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A THREE FOR A QUARTER

RPG SUPPLEMENT

Spellcraft
A guide to making
custom spells for 5th
edition D&D
Brian Scott Coon
5/17/2016

All Interior Art by Patrick E.


Pullen, except Black Blade of
Disaster by Brian Scott Coon.

This guide will help you create your own magic


spells or convert old ones. Included are
formulas to better understand the various
powers of each spell and what amount of
damage they should deal.
Greetings, this is a guide for helping throw has a lot to do with a spell’s
DM’s create their own custom spells. The power because some saving throw
Dungeon Master’s Guide provides a basic types aren’t as common and fewer
framework for this on pages 283 and 284. features provide bonuses to them. An
This guide expands on that, and provides easy save is a Dexterity saving throw.
formulas to do so. These formulas require An average save is a Strength,
only simple math to figure out appropriate Constitution, or Wisdom saving
damage and effects for each spell. Even throw. A hard save is an Intelligence
though we have these formulas, the end result or Charisma saving throw. A saving
should always be double-checked next to throw can negate all damage or cut it
existing spells. in half. Finally, a spell may require an
attack roll that might do half damage
Contents 
when it misses.
D = Casting Time: Usually, a spell
1: Creating damaging spells
requires 1 action to cast. Rarely, a
2: Creating healing spells
damaging spell only requires a bonus
3: Variables
action. Spells that are faster to cast
4: Creating non-damaging spells won’t do as much damage.
5: Choosing spell’s class list
6: New spells  E = Range: Spells with a very long
range can be considered a bit more
powerful, but this is generally a small
Creating a damaging spell factor. This variable scales with the
level of the spell, so what is
A spell designed to deal damage is usually one considered medium range for a 1st or
of two varieties, those that target a single 2nd level spell is not the same as a 9th
creature or ones that deal damage over an level spell.
area. In either case, calculating how much
 F = Area size: Spells that cover a
damage a spell of a particular level should deal
large area can affect more targets.
can be troublesome because of several
Therefore, they deal less damage than
variables. However, these variables can be
smaller ones. This variable scales with
used to create a spell if they are organized like
the spell level. A spell that targets a
they are in this guide:
single creature won’t have this
variable.
 A = Base damage
 G = Everything Else: Finally, any
 B = Damage type: Different damage number of other things can factor into
types can be more effective due to the strength of a magic spell. These
fewer creatures having resistances to usually have to do with a spell’s power
those types. Common damage types being stretched out over several turns
are acid, cold, fire, lightning, poison, instead of the damage being dealt all at
and thunder. Uncommon damage once. A spell that keeps dealing
types are bludgeoning, necrotic, damage deals less damage than one
piercing, psychic, and slashing. Rare that deals it all at once. Other spells
damage types are Force and Radiant. require a costly component. There are
 C = Saving Throw/Attack type: even more such factors to consider.
Some spells require a spell attack roll, This guide will go over some of the
others require saving throws. Like most common ones
damage type, the required saving
Creating a Single Target damage spell Variable B: Damage Type
The formula for calculating the
damage for a spell that targets only a single Variable B: Common Damage Type
creature is: (Acid, Cold, Fire, Lightning, Poison, or Thunder)
Spell Level Single Target Multiple Targets
Cantrip - -
Damage = (A+B+C) × D × E × G 1st +1d10 (+5.5) +1d6 (+3.5)
2nd +1d10 (+5.5) +1d6 (+3.5)
3rd +3d10 (+16.5) +2d6 (+7)
The first three variables A, B, and C 4th +3d10 (+16.5) +2d6 (+7)
are given as dice values and numerical values 5th +4d10 (+22) +2d6 (+7)
of the average dice roll. Add up the dice or 6th +5d10 (+27.5) +3d6 (+10.5)
7th +6d10 (+33) +5d6 (+17.5)
values on the tables to determine the spell’s 8th +6d10 (+33) +7d6 (+24.5)
damage. You can use the number of dice, but 9th +7d10 (+38.5) +9d6 (+31.5)
it might be easier to use numbers and convert
back to dice later. Once you have that total Variable B: Uncommon Damage Type
value, multiply it for each of the other (Bludgeoning, Necrotic, Piercing, Psychic, or Slashing)
variables D, E, and G. Spell Level Single Target Multiple Targets
Cantrip - -
Let’s go over a spell and see how this 1st - -
works. 2nd - -
3rd +1d10 (+5.5) +1d6 (+3.5)
4th +2d10 (+11) +1d6 (+3.5)
Variable A: Base Damage 5th +2d10 (+11) +1d6 (+3.5)
6th +3d10 (+16.5) +2d6 (+7)
Variable A: Base Damage 7th +4d10 (+22) +3d6 (+10.5)
8th +4d10 (+22) +5d6 (+17.5)
Spell Level Single Target Multiple Targets 9th +5d10 (+27.5) +6d6 (+21)
Cantrip 1d10 (5.5) 1d6 (3.5)
1st 2d10 (11) 2d6 (7)
2nd 3d10 (16.5) 4d6 (14) Variable B: Rare Damage Type
3rd 5d10 (27.5) 6d6 (21) (Force, Radiant, or Un-typed)
4th 6d10 (33) 7d6 (24.5) Spell Level Single Target Multiple Targets
5th 8d10 (44) 8d6 (28) Cantrip lower die (-1) lower die (-1)
6th 11d10 (60.5) 12d6 (42)
7th 12d10 (66) 13d6 (45.5)
8th 13d10 (71.5) 14d6 (49) So Disintegrate deals force damage. That’s a
9th 18d10 (99) 17d6 (59.5) nasty damage type that is useful against
demons and dragons and other creatures
For our first spell let’s examine disintegrate, a immune to types like acid or fire. So that gives
6th level spell that targets one creature. no bonus to the damage.
Looking at the table it should deal a base
damage of 11d10 or 60.5 points of damage. Variable C: Saving Throw / Attack type
So we’ll say 60.5 points.
Variable C: Easy Save for half damage
(Dexterity)
Spell Level Single Target Multiple Targets
Cantrip can't can't
1st - -
2nd +1d10 (+5.5) -
3rd +2d10 (+11) -
4th +2d10 (+11) +1d6 (+3.5)
5th +2d10 (+11) +2d6 (+7)
6th +6d10 (+33) +5d6 (+17.5)
7th +8d10 (+44) +6d6 (+21)
8th +11d10 (+60.5) +9d6 (+31.5)
9th +15d10 (+82.5) +14d6 (+49)
Variable C: Easy Save for no damage Variable C: Hard Save for no damage
(Dexterity) (Intelligence or Charisma)
Spell Level Single Target Multiple Targets Spell Level Single Target Multiple Targets
Cantrip - - Cantrip - -
1st +1d10 (+5.5) +1d6 (+3.5) 1st - -
2nd +2d10 (+11) +1d6 (+3.5) 2nd - -
3rd +3d10 (+16.5) +1d6 (+3.5) 3rd +1d10 (+5.5) -
4th +3d10 (+16.5) +2d6 (+7) 4th +1d10 (+5.5) -
5th +3d10 (+16.5) +3d6 (+10.5) 5th +1d10 (+5.5) -
6th +8d10 (+44) +6d6 (+21) 6th +3d10 (+16.5) +1d6 (+3.5)
7th +10d10 (+55) +8d6 (+28) 7th +4d10 (+22) +2d6 (+7)
8th +12d10 (+66) +10d6 (+35) 8th +5d10 (+27.5) +4d6 (+14)
9th +17d10 (+93.5) +16d6 (+56) 9th +10d10 (+55) +8d6 (+28)

Variable C: Average Save for half damage Variable C: Attack, Miss for half damage
(Strength, Constitution, or Wisdom) Spell Level Single Target Multiple Targets
Spell Level Single Target Multiple Targets Cantrip can't can't
1st -1d10 (-5.5) -1d6 (-3.5)
Cantrip can't can't 2nd -1d10 (-5.5) -1d6 (-3.5)
1st - - 3rd -1d10 (-5.5) -1d6 (-3.5)
2nd - - 4th -1d10 (-5.5) -1d6 (-3.5)
3rd +1d10 (+5.5) - 5th - -1d6 (-3.5)
4th +1d10 (+5.5) - 6th - -
5th +1d10 (+5.5) - 7th - -
6th +3d10 (+16.5) +2d6 (+7) 8th - -
7th +4d10 (+22) +3d6 (+10.5) 9th - -
8th +5d10 (+27.5) +4d6 (+14)
9th +8d10 (+44) +7d6 (+24.5)
Variable C: Attack, Miss for no damage
Spell Level Single Target Multiple Targets
Variable C: Average Save for no damage Cantrip - can't
(Strength, Constitution, or Wisdom) 1st - -
Spell Level Single Target Multiple Targets 2nd - -
Cantrip - - 3rd - -
4th - -
1st +1d10 (+5.5) - 5th +1d10 (+5.5) -
2nd +1d10 (+5.5) - 6th +2d10 (+11) +1d6 (+3.5)
3rd +2d10 (+11) +1d6 (+3.5) 7th +3d10 (+16.5) +2d6 (+7)
4th +2d10 (+11) +1d6 (+3.5) 8th +4d10 (+22) +3d6 (+10.5)
5th +3d10 (+16.5) +1d6 (+3.5) 9th +6d10 (+33) +5d6 (+17.5)
6th +5d10 (+27.5) +3d6 (+10.5)
7th +6d10 (+33) +4d6 (+14)
8th +7d10 (+38.5) +6d6 (+21) Variable C: Automatic Damage
9th +12d10 (+66) +10d6 (+35) Spell Level Single Target Multiple Targets
Cantrip can't can't
Variable C: Hard Save for half damage 1st -1d10 (-5.5) -1d6 (-3.5)
2nd -1d10 (-5.5) -1d6 (-3.5)
(Intelligence or Charisma) 3rd -1d10 (-5.5) -1d6 (-3.5)
Spell Level Single Target Multiple Targets 4th -1d10 (-5.5) -1d6 (-3.5)
Cantrip can't can't 5th -1d10 (-5.5) -1d6 (-3.5)
1st -1d10 (-5.5) -1d6 (-3.5) 6th -2d10 (-11) -2d6 (-7)
2nd -1d10 (-5.5) -1d6 (-3.5) 7th -2d10 (-11) -2d6 (-7)
3rd - - 8th -2d10 (-11) -2d6 (-7)
4th - - 9th -4d10 (-22) -4d6 (-14)
5th - -
6th +2d10 (+11) +1d6 (+3.5)
7th +3d10 (+16.5) +2d6 (+7) Disintegrate forces a single creature to make a
8th +4d10 (+22) +3d6 (+10.5) Dexterity saving throw or take a bunch of
9th +6d10 (+33) +5d6 (+17.5)
damage. If the target makes the saving throw
it doesn’t take any damage. So we use the
table for an easy save for no damage. We add
another 44 points to our current total of 60.5 decimal. We can round up to 115 before
points, for a total of 104.5 points. continuing. The next step will fix the damage
So far the spell is dealing way more back to where we expect it to be.
damage than what it should. By the book,
Disintegrate deals 10d6+40 points of damage. Variable G: Everything Else
The average damage of that is 75 points not This may be the last variable to
104.5. There are still more variables to consider, but it can have the most impact. A
consider though. spell with many control aspects or one that
imposes harmful conditions will deal less
Variable D: Casting Time damage than one that doesn’t. Some spells
Almost all damaging spells have a cover their area with poisonous gas or raging
casting time of 1 Action; this has no inferno, these spells are called zones. Other
multiplier, so the damage stays the same. spells attack again and again. In any case this
For a spell with a casting time of 1 becomes something that is hard to put a
bonus action, we must take into consideration figure on, but some examples will come later.
who might be casting it. A spell that only For now let’s look back at Disintegrate.
appears on the bard, cleric, druid, sorcerer, or It has a nasty effect if it drops a creature to 0
wizard lists has a multiplier of 0.75. A spell hit points. The target becomes disintegrated
that appears on any other list has a multiplier and can’t be brought back to life easily. This is
of 0.6. furthermore damning to PCs. A player can
For Disintegrate there are no surprises normally come back from 0 hit points, but not
there. It has a casting time of 1 action so no with a disintegrate spell. This major status effect
change is made. is worth a 0.75 multiplier. Seventy five percent
of 115 points is 86.25 points.
Variable E: Range With disintegrate there’s more still. The
Ranges of spells are a hard thing to spell automatically disintegrates a 10 foot cube
quantify. First, spells of lower level will always of non-magical matter making it a utility spell
be shorter in range then those of higher level. as well. This is not its primary use however,
Having a really short range is not much of a while nice to have it doesn’t make the spell
penalty. A short range is worth a 1.1 more deadly so the damage shouldn’t be
multiplier. Most spells should have a range affected much. Still it deserves a multiplier of
around that of other spells of that level. 0.9, a ten percent reduction. 86.25 times 0.9 is
Longer ranges make a spell more dangerous 77.625 points
by allowing the caster to deal damage before Finally, disintegrate has a higher
the other side can close the distance. This can minimum damage. While average damage is
be significant, but it still depends on the spell what counts, a higher minimum damage does
level. The spell Meteor Swarm has a range of 1 prevent bad luck from being a factor. This
mile. That sounds like it should be long range, minor benefit can give us a 0.95 multiplier
but it isn’t. As a 9th level spell it won’t affect dropping the average damage five more
the spell damage because creatures can percent, for a new total of 73.74375
regularly teleport at those higher levels. A
spell with a longer range has a multiplier of Final Steps
0.75. So 73.74375, round that up to 75.
For Disintegrate it has a range of 60 Now that we have 75 we need to convert that
feet. That’s pretty short for a 6th level spell. back into dice format. A d6 has an average
We can call that short range. So 104.5 times roll of 3.5 points. Therefore, 10d6 has an
1.1 equals 114.95. We are getting farther away average roll of 35. We choose 10d6+40 points
from our target of 75, and we are stuck with a of force damage as our final damage roll.
That’s how the disintegrate spell is multiplier. However, there is one final factor
reversed engineered with this guide. Creating to consider and that is the spell is a zone that
your own spell follows the same procedure, lasts for 1 minute. It can be used to block
but your result will be your own unique corridors and such. It is very handy for
creation. controlling the battlefield. A zone is a 0.6
multiplier.
Creating a Multi Target Damage Spell 10.5 times 1.5 times 0.6 equals 9.45,
Now let’s move on to spells that affect lets round that up to 10 or 4d4 slashing
several targets. The formula for calculating the damage.
damage for a spell that targets multiple
creatures is: Creating a Cantrip
Creating a cantrip is simple. The thing
Damage = (A+B+C) × D × E × F × G to remember is cantrips with a single target
have a very minor special effect added to the
The new variable F is the only difference. damage they deal. Fire bolt for instance can set
things on fire. If the cantrip doesn’t have this
Variable F: Area of Effect benefit, and in addition might have a minor
One of the biggest factors of a multi- hindrance as well, it can receive a +1 increase
target spell is the area of effect. Most spells to the size of the die used for it.
that potentially hit multiple targets have an For example, the spell eldritch blast
area of effect. While this doesn’t have to be should deal 1d8 damage. It is a force spell so
true, this variable can account for the number the 1d10 base damage is lowered down to
of targets the spell usually affects. A small area 1d8. However, it just deals damage. Also, at
of effect is not much of a penalty unless the higher levels it doesn’t work as well with true
area is really small. The spell can also be strike and similar effects, so it gets raised back
selective, which means the spell only affects up to a d10.
creatures the target wishes, allowing the caster Spells with very good effects or two or
to avoid his or her friends. If a spell is not more effects are lowered by one die size. Ray
selective, a small area can even be useful. For of frost deals 1d8 cold damage because it also
example, the spell flame strike has a radius of reduces a creature’s speed by 10 feet. Shocking
10 feet. That’s compact. A careful caster can grasp deals 1d8 lightning damage because it
pinpoint the area to avoid friendly fire and grants advantage when the target is in metal
still hit multiple creatures, so that’s no armor and the target can’t make reactions
multiplier. until its next turn if the spell hits.
Let’s look at cloud of daggers. It is a 2nd Damage dealing cantrips automatically
level spell, so the base damage is 14. Even improve when the caster reaches 5th level, 11th
though it often hits only one creature, the level, and 17th level.
spell has an area so it counts as a multi-target
spell. Slashing damage gives no modifier to a Damage at higher levels
2nd level spell. The spell deals damage with no Damage dealing spells usually improve
attack roll or saving throw allowed, so we when you use a higher spell slot to cast them.
subtract 3.5 points and end up with 10.5 The total damage should not be higher than
points. The casting time and range are not what spells of that higher slot level can
exceptional, so again no change. The area of accomplish. Usually this means the spell adds
effect for cloud of daggers is a 5-foot cube, a a single die of damage for each level higher.
single square. It is a pitiful area of effect,
because it generally only hits one target. It is
so small an area of effect it deserves a 1.5
Creating a Single Target Healing Spell Creating a Multi Target Healing Spell
Now let’s move on to healing spells. The formula for a healing spell with
The formula for a healing spell with one target more than one target is:
is:
Healing = A × D × E × F × G
Healing = A × D × E × G
Again the only difference is an area of effect.
Variable A: Base Healing
Spell Level Single Target Multiple Targets Variables
Cantrip can't can't
1st 2d8 (9) 1d4 (2.5) The A, B, and C variables are pretty
2nd 3d8 (13.5) 1d8 (4.5) straightforward. When dealing with spells with
3rd 5d10 (27.5) 2d8 (9)
4th 7d10 (38.5) 3d8 (13.5) more than one damage type, and the spell
5th 10d10 (55) 4d8 (18) deals at least half damage of a more common
6th 16d10 (88) 6d10 (33) type use the higher increase. For example, ice
7th 18d10 (99) 12d6 (42)
8th 20d10 (110) 17d6 (59.5) storm deals cold and bludgeoning damage, but
9th 30d10 (165) 16d10 (88) more cold damage so we use the higher
increase of a common damage type (cold).
Let’s look at healing word. It is a 1st level spell, Also, use your own judgment for spells that
so the base healing is 2d8 or 9 points. It has a have a saving throw to end the effect. A spell
casting time of 1 bonus action so that’s a 0.75 that automatically works, but offers a save to
multiplier because it is available to bards and end the effect, would still use the automatic
clerics only. 9 times 0.75 is 6.75 points. It has chart. If the saving throw in that case is a hard
a range of 60 feet because the nature of the save apply a 0.9 multiplier, if it is an easy save
spell being available to only a few classes, but apply a 1.1 multiplier.
most healing spells should have a range of
touch. Healing spells usually let the caster add Variable D: Casting Time
their spellcasting modifier to the roll so we Bonus actions have been explained up
count that as 4 points, not quite the normal to this point, but for reference a spell that
maximum of +5 for an ability score of 20. only appears on the bard, cleric, druid,
Subtracting 4 from 6.75 gives us a total of sorcerer, or wizard lists has a multiplier of
2.75 pretty close to the average of 1d4 (2.5). 0.75. A spell that appears on any other list has
So that gives us 1d4 + spellcasting modifier a multiplier of 0.6. Another important part is
healing amount. if the spell requires you to use your action to
Heal is a 6th level healing spell. It also make the spell work (see wrathful smite), then a
has a range of 60 feet because it is higher bonus action casting time has no multiplier.
level. Looking at the chart, it should heal 88 All damaging spells in the player’s handbook
points. However, it also has a nice secondary are like this.
effect of removing blindness, deafness, and For spells with even longer casting
disease. That is equivalent to the lesser times than 1 action, a multiplier may raise
restoration spell, a 2nd level spell. That’s two damage even more. Be careful with using this.
tiers lower than heal. So that deserves a 0.8 While a spell that takes 3 rounds to cast may
multiplier. 88 times 0.8 is 70.4, so it restores sound practical, the bonus damage may make
70 hit points. the spell too good. But for example, prayer of
healing has a 10 minute casting time. Because
it’s a healing spell only available to a select
class this is acceptable. This is enough to grant
a ×3 multiplier.
Variable E: Range Variable F: Area of Effect
Because range is something that scales Area of effect also scales with level.
with level we will use categories to organize Spells with zone effects have smaller areas
this: usually. There are a few sizes of areas:
 Short Range (multiplier ×1.1):  Small Area (multiplier ×1.5): Cantrips
Cantrips, and spells of 5th level and don’t have a small area. Spells of 5th
lower don’t have a short range. level and lower have a small area of
Neither do healing spells. Spells of effect of only a 5 foot radius sphere or
higher level have a short range of 60 2 targets. Spells of 6th, 7th, and 8th level
feet or less if the spell is a simple have a small area of effect of a 10 foot
ranged spell. radius sphere or affect 4 targets or
 Medium Range (no multiplier): fewer. Spells of 9th level have a small
Cantrips, and spells of 5th level and area of effect of a 20 foot radius
lower have a medium range of 150 sphere or affect 7 or fewer targets.
feet or less. Spells of 6th, 7th, and 8th  Medium Area (no multiplier): Cantrips
levels have a medium range of 500 have a medium area of just 2 targets.
feet or less. Spells of 9th level have a Spells of 5th level and lower have a
medium range of 1 mile. medium area of effect of a 20 foot
 Long Range (multiplier ×0.75): radius sphere, or about 7 targets.
Cantrips, and spells of 5th level and Spells of 6th, 7th, and 8th level have a
lower have a long range of up to 300 medium area of effect of a 40 foot
feet. Healing spells should almost radius sphere or affect 10 targets or
never have a range of 150 feet or fewer. Spells of 9th level have a
more, but that can be considered long medium area of effect of a 60 foot
range for a healing spell. Spells of 6th, radius sphere or affect 20 or fewer
7th, and 8th level have a long range up targets.
to a mile away. Spells of 9th level can  Large Area (multiplier ×0.5 or less):
strike across planar borders or Cantrips have a large area if it can hit
anywhere within sight. more than just 2 targets. Spells of 5th
 Extreme Ranges (multiplier ×0.5 or level and lower have a large area of
less): At even more distances it effect of up to a 40 foot radius sphere,
becomes hard to explain how the spell or about 10 targets. Spells of 6th, 7th,
works, but spells that can attack and 8th level have a large area of effect
through scrying sensors can be of up to a 60 foot radius sphere or
considered extreme. Healing spells affect 20 targets or fewer. Spells of 9th
that can heal someone 300 feet away is level have a large area of effect of up
extreme. to a 360 foot radius sphere or affect
50 or fewer targets.
The thing to remember is range, like all other  Selective (multiplier ×0.5): If the
factors within a spell, is as much a flavor caster can cast the spell among his or
effect as a number crunching game. If the her friends without hitting them, the
spell would have a short range because of its spell deserves the selective multiplier
name or design, then there doesn’t need to be too.
a modification. For instance, any word of
power spell has a range of 60 feet or less, So let’s look at the spell chain lightning. It is a
because the target needs to hear you. 6th level spell that deals lightning damage and
allows a dexterity saving throw for half
damage. So that’s 70 points average damage. terrain until the spell ends. Particularly
It has a normal range, but a small area of nasty when combined with a zone.
effect because it only hits up to four creatures Example: hunger of hadar.
within a 30 foot radius. That’s a 1.5 multiplier.  Difficult terrain, one round (multiplier
It only targets enemies, so it’s selective for a ×0.9): After the spell deals damage its
0.5 multiplier. 70 × 1.5 × 0.5 = 52.5. That’s area becomes difficult terrain until the
good for a 10d8 roll. end of the caster’s next turn. Example:
ice storm.
Variable G: Everything Else  Harmful condition, minor (multiplier
Now we get to it, the real measure of ×0.8): When the spell hits it applies a
a spell and what it does. Here is my list: minor condition such as the target
 Additional effect, 1 tier lower spell can’t take reactions, is grappled,
(multiplier ×0.65): If a damaging or knocked prone, or pushed up to 10
healing spell includes an effect of feet. Example: thunderwave.
another spell of a lower tier in level, it  Harmful condition, moderate
gets this multiplier. Example, vampiric (multiplier ×0.6): When the spell hits
touch has the effect of a cure wounds it applies a moderately powerful
spell which is 1st level, the tier below. condition such as blinded, frightened,
 Additional effect, 2 tiers lower spell poisoned, or restrained. Example:
(multiplier ×0.8): Like above, but the wrathful smite.
additional spell effect is much lower  Harmful condition, major (multiplier
level. ×0.4 or less): When the spell hits it
 Choose able damage type (multiplier applies a very powerful condition such
×0.8): If the spell allows you to as paralyzed, or stunned. Spells like
choose the type of damage it deals use this don’t currently exist. The spell
this multiplier. Example, chromatic orb would be considered more of a non-
lets the caster choose a common damaging spell with the damage a
damage type, so it uses the common minor feature of the spell.
bonus and this modifier.  Repetitive strike with bonus action
 Costly component (multiplier ×1.1): (multiplier ×0.2): The spell strikes as
When a spell’s damage seems too low, you cast it, and then stays around to
you might want to consider giving it a strike each turn with your bonus
costly component, such as circle of action. Its duration is Concentration,
death’s black pearl worth 500gp. The up to 1 minute. Example: arcane sword.
price of the component scales with  Repetitive strike with action
level. Use other spells of similar level (multiplier ×0.4): Like a repetitive
for guidelines. Don’t use this just to strike that uses your bonus action, but
make more powerful spells that the caster must spend an action each
eclipse ones that already exist. turn to repeat the strike. The spell
 Costly consumed component usually has a duration of
(multiplier ×1.2 or higher): Like Concentration 1 minute, but may be
above, but you need a dose for each Concentration 10 minutes without any
casting. This is generally only used to extra cost. Example, vampiric touch.
explain non-damaging spells and how  Lingering damage (multiplier ×0.75):
they let the miraculous happen. The spell deals damage and then deals
 Difficult terrain, duration (multiplier half as much damage at the end of the
×0.5): The spell’s area is difficult target’s next turn. Example, acid arrow.
The formula gives you the initial For non-damaging spells we will use a
damage amount. different method to create them. Many non-
 Zone (multiplier ×0.6): The spell’s damaging spells already exist, so make sure
area doesn’t disappear. It strikes each the spell is necessary to begin with. Plenty of
time a creature enters or starts its turn ideas are sure to be practical. Just make sure
within the zone. A zone uses the not to create a spell that only serves to make
caster’s concentration and typically another spell obsolete.
lasts up to 10 minutes. You can
usually move a zone slowly. Example: Level modifying system
cloudkill. Variables in the following non-
 Zone, fierce (multiplier ×0.5): This is damaging system modify the spell’s level
like a regular zone, but the spell also instead of the damage. Rather than start with
strikes and deals damage as it is cast. a spell’s level and figure out the damage, a
Also, the zone strikes when a creature non-damaging spell starts with what it does
enters or ends its turn there. Example: then we determine the correct level to place it.
incendiary cloud. This works best when you make a powerful
 Zone, no concentration (multiplier spell weaker or a weak spell more powerful.
×0.2): Though unnecessary, you may  Additional effect, 1 tier lower spell
want to make a spell that has a small (modifier +2 levels): If you just want
zone for little damage that doesn’t to make a spell better, think about
require concentration. using this variable. You add the effect
 Zone, offensive (multiplier ×0.3): This of a spell (or two spells) one tier
is like a regular zone, but with the lower. The lower level spell must be
added effect that the caster can move from the same school. Someone could
it and strike with a bonus action. A conceive of a clairvoyance spell with the
creature is not affected when they added benefit of being able to use
enter the zone, only when it ends its detect magic and see invisibility spells on
turn there. The zone usually has a the viewed area. Such a spell might be
center that occupies its space, and the 5th level because it combines a 3rd level
actual zone is everything within a spell with a 1st level spell and a 2nd
distance from the center. Example: level spell. Even though it is gaining
flaming sphere is a ball that occupies one the effect of two spells this is still just
square of space and burns everything a 2 level modifier.
within 5 feet of it, so it is about a 15  Additional effect, 2 tiers lower spell
foot cube area. A higher level spell (modifier +1 level): Like above, but
might have a “center” that is large in you add a much weaker effect to a
size (10 foot by 10 foot space) and strong spell.
affects everything within 10 feet.  Additional effect, same tier (modifier
+2 levels for 1st or 2nd level spells, +3
Creating Non-damaging Spells levels or more for higher level spells):
Creating spells that do things other It’s probably not a good idea to allow
than deal damage is a harder problem than spells to gain the effect of a spell close
creating ones that do. There’s a fine art of in level. There should be other
crafting something of beauty that is balanced balancing factors involved. A smaller
against spells that already exist. No formula range or duration might be necessary.
might ever be perfect for this. We can only  No concentration (modifier +3
come up with guidelines. levels): The concentration mechanic is
engrained into 5th edition. Most spells Point Buy System
that have duration longer than The point buy system is a system for
instantaneous require it. However, making either damaging or non-damaging
some don’t require concentration spells. This system gives a numerical build
because the effect is minor or not point value to each spell based on its level.
offensive, such as armor of agathys. The easiest way to use this system is to start
Therefore it’s not ridiculous to think with a spell and then modify it using modifiers
other spells such as fly should have from the spell formula system.
higher level versions that allow their
use while letting you concentrate on Point Buy System
something offensive. The spell in Spell Level Build Points
question might deserve a longer Cantrip 5
duration for free as well, and should 1st 10
be slightly weaker than its 2nd 20
concentration version. So for instance 3rd 40
flight might be a 6th level spell that 4th 50
replicates fly and has duration of 1 5th 60
hour (no concentration). 6th 80
7th 100
 Remove most effects (modifier -2
8th 120
levels): You can remove most of the
9th 160
benefits of a spell to create a new
spell. You must remove a good
Let’s create a spell called solid fog. It was in
portion of the spell. For example:
previous editions of the game. It starts with
removing most of the effects of a haste
the fog cloud spell, a 1st level spell. We want to
spell could make a spell designed just
make the spell difficult terrain. So looking at
to speed up attacks. We make a slight
the spell formula system, the difficult terrain
change, so it doesn’t grant another
for whole duration is a 0.5 multiplier. Because
action and instead requires the target
fog cloud is 1st level and has a build point cost
to use its bonus actions. We removed
of 10 it sets our target number (10). A 2nd
the negative drawback suffered when
level spell has a build point cost of 20. If we
haste ends, and it has a different
set solid fog at 2nd level and then apply the 0.5
theme. We compare it to other 1st
multiplier we end up with the target of 10.
level buffs like bless and see that it
Therefore solid fog is a 2nd level spell.
doesn’t overshadow those. Bless seems
Another way to look at this is the spell
a little better actually, so we give it
formula modifiers need to be inverted by
another new unique minor benefit to
dividing 1 by the modifier. A 0.5 multiplier is
fit with the divination theme.
actually a ×2 multiplier (1 divided by 0.5 is 2).
 Swap out specifics (no modifier): One A 0.2 multiplier is a ×5 multiplier. A 1.5
of the easiest ways to create a new multiplier is a ×0.7 multiplier and so on.
spell is to change elements within it
without changing its relative power.
The simplest change is choosing a
new damage type, but changing
monster types works too. For
example: the new spell spawn ooze is
derived from the create undead spell, but
it makes oozes not undead.
Inverted Spell Formula Multipliers Choosing the spell’s class list
 Long range (multiplier ×1.3) An important step in the creation of
 Extreme range (multiplier ×2) any spell is choosing what classes have access
 Small Area (multiplier ×0.6) to it. You can do this step first or last, but it
has to be right. First, look at existing spell
 Large Area (multiplier ×2)
lists. Second, the following list points out the
 Selective Area (multiplier ×2) types of spells each class uses:
 Difficult terrain, duration (multiplier  Bard: Charms and non-damaging
×2) illusions. Inspirational and
 Zone (multiplier ×1.6) supernatural buffs and debuffs.
Healing spells and even resurrection
Inverted Level Modification Multipliers magic. Scrying magic. All spells are
The modifiers used in the level verbal in nature. Words of power.
modification system are converted differently.  Cleric: Best healing magic. Best
 -3 levels becomes a ×0.5 multiplier resurrection magic. Spiritual buffs and
 -2 levels becomes a ×0.6 multiplier debuffs. Banishment magic. Radiant
 -1 level becomes a ×0.8 multiplier damage and force damage, but limited
 +1 level becomes a ×1.2 multiplier otherwise for damaging magic. Scrying
 +2 levels becomes a ×1.6 multiplier magic.
 +3 levels becomes a ×2 multiplier  Druid: Good healing magic. True
resurrection magic, but otherwise
The point buy system has its weak points. The reincarnate instead of raise dead. Nature
spell formula system can make very minute buffs. Great nature based damaging
changes within a level’s range. By contrast, spells. Shapechanging magic. Scrying
you must make more changes to a spell with magic.
this system to raise a spell’s level or lower it.  Paladin: Some healing and
restoration magic. Inspirational buffs.
New modifiers Banishment magic. Lesser scrying
 Grant a saving throw where one was magic.
not allowed before (multiplier ×0.5):  Ranger: Limited healing and
This is a strange one. Sometimes you restoration magic. Nature buffs.
want to take a spell that used to not Nature magic. Spells that assist in
allow a save and instead grant the traveling. Lesser scrying magic.
targets a saving throw to avoid the  Sorcerer: All the variety of the wizard
spell. For example: We can modify the but only the simplest spells. Magic is
sleep spell to grant the target a Wisdom most useful in combat.
saving throw. The resulting cantrip is  Warlock: Powerful enchantment and
called lullaby. Still, it seems a little too psychic magic. Illusions. Spells often
good for a cantrip, so a little onset have a dark flavor to them.
time and requires concentration Banishment magic. Scrying magic
become good balancing factors.  Wizard: Supernatural buffs and
debuffs. Great damaging spells. Great
utility spells. No healing without
additional cost. Banishment magic.
Scrying magic.
New Spells Flight
6th level transmutation
Classes: Sorcerer, Warlock, Wizard
Black Blade of Disaster Casting Time: 1 action
9th level evocation Range: 30 feet
Classes: Warlock, Wizard Components: V, S, M (the wings of a bee)
Casting Time: 1 action Duration: 1 hour
Range: 60 feet
Components: V, S, M (a black sapphire, worth One willing creature gains a flying speed of 40
5,000 gp, which the spell consumes.) feet for the duration. When the spell ends the
Duration: Concentration, up to 1 minute target falls if it is still aloft, unless it can stop
the fall.
You draw out entropy and decay At Higher Levels. When you cast this spell
from a black gem and fashion it using a spell slot of 7th level or higher, you can
into a sword of darkness. It lasts target one additional creature for each slot
for the duration. level above 6th.
When the sword appears, it
strikes at a target within 5 feet of it.
The target must make a Dexterity Lightning Field
saving throw. On a failed save, the 4th level evocation
target takes 20d6 force damage. If Classes: Sorcerer, Wizard
this damage reduces the target to 0 Casting Time: 1 action
hit points, it is disintegrated. Range: 90 feet (40-foot cube)
A disintegrated creature Components: V, S, M (a spool of copper
and everything it is wearing and beaten into a thin wire, and a lodestone)
carrying, except magical items, Duration: Concentration, up to 10 minutes.
are reduced to a pile of fine
gray dust. The creature can You create an area charged with energy, in a
be restored to life only by cube 40 feet on each side. Electrical arcs flow
means of a true resurrection or a through the area without damaging objects.
wish spell. When you cast the spell, each creature
Until the spell ends, you can within the area that is in physical contact with
use your action on each of your the ground, walls, or ceiling, takes 4d6
turns to move the sword up to 30 lightning damage and must make a
feet to a spot you can see and the Constitution saving throw. A creature has
sword strikes again. The same target or disadvantage to the saving throw if it is
another within 5 feet of the sword’s new wearing armor made of metal. If the creature
location must make a Dexterity saving throw fails this save, it cannot take reactions until
with the same result of failure. the start of its next turn. A creature also takes
damage and must make a saving throw when
Formula = (99 [base] + 93.5 [weak save for it enters the spell’s area for the first time on a
no damage]) × 1.2 [costly consumed turn or ends its turn there, unless it is flying,
component] × 0.4 [repetitive strike with jumping through, or otherwise not in contact
action] × 0.75 [disintegration] = 69.3 with the ground, walls, or ceiling.
At Higher Levels. When you cast this spell
using a spell slot of 5th level or higher, the
damage increases by 1d6 for each slot level
above 4th.
Mnemonic Enhancer Prismatic Fog
th
4 level transmutation 9th level conjuration
Classes: Wizard Classes: Wizard
Casting Time: 1 minute Casting Time: 1 action
Range: Self Range: 120 feet
Components: V, S, M (a piece of chalk and a Components: V, S
small stone slate, or an abacus) Duration: Concentration, up to 10 minutes.
Duration: Instantaneous
You create a 30-foot-radius sphere of roiling
Casting this spell allows you to prepare more fog centered on a point within range. The
spells than usual or gain multiple lower level sphere spreads around corners, and its area is
spell slots. When you cast this spell choose heavily obscured. It lasts for the duration and
one of the following two options. Regardless strong winds do not affect it. The fog sheds
of which choice you make, this spell cannot dim light out to 20 feet. The fog is unaffected
be cast again until you finish a long rest. by the create or destroy water spell.
(option 1) Prepare additional spells: Within the fog are seven vibrant
Immediately after you cast this spell, you can colors that swirl about. When a creature
choose an additional five spells to add to your enters the spell’s area for the first time on its
daily prepared spells. To do so, the spells turn or starts its turn there, that creature must
must be in your spellbook, but you do not make a Dexterity saving throw. For each
need to read your spellbook at the time you creature, roll a d8 to determine the colors that
cast mnemonic enhancer. You do not gain the affect it.
spell slots needed to cast these spells. These 1. Red. The creature takes 10d6 fire
prepared spells are lost after you finish a long damage on a failed save, or half as
rest. much damage on a successful one.
(option 2) Gain spell slots: When you cast 2. Orange. The creature takes 10d6
this spell you gain two 1st level spell slots. acid damage on a failed save, or
These slots are used normally to cast spells half as much damage on a
you have prepared. These spell slots are lost successful one.
after you finish a long rest. 3. Yellow. The creature takes 10d6
At Higher Levels. When you cast this spell lightning
using a spell slot of 5th level or higher, you can damage on a
choose additional spells to prepare or spell failed save, or
slots to gain, consult the following table, a 9th half as much
level slot allows you to prepare every spell in damage on a
your spellbook: successful one.

Spell Slot of Additional


Enhancer Prepared Additional Slots
5th 7 more two 2nd
6th 10 more two 3rd or three 1st
7th 12 more two 4th or three 2nd
8th 14 more two 5th or four 2nd
9th all two 6th or four 3rd
4. Green. The creature takes 10d6
poison damage on a failed save, or
half as much damage on a Prowess
successful one. 1st level divination
5. Blue. The creature takes 10d6 Classes: Bard, Paladin, Ranger
cold damage on a failed save, or Casting Time: 1 action
half as much damage on a Range: 30 feet
successful one. Components: V, S
6. Indigo. On a failed save, the Duration: Concentration, up to 1 minute.
creature is slowed (new condition
detailed at end of this guide). It One creature is granted a higher awareness
must then make a Constitution that guides its attacks. Choose a willing target
saving throw at the end of each of that you can see within range. Until the spell
its turns. If it successfully saves ends the target can use a bonus action on its
three times, the effect ends. If it turn to make a weapon attack.
fails its save three times, it In addition, the target gains an
permanently turns to stone and is additional reaction each turn. It loses this
subjected to the petrified extra reaction if it can’t take reactions for any
condition. The successes and reason.
failures don’t need to be At Higher Levels. When you cast this spell
consecutive; keep track of both using a spell slot of 2nd level or higher, you
until the creature collects three of can target one additional creature for each slot
a kind. level above 1st.
7. Violet. On a failed save, the
creature is blinded. It must then Solid Fog
make a Wisdom saving throw at 2nd level conjuration
the start of your next turn. A Classes: Sorcerer, Wizard
successful save ends the blindness. Casting Time: 1 action
If it fails the save, the creature is Range: 120 feet
transported to another plane of Components: V, S, M (a pinch of dried,
existence of the DM’s choosing powdered peas combined with powdered
and is no longer blinded. animal hoof)
(Typically, a creature that is on a Duration: Concentration, up to 10 minutes.
plane that isn’t its home plane is
banished home, while other You create a 20-foot-radius sphere of heavy
creatures are usually cast into the fog centered on a point within range. The
Astral or Ethereal planes.) sphere spreads around corners, and its area is
8. Special. The creature is struck by heavily obscured. The fog is unnaturally thick,
two colors. Roll twice more, and its area is difficult terrain. Any weapon
rerolling any 8. attack roll made by an attacker within the fog
or against a target within the fog has
disadvantage, even if the attacker has
blindsight. This includes ranged weapon
attacks that pass through the fog. Creatures
within the area also have disadvantage to
Dexterity saving throws. The fog lasts for the
duration or until a wind of severe or greater
speed (at least 20 miles per hour) disperses it.
two gray oozes you have created with this
spell, rather than creating new ones. If the 24
Spawn Ooze hour period ends and you do not reassert
5th level conjuration control, the creature becomes hostile, without
Classes: Warlock, Wizard the spell keeping it alive it quickly dissolves
Casting Time: 1 minute into harmless protoplasm within 1 minute.
Range: 10 feet At Higher Levels. When you cast this spell
Components: V, S, M (a small portion of the using a 6th level spell slot, you can spawn or
type of ooze for each one you are going to reassert control over four gray oozes. When
spawn, in a specially prepared glass bottle, you cast this spell using a 7th level spell slot,
worth 100 × the ooze’s challenge you can spawn or reassert control over five
rating gold pieces. For example: a gray gray oozes, or one gelatinous cube or ochre
ooze component costs 50 gp. jelly. When you cast this spell using an 8th
Duration: Instantaneous level spell slot, you can spawn or reassert
control over six gray oozes, or two gelatinous
You create two gray oozes that are under your cubes or ochre jellies. When you cast this spell
control. The material component for the spell using a 9th level spell slot, you can spawn or
allows you full mental control. If you lose the reassert control over eight gray oozes, three
material component, you lose control of the gelatinous cubes or ochre jellies, or one black
creatures. pudding.
As a bonus action on each of your
turns, you can mentally command any
creature you have created with this spell if it is
within 120 feet of you (if you control multiple
creatures, you can command any or all of
them at the same time, issuing the same
command to each one). You decide what
action the creature will take and
where it will move during its next
turn, or you can issue a general
command, such as to guard a
particular chamber or corridor.
If you issue no commands, the
creature only defends itself
against hostile creatures. Once
given an order, the creature
continues to follow it until its
task is complete.
The creature is under
your control for 24 hours, after
which time it stops obeying any
command you have given it. To
maintain control of the creature
for another 24 hours, you must
cast this spell on the creature
before the current 24-hour
period ends. This use of the spell
reasserts your control over up to
Please leave a review or rate this
Slowed condition: This is a new condition that product on DMsguild.
replicates the slow spell. This was begging to
be defined by the rules.

Slowed
 A slowed creature’s speed is halved, it
takes a -2 penalty to AC and Dexterity
saving throws, and it can’t take
reactions.
 On its turn, a slowed creature can use
either an action or a bonus action, not
both. Regardless of the creature’s
abilities or magic items, it can’t make
more than one melee or ranged attack
during its turn.
 If the creature attempts to cast a spell
with a casting time of 1 action, roll a
d20. On an 11 or higher, the spell
doesn’t take effect until the creature’s
next turn, and the creature must use
its action on that turn to complete the
spell. If it can’t, the spell is wasted.

Final Thoughts

That’s it for this guide. It is only


supposed to assist good DM spell design.
Always use inspiration and imagination as the
first steps to making creative spells. I always
start with a concept first, and decide if the
spell is iconic or clever enough.
The point buy system came last. Its
inclusion makes the level modification system
a little redundant, but I still like it for quick
and dirty spell design. If anything use them
both to double check your work.
The mnemonic enhancer spell came about
from fulfilling a need. It is included here for
your benefit, but it’s not the kind of spell that
can be easily created with this guide. It was
made from scratch.

People are free to add to my system as long as


they point others to it without reproducing it.

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