Spell Creation
Spell Creation
ConTenTS
BuilD-a-SPell 3
mySTic arcanum 14
aDvenTuring Gear 19
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DC Playbook Volume 8
Tiers of Play
As characters progress to each new tier of play, at 5th, 11th, Casting Time Basics
and 17th-level, we see them unlock stronger abilities and By default, the casting time for spells is generally 1 Action.
become progressively more powerful. A wide array of new When you first start out, discovering the balance implications
concerns are added to all three pillars of the game. A great of the various dials at your disposal can be very tricky. It might
example of this is at 5th-level when 3rd-level spells like Fly, be best to start with a casting time of 1 Action and see how
Fireball, Haste, and Revivify come online. It’s important to keep the spell performs in practice before branching out into Bonus
this in mind when deciding which tier of play your newly Actions or rituals.
created spell fits into. That said, you can increase the power of a spell significantly
by putting a restriction on it, like a casting time of 1 minute.
Damage Types & Their Effects One thing to consider when doing this is that longer casting
Certain damage types have already established and expected times will make spells no longer useful during combat. Spells
mechanical effects that coincide with their damage. Fire with a ritual tag have a similar effect, making them slightly
spells tend to do more damage, but have very few alternative less powerful because of their time requirement, but can
effects or conditions tied to them. On the other hand, Cold allow casters to get more bang for their buck when they use
and Poison spells often apply secondary drawbacks that make a spell slot.
up for their lowered damage output. Lastly, damage types like
Force tend to do slightly less damage and lack devastating
secondary effects because it is rarely resisted by creatures.
Abjuration
Abjuration is a school of magic based on protection, warding, Transmutation
and prevention. Spells within this school often grant shields, Transmutation takes what is and makes it something new. It
Temp HP, and disrupt other magical energies, but protective deals in form manipulation and twisting preexisting forces.
traps, wards, and even cleansing effects like Lesser Restoration Shape changing, bending the physical world to your will, and
can be found in this school. altering material objects all fall under this school’s purview.
Physical improvements to weapons and creatures also find
a home here.
Conjuration
Conjuration is often considered the school of summoning
creatures and objects, to aid in your efforts. However, it also
consists of teleportation magic and dimensional travel effects.
Divination
Divination is the school of attaining and sharing knowledge.
Spells within this school often empower their user and
allies with powers to see, hear, or communicate in ways
they couldn’t normally. Discerning the future, discovering
answers to questions, and guiding one’s actions are all classic
Divination effects.
Cylinder
Cylinders are, sadly, an underused shape,
but they don’t have any distinct advantages
aside from often extending higher than
they do laterally. Its origin lies at the
center of a circle with a specific radius
noted in the spell’s description. Cylinders
then extend up or down from the circle to
form a cylinder of the height designated
in the spell. Because of their limited
advantages over a sphere or cube, and
more complicated descriptions, cylinders
are often a thematic or narrative choice
more than a mechanical one. Moonbeam
is the perfect example of fitting a spell to
this area type.
Charisma
• Charms and possessions
• Emotional changes and soul removal
• Affects one’s state of being and place in the world
• Banishment and imprisonment
• Almost never deals damage
Incorporeal Resistance if there isn’t a creature tethered and you choose not to take
this Reaction.
1st-level, Necromancy
At higher levels: When you cast this spell using a slot of 2nd-
Casting Time: 1 Reaction level or higher, you can target 1 additional creature with the
Range: Self initial casting of this spell. If more than one creature tethered
Components: S, M (bones from a creature that has been dead by this spell drops below 0 HP at the same time, you can use
over 100 days) your Reaction to connect each broken tether to a creature
Duration: Instantaneous within range not already tethered by this spell.
When you take damage from a source that you can see, you
temporarily become incorporeal and resist the attack. Roll 2d8
and add your spellcasting ability modifier. You subtract the
Dash
total from the damage taken. 2nd-level, Evocation
At higher levels: When you cast this spell using a spell slot of Casting Time: 1 Action
2nd-level or higher, you roll an additional d8 for each slot Range: Self
level above 1st. Components: V, S
Duration: Instantaneous
Kinetic Absorption As part of the Action to cast this spell, you double your
movement speed to an occupied space, leaving behind a trail
1st-level, Abjuration of fire that burns until the start of your next turn. The fire
Casting Time: 1 Action ignites flammable objects in the area that are not being worn
Range: Self or carried. Any creature that starts its turn within this line, or
Components: S, M (a sponge) enters it for the first time on a turn, must make a Dex Save.
Duration: Concentration, up to 1 minute Failure: The creature is lit on fire and takes 1d10 Fire damage.
A creature on fire takes 1d10 Fire damage at the start of each of
You create a magical ward around yourself that empowers its turns until it or another creature within 5ft uses an Action
you when it is struck, giving you Temp HP equal to your to douse the flames. Success: The creature takes half of the
spellcasting ability modifier. When you take any damage that initial damage and is not lit on fire.
is not Psychic damage and lose Temp HP granted by this spell,
you recover an amount of HP equal to the Temp HP lost.
At higher levels: When you cast this spell using a spell slot of Holy Chain
2nd-level or higher, you gain additional Temp HP equal to 2nd-level, Evocation
your spellcasting ability modifier for each slot level above 1st.
Casting Time: 1 Action
Range: 30ft
Lightning Leash Components: S, M (a small chain worth 1gp, which the
spell consumes)
1st-level, Evocation Duration: Concentration, up to 1 minute
Casting Time: 1 Action A holy chain fires from your hand and attempts to wrap
Range: 60ft around a creature that you can see within range, forcing the
Components: S, M (5lb chunk of copper worth 10gp) target to make a Str Save. Failure: The creature takes 1d8
Duration: Concentration, up to 1 minute Bludgeoning damage, 1d8 Radiant damage, and is Grappled.
You focus on a creature within range and summon a bolt On subsequent turns, you can use your Bonus Action to deal
of electricity that sticks to it as long as it stays within range. 1d8 Radiant damage to the Grappled target. The target can
Make a Ranged Spell Attack against the target. On a hit, the attempt to make an Athletics or Acrobatics Check against your
target takes 1d10 Lightning damage and is tethered to you. On Spell Save DC to escape being Grappled. The spell ends if you
subsequent rounds, you can use your Bonus Action to deal an and the target are ever more than 30ft away from each other.
additional 1d10 Lightning damage to tethered targets. When Success: The creature takes half damage and is not Grappled.
a tethered target drops to 0 HP, you can use your Reaction At higher levels: When you cast this spell using a spell slot of
to make another Attack against a new target within range 3rd-level or higher, both instances of Radiant damage increase
that is not already affected by this spell. The spell ends early by 1d8 for each slot level above 2nd.
Zealous Smite
3rd-level, Enchantment
Arcane Trap
Casting Time: 1 Bonus Action 5th-level, Abjuration
Range: Self Casting Time: 1 Minute
Components: V Range: 30ft
Duration: Concentration, up to 1 minute Components: V, S, M (a verdant prism worth 300gp, which the
The next time you hit a creature with a Melee Weapon spell consumes)
Attack during this spell's duration, your weapon invokes Duration: Until dispelled or triggered
overwhelming zeal in its target, and the Attack deals an extra You conjure a glowing arcane field in a 20ft-radius sphere at a
3d6 Psychic damage. The target then must make a Wis Save. point you can see within range that fades and turns invisible
Failure: The target uses its Reaction to move up to its speed over the next minute. The trap lasts for 1 minute after being
in a direction of your choice and makes a Melee Attack against triggered, and you decide what event or condition triggers it.
a creature of your choice within its reach. Options can include, but are not limited to: A creature entering
the sphere, a certain amount of time passing, a spell being cast
within the sphere, or certain words spoken within the sphere.
Arcane Armor Creatures within this space once the trap is triggered, or that
4th-level, Abjuration enter it while its effect lasts, are affected in the following ways
Casting Time: 1 Action while inside its area:
Range: Self • The creature treats all spaces within the sphere as difficult
Components: V, S, M (a piece of silk worth 25gp) terrain.
Duration: 1 hour • The creature has DisADV on Dexterity Checks and
You hone your senses and your knowledge as you create a Dexterity Saves while inside the sphere.
shield around yourself that absorbs arcane energy. For the • The creature’s AC is reduced by 2.
duration of the spell, when you succeed on a Save from an • In order to leave the sphere’s radius, the creature must make
enemy’s spell that does half damage on a success, you instead a Cha Save. Failure: The creature fails to exit the trap and
take a quarter of the damage and your armor class increases by takes 2d12 Force damage. Success: The creature is able to
+1, to a maximum of +3, for the spell's duration. enter and exit the trap’s radius unhindered.
An Artificer-deployed automated defense system guarding secrets. Setup: This false doorway can have any appearance and can
be placed in any dungeon or building, in a hallway, or as an
Setup: This trap is a Medium tower invention that occupies a entrance or exit. The door should appear to lead somewhere
5ft square and contains 3 crossbow-like arcane launchers. It is important, but instead leads to a trap.
built by an Artificer, inventor, or mechanist and is commonly
deployed inside laboratories or vaults to protect inventions Trigger: The trap activates when 2 or more creatures move
and valuables. within 10ft of the door.
Trigger: When a Small or larger creature moves along the Effect: The door disappears, and a wind originating from it
ground within 120ft of the trap, one or more of the 3 arcane pulls any creatures within 10ft of its space toward the opening.
launchers emits a visible laser on the target to track it. The Each target must make a Strength Save. Failure: It is pulled
tower can track up to 3 creatures at a time while within range. through the doorway, falling 20ft and landing in water. After
When a creature tracked this way moves within 90ft, the they are pulled into this room full of water, a Wall of Stone
trap triggers as long as it has line of sight, and fires multiple appears in the door’s original space, separating the party. The
arcane bolts at tracked targets. Each launcher triggers every 6 PCs that were pulled through the doorway can see that there
seconds, resulting in a visible and audible build-up of energy. is a tunnel underwater that leads further into the dungeon.
Effect: Creatures targeted by ADS must make a Dex Save. Counter: Any creature that succeeds on its Strength Save or
Failure: A creature takes Force damage for each launcher is not forced to make one, and is within 5ft of a creature that
tracking them. failed, can try to grab that creature and save them, making
a Strength Check to do so. Additionally, if all of the party
Counters: The tower cannot initiate tracking on any creatures members jump through the door, then the party does not
off the ground, such as those flying, but it can fire against a become split. A creature could also see that the door is illusory
tracked creature within range. The trap can be disarmed by by making an Intelligence Check. Detect Magic reveals Illusion
a creature within 5ft of it with a successful Tinker’s Tools and Evocation magic originating from the door.
Check. Alternatively, the tower can be attacked and destroyed
by dealing enough damage to it, or the tower can be tricked Tweaks: A major tweak to this trap could be to add a combat
into shooting a different target if the tracking laser is reflected encounter. To make this more intense, you could have
toward another location. Crocodiles or Reef Sharks waiting in the water for when the
PCs are pulled through the door. Another idea is to have the
Tweaks: The tower can be tweaked to hold more or less door be a Mimic instead of an illusion, which throws PCs
launchers and its damage type can be altered depending on the into the water after it successfully grapples them. The Wall of
Artificer that deployed it. An especially nasty ADS made by an Stone could also be replaced
Alchemist might deal Poison damage and cause the Poisoned with a Wall of Ice, a Wall of
condition. Alternatively, an ADS made by an Artillerist might Force, a Wall of Fire, or Wall
deliver explosive bolts that damage all creatures in the area. of Wind to incorporate
The launchers could also deliver a series of blasting or control different themes with the
spells to stop attackers. GMs can also deploy more or less trap. A Wall of Fire might
cover in the area of an ADS, to spur creative management damage party members that
of the threat. go through it, but doesn’t
outright stop them, and a
Wall of Force can be harder
to pass through than a
Wall of Stone.
Brimstone Flail