that was an amateur in underwater combat) while ours spended half his life underwater (basically the opposite: raised on water being an amateur at land fighting and having to learn how to fight properly on dry land) The 2 jumped into the water aaaaannnnd We just saw a big zap and the poor shark dude was floating on the water completely crispy and so deepfried that our lizardfolk warlock jumped into the water to eat it

  • Right of Passage is actually crazy OP in the right situation. Imagine the first thing people think of using this pell for: making contracts with devils. Add a clause that reads “the fiend whose signature resides on this contract grants the greatest amount of magical and physical power they are capable of providing to the client. This remains in effect even if this contract expires or in the event of the client’s death”. Congrats, your second level spell just created a god. To make this work, you will probably need to change the spell description with the addition of some boundaries, probably significantly more limited than Wish. Also, you will need to add “this spell does not work on spellbooks” unless the ability to completely render another wizard’s spell useless and effectively erase a known spell from them is a feature you want to be included.

  • The wizard gets a piece of parchment and his ink and quill from his sack, and begins writing something down, then casts Right of Passage onto it. He hands it to the guard as well as the quill. It reads: “Let us in. Yes □ No □.” The guard rolls a natural 1, and ticks the box Yes, opening the door for the party.

  • This was for 3.5 and I tried not at all to balance… But I made a spell and had fun with it; these are a major paraphrase so I do not have to dig through my mountains of DnD paper work to find the original: Lv1 Enchantment; range of 180, and affects a 10 ft diameter centered on a point you see within range. V/S/M. Named-Smell Bomb (ritual). This spell took 1 action to cast and had an instantaneous effect… “Those within the area now smell like anyone elses fav food until others within 90ft have all succeeded on their Will saves (Insight in 5th ed) DC to beat for those that are attracted by the smell is targets of Smell Bomb (TSB) AC+casters Persuation bonus. Failed saves get worse as time progresses. TBS are considered attractive to others and draw them in if they SUCCEED on there Search (5e passive Invest) check. that is when this spell gets very dangerous on a round by round basis… R1= those drawn in must succeed on the above mentioned Will save or become charmed and feel a need to get uncomfterably close to those that smell good to them now. R2= If they fail the same save a 2nd time they are no longer charmed but obsessed with those that smell good and begin to drool and act ravenous, complaining of hunger, mentioning what the TSB smell like and other ominous signs. R3= Now the save is made with a -2 to the roll and if targets Wis score is less than 10 it becomes a -5; failure on this one and the effected start trying to “hunt” the TSG as they are now delusional with hunger and see the TSG as what they smell like, they are also deafened until the effects are removed.

  • I’ve always found a need for a sort of investigative spell that would help you solve a case. If anyone wants to use it let me know here, and if you change anything I’m also curious how you’d use it. Recall Echoes 4th level divination (ritual) Casting time: 1 minute. Range: Self Components: V S M (A magnifying glass, talc powder and a brush) Duration: 30 minutes. Classes: Wizard, Bard. You touch an inanimate non-magical object. Within a 30 feet radius you can see and hear echoes, translucent shadows and voices of any event that transpired in the last hour in the proximity of the object you touched. You perceive it as if it were a play enacted around you. If you cast it at 6th level you can see and hear up to 1 day into the past worth of events. At 7th level up to a month. At 8th up to a year. At 9th any point in time in history. If there’s a spell that prevents divination of any sort, the spell automatically fails after it’s cast.

  • The average of a d10 is 5.5, meaning the average of 3 d10 is 16.5. If you wanted to translate this to d4 to smooth variance but the same average damage you’d need to roll ~6.6 d4 not 9. As you may have noticed with your calculation, not only was the low raised, but the high raised too, if the distribution of randomness on both dice types is the same (i.e. they’re both fair dice), the average of both rolling situations cannot be the same. Sidenote, the average roll for 9 d4 is 2.5 * 9 = 22.5.

  • Geass(Vow) has a contentious history of how to pronounce it, but is not the same as Gauss (A measurement of electricity, and a type of Mass Driver weapon.) Also an easy way to make a new spell is to change the typing, if it’s a damage spell. I.E. Change Fireball to Sonic Boom by changing the damage from fire to thunder.

  • Enrich weapon (upgraded sprectral weapon) enchantment school comp:V,S casting time: instant duration: 10 minutes range:30 feet lvl:4 Appon cast, the weapon glows with an essence of magic. the weapons looks are copied and enhance the blade by 3D8+spell mod. arcane damage. The essence can be summoned outward using a bonus action to do so. Using concentration checks at the start of the round, the weapon can move freely. Adding on spell levels will raise die by 1,up to 3 times.

  • If you are going to make a spell remember the average of 1d4 is actually 2.5 because there is no ‘0’ on the die (1+2+3+4)=10. The average is then 10/4=2.5 which means the average of 9d4 is actually 9×2.5=22.5 and the average of 3d10 is actually 3×5.5=16.5. As you increase the dice number the average gets smaller so be careful when calculating averages to make sure the spell is balanced!

  • Knock on wood. 1st level Cast Time: 1 action Duration: 1 hour S, M When you cast this spell as the name suggests you will continuously emit the sound of soft knocking on a wood surface. For the duration of the spell you gain advantage on all illusion saves for the duration of this spell. Tips? Materials: A high quality plank of cured wood (about 1gp)

  • Magic Healing Fire First Level Spell V S Duration 1 minute Casting time: 1 action Range:60 ft For every 6 seconds in the fire (1 round), you gain 1 hit point. For every higher level spell slot, the duration increases by 1 minute. I don’t know how balanced this spell is… I like this homebrew spell because it does

  • I`m thinking of making a spell Like the Wards in skyrim or barriers that a mage would make in a movie. It`s going well so far and it`s level 3. Every 2nd level above 3rd it increases hp and size of the barrier. The downside is you can`t cast anything with somatic components and movement speed is halved. It`s a spell for arcane casters

  • Delay • Level 3 Enchantment Spell • Casting Time: 1 Action • Range: 30ft • Components: V or S • Duration: 18 hours • Description: you designate a weapon or applicable tool, partially binding it to the ethereal plane and warping time. Any damage or effect from the weapon is withheld. Once the spell ends, all attempted damage/actions are applied simultaneously. The spell can be ended early as an action. If the weapon is wielded by an unwilling creature, they must make a Constitution or Dexterity saving throw. The weapon still has mass and a physical form, it can also be seen and felt. • The duration of the spell can be extended by expending additional spell slots once the spell is cast. Additional spell slots extend duration for hours equal to 10 times the slot level.

  • Winded. Second level spell. Components are semantics and material. The components are a hand fan made by a druid or tempest cleric. Upon casting the spell the caster must choose a Target within 30 ft of them. On a failed dexterity save compressed air slams into the chest and back of the target. Taking 2d8 magical bludgeoning damage. If the target then proceeds to make below a five on a constitution save. They gain one level in exhaustion.

  • just made one distort 9th level transmutation create a 10 ft sphere of magic changing energy. anything in the sphere can be changed however you want. the sphere can be moved on bonus actions and has 15 feet of movement. if a creature enters the spells area they must make a con save, taking no damage on success or taking 8d6 force damage on a failed save, if it drops an enemy to 0 hit points and the enemy starts their next turn in the sphere they will instantly die and whatever affect the caster chose for them covers their body. casting time: 1 action range: 90 ft duration: up to 1 minute of concentration components: verbal, somatic, material (a vial of liquid silver worth 1000 gold pieces and a pendant made out of diamond hanging on a silver thread which the spell consumes) edit: spelling and less op

  • Spell: Lloyd’s Lie Whisper 4th-Level Enchantment Duration: 8 hours Effect: The one creature you see has to make a wisdom save. If it fails, you take something it has verbally spoken within the last minute, and doesn’t believe in, or believes/means the opposite (a lie you detected, sarcasm, a joke, etc.). For 8 hours, the target creature wholly believes that falsity to be true. While the spell is in effect, attempts to read their mind will reveal nothing out of the ordinary, and will register as them simply having that belief. However, it will register with Detect Magic. When its duration is up, or the spell is dispelled, the creature does not know the spell was cast, but recognizes something wrong.

  • okay here’s my spell (based off hunterxhunter) Bungee gum, 4th lvl, touch, evocation, Somatic, 1 action(casting), at will (affecting stick, shrinking or giving slack), reaction or bonus action (touching it to other people) you create a non-visible point on your finger of “bungee gum” this point is about 1 inch in diameter and feels like a hollow rubber ball. You can use a bonus action to touch this to someone and, if you will it, it will stick to them, you can now move and there will be another point, of the same size and properties, on your fingers. In between these two points is a rope of the same properties, at will you can give it slack or decrease to size to pull it in (it has the strength of your spell casting mod’s stat) the maximum size is 10*spellslot level+20. You can also touch the second ball to another object and detach it from your finger, as another action you can make another ball up to 2+every spell slot above 4.

  • So here’s a weird one that popped into my head, not tested or anything, just a general idea: Sphere of Noise: (Probably evocation, or illusion) Create a small, handheld object (like a metal ball), that telepathically radiates its effect up to 30 feet (maybe 60), and lasts for up to 6 hours. The object can be thrown, to cast its effect elsewhere; covered up, to muffle its effects; put in an apparatus, to amplify and project its effects (kinda like a bullseye lantern). Can also be destroyed, or dispelled by the caster (but requires a save). The longer the noise object lasts, the heavier it becomes, and the harder to physically destroy. Effects of Noise: All alarms in range are triggered, sleep or rest is impossible, all creatures are alerted, and spellcasters will recognize it if they’ve been hit by it before, even if it is of a different sound. Creatures that feed on psionic or magical energy (like flumphs and gauths), will be drawn to it. Whenever someone attempts to cast a spell, while under its effect, they have to make a concentration save, to make sure the spell will even start. If it fails, the spell is not cast and all consumable resources (sorcery points and material components) are still consumed, except for the spell slots. Mystics & Psionics have to make 2 concentration saves for the spell to work. If 1 is failed, the spell is wasted, along with the psi points, just like above. If both are failed, the mystic takes damage equal to the amount of psi points put in. Necromancers, and those with charm controls over others have to make a concentration save every action, or lose their control.

  • I homebrewed a fox race and one of the subraces is based on kitsune. I gave it a feature that allows them to use spell modified versions of preexisting spells: Dancing Lights and Disguise self. Dancing Lights allows them to create fox fire while Disguise Self allows them to disguise themselves as objects as well with their tails sticking out whenever somebody makes a successful insight check. After perusal this article, I am now wondering if I should just turn these two modified spells into full blown spells exclusive to my fox race. It would probably give me more freedom into what the spells can do and reduce the amount of information players will need to write on their sheets.

  • Cantrip Heated room Create a 15 foot radius of a heated area that changes the weather conditions in the area around yourself or make it stationary. If done in a freezing cold weather, the area is warm and cozy. If done in normal weather then it becomes a heat wave inside the area. If done in heat wave weather than everyone takes 1d6 fire damage while in the the area if affect.

  • It would be nice if you would discuss the in game portion of spell invention – the work done on the part of the character. There’s not very many guidelines of when that is appropriate, such as what level it can begin, how long it takes, how easy it should be or shouldn’t be, etc. You could also discuss how the process could go IC differently, such as a wizard using formula or experimentation using monster parts or something vs a Cleric undergoing a pilgrimage in the footsteps of a long dead figure of their faith in order to perform a similar miracle, etc.

  • Poisoning Touch. lvl 2 Conjuration, 1 bonus action. Lasts 1 minute. Concentration SM: a bit of nightshade consumed in casting. An consumable item such as wines or potatoes is now poisoned. On digestion the victim takes 2d12 on a failed constitution save. You can use it on a piercing or slashing weapon or on 3 pieces of ammunition. On a hit with the weapon it does an additional 2d8 poison damage on a failed constitution saving throw or half on a successful save. At higher level it increase with one die. Ranger, Wizard, Druid. Wildfire. lvl 4 Transmutation SM: Oil, consumed in casting. 1 action. Turns a barrel full of oil into deadly wildfire, to detonate, apply fire. When detonated. The wildfire explode in a 20 feet sphere from the barrel. It does 4d8 fire damage on a failed dexterity save, as well as burning the victim for 3d4 on the first round after, then 2d4 on the second round and 1d4 on the third round as the wildfire burns. It can’t be put out save by magical means. On a successful save the victim take half damage and isn’t burned. Wizard, Warlock, Sorcerer. Acid Bolt, cantrip Conjuration. 1 action, instant, 60 feet VS Sends a bolt of acid. It does 1d6 acid damage on hit, and additional 1d4 acid damage on the casters next round. The bolt can melt most things save metal. Casting it against someone with metal armor has disadvantage. This spell’s damage increases by 1d6 and 1d4 on the secondary damage when you reach 5th level (2d6 and 2d4), 11th level (3d6 and 3d4), and 17th level (4d6 and 4d4).

  • Charlie’s charging laser. 2nd-level evocation casting time: see below range:120ft components:V,S,M (a single glass lens) duration: Instantaneous OR concentration, up to three rounds. A beam of light erupts from your hands, cutting through a single target. When you cast this spell you can choose to have it take effect the turn you cast it, or wait either one or two full rounds for it to take effect, having it take effect at the start of your turn on whichever round you choose. Whenever you decide to make the spell take effect, make an attack roll against your target. If you decide to have it take effect on the round you initially cast it, the target takes 1d10 radiant damage. If you decide to wait a round, the target takes 3d10 radiant damage. If you decide to wait 2 rounds, the target takes 5d10 radiant damage. available classes: cleric, paladin, bard. Thoughts?

  • Illusory script is great for forging documents, pretending you have a wanted poster for the arrest of random npc’s, conving some thieves to walk into that kobold cave you barely survived by saying youll hand them this treasure map if they allow you safe passage or my favorite, claiming you recieved a lettwr of summons by lord richman to do conduct an investtigation, take over some property, a lot of possibilities open up when you say a rich guy said it was okay and can provide physical “proof”

  • Here’s a spell I like: Glass Fire Conjuration 6th level spell Components: glass shards, parchment paper and fire. Description: The caster manifests a 3ft by 3ft by 4D6ft fire seemingly made of glass(wow who would of guessed?). The fire does not emit light to all but the caster and cannot be doused or magically diffused, but cannot be manifested in liquid however can fall in water. Creatures that touch the fire take 2d6 fire damage + 1/2 (rounded up) the creatures armour class damage for every turn they touch the fire.

  • Putrid Haze 1st level transmutation (druid, warlock, wizard) 1 action 60 feet Concentration up to 1 min Target one fresh corpse you can see. The target corpse begins rapidly decomposing, spilling forth toxic vapor in a 10 foot radius. Any creature that enters the area or starts its turn in it takes 1d10 poison damage and are poisoned until the end of their next turn, or half damage and not poisoned if they succeed a con save. If the spell affects the corpse for the entire duration it is fully decomposed. A moderate or stronger wind disperses the vapor and ends the spell. At higher levels: +1d10 each spell level

  • I really want to make pinhead’s hooked chains from the hellraiser film .. I want them to hold a person. And cause piercing damage.. then when a enemy drops to zero the chains rip them apart. Anyone give me some points .. cause I want to make this attack spell frequently and have it not over powered. And I want only a rage of 15ft

  • I always love the down side effects of charm spells. Because I had a player who abused the crap out of friends Months later they come back to one temple they needed to go to get some info about their God. They ended up getting arrested because they forgot they cast Friends on the high priest to get some private info from him lol

  • I still like my idea of my homebrew spell phoenix’s wrath its a spell that a cleric or paladin can use give or take but they pretty much give up that pc to use the spell on a roll of anything but a 20 but how it works is if you are in a room and you know the party is going to get wiped the spell is as so you snap your finger and call upon the phoenix’s wrath roll the dice to see if you sacrafice your life or not just figured for how strong its going to be there has to be a risk and upon doing that a bird of fire and flames comes out of your chest leaving a area of flames around you not only killing any monster or enemy’s near you but as it soars around the map it clears the dungeon or area of any monsters/enemy’s it finds and just levels the area of anything wanting to harm the players. I don’t know just sounds fun to me.

  • A version of mordenkainen’s sword that just is a toggleable sword/wand. It doesn’t fly around, it doesn’t fight for you, just an arcane blade that you can whip out in dire straits. I’m envisioning a tournament full of fighters and barbarians and a wizard with mage armor and arcane sabre steps in the ring

  • Actually I could use some help. For my next campaign I have a city Cleric, and I’d live to get him a damage cantrip that isn’t awful. We have a blood Cleric in the same group and I allowed Toll the Dead for her since it’s fitting to her flavor. But, I’d really prefer the city Cleric not to do necrotic damage

  • I am merely considering DMing at some point and already made a final boss for my hypothetical campaign using one of my characters. I gave him a bunch of homebrew spells of my own to make it an interesting fight. One such spell is a retooled Absorb Elements: once per turn, as a reaction, he can use this spell against oncoming elemental damage to absorb part of it, taking half damage from the attack and gaining resistance against that element and weakness against its opposite (ex: get hit by fireball, take half damage and gain fire resistance and ice weakness). The boss can only absorb one element at a time. This effect lasts until he uses another homebrew spell I very creatively called Elemental Blast, which will then do double damage of the absorbed element, otherwise it’s force damage. And on top of that, I also gave him my own version of Curse which has the target roll a will save or roll a d10 to determine the effect. The effect lasts for 3 turns and can range from nothing, to sleep, to disadvantage, to petrification to a 3 turn death countdown (succeed a will save or lose all HP). Nasty stuff. What do you think?

  • Psst, dudes. Could anyone reading this comment help me a bit? I got a transmutation spell idea, but I got no idea what level it should be. I call it “Dezzner’s Double or Nothing”, as it should be a special spell that can be aquired from player’s mentor npc as something really awesome after quest cycle. Spell takes action to cast and can be used to self or ally in 60ft. Until end of casters next round, if target hits with a spell or attack that that uses dice to determine effectiveness (was it healing spell, weapon attack, spell attack or even spell like sleep that uses dice) amount of dice you can use is doubled. You still need to hit, but if you do, your potential is, well, DOUBLEd (or quadrupled if you throw crit), and if you don’t hit or don’t use your action or reaction to anything that uses dice like that it was all for NOTHING. I know, Not the most clever title, but at least it describes the spell accurately. Problem is, I want it to be in level where it is smart to use, but not over powered. My first instinct was to make it level 2, and if player burn level 5 slot or more for it, it takes just bonus action to cast instead. But I’m hesitant, and I think I might need to bump the levels up. Does anyone have ideas? It is meant to be a bit overboard, but in away that still doesn’t break the game. Thoughts?

  • TL:DR, 4:30 your math is wrong. Real quick note: hopefully I’m not making a fool of myself, but my degree in Statistics gives me a little more confidence… The average of 9d4 isn’t 18. As a matter of fact, the average of any even n-sided die is (n+1)/2, ie avg 1d4=2.5, avg 1d6=3.5, avg 1d8=4.5, avg 1d10=5.5, avg 1d12=6.5, and d20 are never used for damage. This is pretty important. Think of it this way: the possible outcomes on a d6 are 1, 2, 3, 4, 5, and 6, each with a 1/6 chance of coming up. Expected outcome of a variable is the probability of each outcome multiplied by the outcome itself. So with a d6, we have (1/6)*1+(1/6)*2+(1/6)*3+(1/6)*4+(1/6)*5+(1/6)*6=3.5. With a d4, similar math shows us the average of 1d4= (1/4)*1+(1/4)*2+(1/4)*3+(1/4)*4=2.5. Thus, the average of 9d4 is actually 2.5*9=22.5, which is not equal to the average of a 3d10=16.5. Feel free to double check me on that?

  • Useful application of Illusory Script: To all those not designated to see the message in your hand, it’s a passport or a message in the King’s hand with his personal seal perhaps pardoning the thief for stealing. Again. Totally within the wording of the spell. No idea why anyone wouldn’t want a spell that does that.

  • I only noticed this cause you said you suck at math but your avarages don’t realy add up. The simpel way to find out the avarage role is to find the avarage of every die you intend to use ((top value/2+0.5)) and just add it all together: avarage(3d10)=(10/2+0.5)*3=5.5*3=16.5 avarage(9d4)=(4/2+0.5)*9=2.5*9=22.5

  • Snowball The Fat Gravicat 3rd Level Conjuration (Ritual) Components: V, S, M (Cat hair) Time: 1 action The spell creates a rotund, limbless cat head and body, 3ft tall, 3ft thick and 3ft wide. The cat can hold items not exceeding 500 pounds The cat can also enchant up to 3 creatures if your choice, to the caster’s Spell Save DC.

  • Average of 9d4 is 22.5. By using smaller dice with same amount of max damage, you increase both minimum and average, and you also make it a bell curve, where it has much higher chance of rolling somewhere in the middle, than either extreme. Average of any dice is half of max, plus 0.5, because D&D dice don’t have 0 on them. Easy fromula is: Average = / 2 + <# of dice> / 2 Example: 1d12: min = 1, avg = 6.5, max = 12, chance to roll min or max respectively = 1/12 2d6: min = 2, avg = 7, max = 12, chance to roll min or max respectively = 1/36 3d4: min = 3, avg = 7.5, max = 12, chance to roll min or max respectively = 1/64 . Basically, what you say in the article is completely backwards. You don’t get higher max roll by replacing it with smaller dice with same average, instead you get higher average by replacing it with more smaller dice with same max roll.

  • Fun I-skipped-the-magic-schools-videos-I-think-this-is-necromancy spell Spell name: Midas soul or Midas’s soul (make sure to switch name often to search for rule lawyers or grammar fuhrers) Turn a corpse of someone who does not understand hunger or thirst aka someone so rich they ain’t ever got hungeraye or thurstererty Amount of gold per corpse depends on how dense your dm is and their understanding of how much 1 kg of gold costs in gold, also I guess how spoiled the person was Btw spelling errors may or may not be intentional Also ruygele lhggsawerys suck, but only if they stand against fun 🙂 Edit: This is supposed to be hard to read, use it as a template. Also pleas point out grammar mistake’s I relly Ned it tanks (actually might be annoying to get notifs about that but it’s 6 am so I can’t stop myself)

  • 3d10 on average yields 16.5. 9d4 on average yields 22.5. Rolling 9d4 is much better than 3d10 (around a third better). The formula for the expected value of NdX is N*(1+X)/2. 7d4 is a better match for 3d10. Its expected value is 17.5. Its min is 7 (better than 3 from 3d10) and max 28 (worse than 30 from 3d10). A good sanity check to make sure two handfuls of dice are loaded similarly is than the larger number of dice with fewer sides (here, the d4s) should have a higher min and lower max than the smaller number of dice with more sides (here, d6s). More dice with fewer sides means more predictable – a narrower range of outcomes centred around the average.

  • An important thing about dice counts and types I don’t think you mentioned: besides increasing the minimum and average roll, it makes the rolls more consistently average. For example consider the results of 3d10+6 and 9d4. They have the same minimum – 9, maximum – 36, and average – 22,5. However when rolling 9d4, you have over a 60% chance to get a result in range of 20-25 (60% for just 6 out of the 28 possible rolls). Meanwhile when rolling 3d10+6, you only have a 43% chance to get a result in that range, leaving much more room for more extreme results. In general, more dice means a higher chance for average results and a lower chance for extreme results.

  • Another very important and fundamental rule of thumb to keep in mind when making 5th edition homebrew spells DO NOT USE ROUND COUNTING AS RUNESMITH USED. Round counting is when your spell does repeated effects on multiple rounds of combat in a row that need to be kept track of. This sort of thing led to the downfall of the 4th edition combat system which absolutely sucked as a result.

  • I have a good idea for a spell: Focus wave School: evocation Level 3 Casting time: 1 action Range: 20 foot cone Components: S duration: instantaneous classes: Bard, Druid, Fighter (eldritch knight), Rogue (arcane trickster), Sorcerer, Wizard Prerequisite: you must know the spell thunderwave you form a circle with your hand and focus thunderwave trough it and release it in a 20 foot cone, everyone in the range of focus wave makes a dex save and if they fail they take 8d6 thunder damage and get knocked back 15 feet, if they succeed they take half damage For every spell slot level cast above third they damage increases by 2d6

  • Trying something: Chaotic Shards: 6th level evocation (sorcerer/warlock). Range: 30ft. AoE: 10ft cube: You create 1d4+1 shards of chaotic elemental energy, that deals 1d6 damage. The targets must make a dex save, or take the full damage on a failed save, and half damage for each type of damage. For each shard you roll a d6 to determine the damage type. 1 – fire; 2 – cold; 3 – electric; 4 – poison; 5 – acid. If you roll a 6, you create 2 new shards, for which you roll another d6’s. Rolling a 6 again creates 2 new shards, and it goes on indefinitely.

  • Im so sorry to be that guy, and i want you to understand that ILY, but your math kinda sux. Average of 3d10 = 3*5,5 = 16,5 Average of 9d4 = 9*2,5 = 22,5 If both minimum and maximum dmg go up, so does the average. Here is a simple way to calculate the average of a number of dice rolls: (the highest possible sum + the lowest possible sum) / 2 In the case of 3d10 we have 30 (highest) + 3 (lowest) = 33. Half of that: 33 / 2 = 16,5 This means that if the lowest outcome changes by the same amount as the highest outcome, one fir the better and one for the worse, the average will stay the same.

  • So I came up with a small Homebrew spell that id like feedback on, the provider of the spell is an NPC Warlock with an Archfey Patron, they provide access to the spell in the form of purchasable spell scrolls. Name: Armour of the Forge Queen Level: 3? (Its currently only available as a scroll so if i were going to let them learn it, what level would you suggest?) School: Abjuration Casting time: 1 action Range: Self Duration: 8 hours Components: V, S, M (Right now it simply requires the scroll bought from the Warlock NPC) The spell functions immediately similar to Mage Armour with two differences, its not invisible and actually materialises a set of Metal Fey-styled armour around the user (For flair but also makes you a more obvious target) and has an arm mounted Crossbow attachment that activates when Cantrips are casted, basically in gameplay it has the function of adding a D8 of fire damage to Cantrips casted while the armour is active. What do you think of this? Balanced? Leveled correctly? Too strong? Too weak? Too specific?

  • Story: in my group we had a Battle Master Fighter, and while we were leveling up to level 10, he asked our DM if he could get a Maneuver that lowers an enemy’s AC. Next session, before the session starts, he explains that, in order to get it, the Fighter had to declare he wanted to use that maneuver before he attacked, hit the attack, and then he would subtract 1 Superiority Dice from the target’s AC until the target’s next turn. Thing is… our group of 6 was missing 2 people… And so were the Fighter, 2 Barbarians and me, a Bard. We had left the session right before fighting against an Animated Armor. Well I get down by the second, serves me right for making a tall muscular bronze bodied bard… And then NO ONE was hitting that thing. Even with rage, and with a Frenzy… NO ONE hit that armor ONCE, in a 1v4, with multiple attacks per turn, for multiple turns. A get a 1 and a 4, I fail my saves miserably, I die. Then our Totem Barbarian is down. Then, FINALLY, by the time this is a 1v2 and everyone is hurt, the Fighter FINALLY hit it and got a 9 in his superiority die. It died as quickly as it should have from something with 35 HP alone against 4 players. So anyways, thanks to our deaths (because the Fighter and the Berzerker failed their medicine, so the other Barbarian died too) our DM realised just how jarring our bad rolls are. The DM made the Armor Breaking Attack a regular homebrew. The next time I played a Battle Master he offered me to pick it straight away. I needed it.

  • Spell name: Nosferatu. Level 2, evocation. Classes: Cleric, Warlock, Paladin Components: V, S Range: up to 30ft Duration: instantaneous Make a ranged spell attack to one target you can see within range, dealing 2d10 radiant damage to the target on a hit. You heal by half of the damage dealt (Rounded down). Casting this spell at higher levels increases the damage output by an additional d10. (Shamelessly stolen from fire emblem)

  • Spell to powerful?! How DARE you assume my “totally original” magically summoned gentials are overpowered! Yes you can make them any texture, feel taste that you want. But just because my bard keeps crying about their halfling boyfriend leaving them because they are too tall does not mean that i made the spell purpously bad! 0/10!!!!!111

  • I did create a spell : morbid trap Necromancy school lvl 1 Item:skeleton which the spell consumes You choose one corpse you can see in a 80ft radius, the corpse explode doing damage in a 10ft radius (dext. Saving throw) Depending on the size of the corpse the damage will be different Small=1d4 medium=1d6 large=1d8 huge=1d10 gargantuan=1d12 If you use a higher spell slot you gain a additional dice for each spell lvl. I havent tried it yet, so feel free to give youre opinion on it!

  • Hey Ruinsmith, love your articles, quick correction on the math around the 4 minute mark. D10’s have an average of 5.5 because you can’t roll a zero, which is the case for all dice. So when you sum 3D10 up you get a true average of 16.5 (I did a quick monte carlo simulation to verify since its a bit late). Someone else probably already got this in the comments but I figured I’d throw in my explanation. Thank you!

  • My spells: Judgement 2nd level evocation Components: V S Duration: instantaneous Range: 30 feet Deal 3d10 damage to a target whose alignment is opposite to yours i.e. you are chaotic, they are lawful or you are good, they are evil. The damage type depends on what alignment you are that they are not: radiant for good, necrotic for evil, fire for chaos, and cold for law. If your alignments conflict twice e.g. chaotic good and lawful evil, pick one of the two damage types. Swole 3rd level transmutation Components: V S M(workout equipment or anything high in protein) Duration: 10 minutes Range: touch A willing creature you touch becomes incredibly buff for the duration. Their strength is now 20 and they automatically succeed any strength checks or saving throws. (You can create variations on this spell for all six ability scores)

  • I prefer to leave all the flavoring of magic to my players imaginations (and what they envision the magic to be like). “Can my fireball look and sound like Runesmith doing cartwheels, but on fire and exploding at the end?” The answer to that is YES, PLEASE. Mechanically other casters can still identify it as a Fireball, albeit a quirky Fireball, but I don’t end up forcing my flavoring expectation on the player when it come to their magical power.

  • My idea for a spell came from the realization that Finger of Death sucks major ass. A CON save for ~ the same amount of damage as a 7th level fireball (which has area of effect and a DEX save) and raising a zombie with a CR of 1/4 if you kill a humanoid simply doesn’t seem goid/interesting enough to me. It’s a cool idea- killing creatures and gaining them as undead servants- wasted on a kind of lame and not really good spell. So I’m making a spell which I think I want to call Dark Rebirth, but it’d probably have to be 9th or at least 8th level. The material component is a heart shaped crystal worth at least 2500 gp. Basically, you have the target make a CHA save to resist dark magic clinging to their heart, striking from within. If they fail the save, they take 14d10 necrotic damage. If you reduce a creature to 0 hp with this, you can choose to pay a heavy toll to reanimate them as an undead servant with a certain template. The choices are zombie, skeleton, ghast, shadow, mummy, ghost, banshee, wraith, boneclaw, vampire, death knight, demilich and lich, and the toll ranges from taking 1d4 necrotic damage per CR of the creature for a zombie or skeleton to sacrificing 10d8 maximum hp with 1d8 regenerated per long rest, 3 levels of exhaustion, a long-term madness and the stress of casting Wish (1d10 damage/spell level until next long rest and Strength and Dexterity reduction to 3 for an amount of days equal to the CR of the base creature) if you want to create a Lich. As soon as I get it all sorted out I’m gonna post it on reddit for some feedback and balancing

  • Logan your math sucks. The average for 3d10 is 16.5, not 18, and the average for 9d4 is 22.5, not 18. These are not equivalent sets of dice at all. Also, more dice of a lower number raises the minimum and lowers the maximum, while few dice of a larger number lowers the minimum and raises the maximum. Edit: Also, don’t just change the damage to healing to get another spell. Healing is way more powerful than damage dealing and the numbers should be lower. For example, cure wounds heals 1d8+modifier as a first level spell. If that was damage, it would be worse than a cantrip. Meanwhile, inflict wounds is also a first level spell, and it does 3d10 damage. A first level spell that healed 3d10 would be massively overpowered.

  • It’s worth mentioning that, due to how statistics works, using more small dice may allow you to raise the minimum and maximum damage without changing the average compared to few big dice, but the most important thing about using more dice for damage is that it weighs the odds in favor of the average. For every die you add to a damage roll, you add a exponential amount of possible results. For example, 2d10 has an average damage of 11. However, you will roll an 11 roughly 10% of the time, but only roll a 2 or a 20 roughly 1% of the time each. Compare that to 5d4 which has an average damage of about 12. You’ll deal the minimum/ maximum damage only 1/256 times each, but you will deal average damage of 12 about 15% of the time (you’ll also do 13 damage just as often). All this is to say that using a few big dice can have a lower minimum than several smaller dice, and they’ll do the average amount less often, but they will do the higher amounts more often. Just worth considering in damage dice decisions.

  • I work at a food industry job, you should have raised a huge stink over your coupon. All the workers don’t give a shit, and you would have gotten your coupon. Or comeback later with your complaint and you would have gotten a free meal. But DONT LIE TO US we know if we have screwed up, we are not idiots, but if we mess up, we WILL make it up to you.

  • Been thinking about making a level 9 spell that takes like 8hrs to cast and you permanently drain a spell slot from an arcane caster. Afterwards both players receive levels of exhaustion based on the level of the slot. It’s an end of the campaign sort of spell and clearly takes a lot of set up and planning especially since the target would probably be unwilling. But given to power of the other lvl 9s I thought it would be appropriate. I also considered a lvl4 spell that you can cast that expends an equal level spell slot on another caster and maybe a bit of damage, like 1 or 2 per a level. This was inspired by things like Mana Clash in Dragon Age Origins and Feedback in StarCraft, though toned down to a slot at a time rather than everything going away.

  • I want to make a cantrip that is a small explosion that comes from the hand it is 5 feet in a cone so creaters on its side take damage any idea how powerful I think 2d10 is good because it’s short ranged but not d3d10 because it’s a cantrip and can hurt 3 people if used well enough leave what you think is good in the comments thank you

  • First off thank you second I have this spell I want to work on for my wolf folk warlock form a different dimension (yes I know that’s excessive and no don’t start playing the svtfoe theme) now the spell needs a melee weapon In my case it’s a katana that my hex blade is bonded to the spell can target up to three creatures within range or more depending on what level it is and the character instantly dashes to the three swipes the weapon dealing a certain amount of damage before returning to the spot the spell was casted I’m not sure what level it should be or if the damage should be the weapon itself or something else

  • Some Ideas for your homebrew spell. 1)The 1D6 on dammage, on the final round of the spell effect, should be bludgoning/peircing, rather than cold, because they are getting hit with shards of ice. 2)Round 1 & 2 should also slow the target’s speed by 10-20 ft/round, but aslo acts as medium armor. for the durration. (This can benifit the target, if it’s profficent in medium armor, or hinder it if they aren’t) 3)If the creture under the effect of creeping cold takes fire, lightning, or radiant dammage, the effect should ends early.

  • “Furious Quake” Requires: DM to grant a magical MacGuffin to a single player worthy of this power. Preferably quest related and not randomly stumbled upon. Over 10 Strength and 10 Int (Demonstrating the strength to open the fissure along with some form of arcane knowlege). and A weapon that deals blugeoning damage (to strike the ground and open the fissure). P.S. The weapon can double as the MacGuffin Takes 1 turn to charge and allows the player to target a collective radius of 5ft on a D4 (once chosen, it cannot be changed). Once cast, the ground quakes, sending all hostiles within the chosen spaces to the ground. From this point, the player can either take another turn to charge the second phase of the spell or simply act on the advantage they’ve been given. If charged for another turn, the selected area deals 5 damage per round to any player or NPC caught within the inferno until such time as an unmodified DC15 saving throw is met. Is just a tiny bit better than lighting oil on fire in D&D… This was a spell I granted to the party’s Bard after he completed an important side quest in my campaign. It allows for greater crowd control when dealing with mobs and ensures that the party works togther to avoid the spell caster’s AOE. As a DM, I secretly created this just so my player’s wouldn’t request to go back to town for oil every time they ran out.

  • Silver’s Bite 1st level spell, pathfinder/d&d 3.5 Druid/Ranger/Bard/Sorcerer/Wizard Component: S&M, enough sand to cover the castors hand. The caster coats his hand in sand, and makes a touch attack to press it against the target. The sand transforms into worthless amounts of silver and pierce into the target causing 1d6 biting damage. The silver stays in the wound until it is removed by a dc15 medicine check in 1d8 rounds, or magically (as with prestidigitation). Until it is removed, half the damage (rounded down, min 1) cannot be healed. If the target is a were creature, the damage causes an additional 1d4 fire damage, and 1d4 fire damage at the start of the targets turn until the silver is removed. This fire damage breaks concentration, and gives a -5 to attacks of opportunity.

  • If anybody here is willing to give feedback on an idea I had for a spell, I’d very much appreciate it! I can’t tell if the idea is balanced or not. Encore Class: Bard Cantrip School: Enchantment Time: 1 Reaction Duration: Instantaneous Range: 60 Feet Components: V,S Spell Effect: This spell can be cast as a reaction when a target that you can see within range (not including yourself) fails the Constitution Saving Throw required to keep concentration on a spell they’re currently casting. If you have a spell slot available of identical level to the one which the target used to cast the spell, you can expend it so that combat continues normally as though the target didn’t fail the CON Save and thus subsequently didn’t lose concentration. Flavor Description: Seeing your companion’s concentration falter whilst attempting to uphold a focus-intensive spell, you cheer words of encouragement laced with subtle enchantments which stabilize the Weave being manipulated by your friend. Doing so gives them the opportunity to regain their focus so that they don’t lose their spell.

  • My homebrew spell is called Lazarus’ liquidation. Basically it takes any nonliving thing, (includes undead and constructs) and turns it into a liquid. They have the same damage resistance, a.c. movement speed, and spell abilities, if any. All of their posessions are also affected. If cast on a non willing creature they get a will save, objects don’t. Liquified subjects can be turned back at will. The maximum mass you can convert into liquid is equal to 10 plus your int mod plus your proficiency bonus. Will save is 8 plus proficiency bonus plus int. (Just so you can’t be turning the lich into an puddle). This spell was made so my wizard could drown a person I gold.

  • My cleric: Can I cast create water in this guy’s lungs? Me (oh my god, this shit again…every fucken noob has the same idea…) takes deep breath Version 3 Drowning drink 2nd level spell conjuration Range: 10ft. Components: V, S, M (a silver goblet worth 30gp filled with water that evaporates when the spell is cast) Duration: Concentration up to 1 minute One target A creature of your choice who you can see within range’s lungs begin to fill with water. The creature must make a constitution saving throw or begin to choke. On a failed save, the target takes 2d8 bludgeoning damage, and an additional 1d8 on each of its turns for the duration of the spell. The creature is suffocating and cannot take reactions or cast spells with the verbal component until the spell’s effect ends. The target can repeat the saving throw at the end of each of its turns to end the spell’s effect. On a successful save, the creature only takes half damage and the spell ends. If the target moves 30 ft away from you, or you can no longer see the target, or a barrier exists between you and the target creature, the spell ends. Creatures with the ability to breathe water or who do not require breathing to survive such as constructs or undead are immune to this spell. At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d8 for each slot above 1st. Classes: Cleric, Druid, Paladin < the 2 assholes who can create water in the first place + Darth Vader "the paladin."

  • Just watched your ad for World Anvil, and before I even watch the rest of the article, I have to say you’ve convinced me to throw some money their way. I was considering it earlier, but I wasn’t quite sure if it was worth my money. Seeing that they’re willing to sponsor Runesmith, one of my favorite content creators and worldbuilding resources? That shows me that this company is worthwhile! (It helps that it’ll be a good way to actually keep my thoughts organized while I’m writing stories and campaigns in my original setting.) Unless you’re using a homebrewed version of Suggestion that works via YouTube, I’d say your ad worked!

  • One easy source of inspiration for more spells in 5e is the 3.5 spell compendium. Both editions share all the same classes and have those classes focus on the same stuff. The biggest difference is 5e replaced all the complex math with “roll with advantage”, “add a d4 to the roll”, or “double your proficiency bonus. ” Any of these can replace any instance of “add +X to a roll” to easily update a 3.5 spell for 5e use.

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