I’ve spent a lot of time this year preparing one of my D&D adventures for publication, an adventure that hinges around the Order of the Gossamer Robes, a pioneering body of wizards whose mastery of magic has allowed them to formulate many and various powerful news spells. Naturally, having created this storyline, I was duty-bound to create at least some of the incantations that these arcane academics have committed to their seminal tome, The Discoveries.
I will be releasing the adventure soon on DMs Guild (update I have released it!), along with the full version of The Discoveries, which currently contains 29 new spells. As a little teaser – and also to allow for playtesting and feedback before publication – I’d like to publish six of those incantations right now.
My goal in authoring them was to provide some new effects and possibilities that currently don’t exist (or at least I have missed!) in the 5th edition Player’s Handbook (or else provide the same effects but in different ways). And whilst nominally wizards’ spells, I’ll leave it up to you if you feel that they could be adopted by sorcerers, warlocks or certain priests.
Hopefully I’ve pitched them about right. They need to be as useful / powerful as existing spells (otherwise why bother create them!? No one would learn them…) and yet not not so powerful they unbalance the game.
Bridge
2nd level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes.
You create a shimmering bridge of energy 5 feet wide and 30 feet long, which arcs 5 feet above the ground at its highest point.
At Higher Levels. When you cast this spell using a 3rd level spell slot or higher the bridge you can create is an additional 5 feet wide, 10 feet long and arcing 5 feet higher for every extra spell slot expended. Additionally the duration of the spell increases by 10 minutes per spell slot used.
Author’s notes: I designed this so a low level wizard can solve problems in a dungeon, whilst a higher level one can help armies cross raging torrents…
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Chameleon
Illusion cantrip
Casting Time: 1 action
Range: Self
Components: V, S, M (a piece of chameleon skin)
Duration: Concentration, up to 10 minutes.
You assume the colours and appearance of the nearest surface, blending into your environment, enabling you to become all but invisible when still. The spell has no effect on any creature that has already seen you (unless you break line of sight and then hide), and the spell’s effects cease to work whenever you move.
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Flash Bang
3rd level evocation
Casting Time: Bonus action
Range: 60ft
Components: V, S, M
Duration: Instantaneous
You trigger a blast of magical force, accompanied by a thunderclap and flash of bright white light, that affects any creature within a 30 foot radius of a point you choose within range. The blast does 2d10 force damage, or half as much on a successful Strength saving throw, and causes victims to be stunned for 1 turn (no effect on save).
At Higher Levels. The damage increases by 1d10 for each spell slot level expended above 3rd.
Author’s note: Nowhere near as dangerous as fireball, the stun effect coupled with the fact it only requires a bonus action to cast I think make this spell interesting. Might be best used by a multiclass character, such as a rogue, who could then use sneak attack on the victims
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Lavinia’s Stunning Escape
5th level evocation
Casting Time: 1 minute (activated with a reaction)
Range: Self
Components: V, S, M (a pair of cymbals)
Duration: 24 hours
You weave a protective aura around yourself (or a willing target you touch) that you are able to trigger using a reaction the moment you take damage from an attack. When triggered a stunning blast of magical force affects anyone within 30ft, doing 2d10 damage (half on a successful Strength saving throw) and causing them to be stunned for 1 turn (no effect on save). In addition you may turn invisible as per the conditions of the spell invisibility (requires concentration, ends if you attack a creature) and teleport up to 60ft to an unoccupied space that you can see. The spell must be triggered within 24 hours of casting, or be lost. Only one protective aura can be active per person at one time, and it can be triggered only once.
Author’s note: an extremely powerful defence mechanism, this is a good spell to reward a PC with… possibly found in a musty spellbook in the depths of some dungeon (or in the Gleaming Cloud Citadel, if you buy my adventure out soon!).
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Meredin’s Mighty Applause
4th level illusion
Casting Time: 1 action
Range: 120ft
Components: V, S, M (a flower in bloom)
Duration: Concentration, up to 1 minute
Any humanoid within 30ft radius of the targeted creature of this spell must succeed on a Charisma saving throw or be overwhelmed by a need to clap this target, dropping whatever is in their hands to do so. This enthusiastic applause takes up the entirety of their turn. They may repeat the saving throw at the end of their turn.
The spell ends for an affected creature if it takes any damage.
At Higher Levels. For every spell slot expended beyond 4th level, the radius effect of the spell increases by 10 feet.
Author’s note: I feel this one could be a lot of fun – and very effective – in the right situation, especially if you’ve banned the overpowered Hypnotic Pattern (which you really should have by now!).
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Heart Attack
7th level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a chicken’s heart, crushed when casting the spell)
Duration: Instantaneous
You wrap a spectral hand around the heart of a giant-sized target or smaller within range and squeeze. The target must make a Constitution saving throw, and then roll a d12 and consult the following table. If they pass their saving throw they may add 3 to the roll.
D12 Spell Effect
1. Heart explodes causing instant death
2-4. Heart collapses reducing target to 0 hp
5-10. Heart attack. Target is paralysed for 1d4 rounds, taking 4d6 damage
each round.
11-12.+ Target suffers excruciating heart tremors doing 4d6 damage.
At Higher Levels. When you cast this spell using a 8th level spell slot or higher you can target one additional creature per spell slot expended.
Author’s Note: I like spells with a little table of effects! I found trying to pitch the danger of a 7th spell really hard, so let me know how you get on with this one… comments appreciated!
Ettina Kitten
Chameleon reminds me of an ability that witches have in the Women of the Otherworld series by Kelley Armstrong.
duncan
Cool, wasn’t aware of the series, but looks fun. Might have a delve!
dezwartemaan
chameleon was a spell in 2nd edition, but i think it had a different name. roughly same outcome
Mark D.
Camouflage it was a Ranger spell, cant remember the level
firelizard19
For “bridge” does “over the ground” mean there has to be ground that distance below it, or can the low-level version cast a bridge spell to cross a deep crevasse as long as it has ground on either side to place the ends on? I would assume the latter because it’s much less useful as a bridge if not, but spell wording can get very technical.
duncan
hey Firelizard, yes correct, the spell is not as well worded as it should be.
I mean 5 feet higher than its start and end points… so in can be any distance above the ground, should the ground sink in between these points, such as in the case of a crevasse.
BFG
The bridge seems like what Fizban did in the Dragonlance books. Definitely a fun one.
Thanks for all of the suggestions, and all of the other material you have. Great inspiration.