July 14, 2024

We Evaporate (30 Spells & Designing Interesting Spells)

This is a collection of many spells from different thematic schools, along with some notes about spell design. First, a bold statement that leads into some context for how the upcoming spells are designed:

Eldritch Blast is the worst spell. Ever.

Since many here (including myself) do not play 5th Edition, here's a refresher - "a beam of crackling energy streaks toward a creature within range (120 ft). On hit, the target takes 1d10 force damage," Its lack of description other than these two primary sentences give it no wiggle-room to be used in any capacity outside of combat. Its only redeeming quality is that it is a cantrip, meaning it can be used an unlimited number of times - but this just serves to make it a better tool in combat and nothing more. It arguably makes combat less interesting since its unlimited use will mean that your warlocks and whatnot will be encouraged to immediately use this every turn. Arguably a greater sin, it has no thematic trappings. When I hear the name "Eldritch Blast" I expect it to make people's head explode with forbidden knowledge or shoot a ball of tentacles from your hand or something, literally anything that connects to the thematic spring of the eldritch. Instead we get just a crackling beam of energy - apparently the poor souls who pay for the 5th Edition books do not even deserve a color for their d10 damage beams of energy. 

A good spell should be everything that Eldritch Blast is not - thematic and interactive.

Thinking about Eldritch Blast
By Gigi Cavenago
 
To make a thematic spell, I make spells in groups consisting of a primary, secondary, and tertiary theme.  An obvious example of this would be the School of Pyromancy - with the themes fire, ash, and revenge. For extra credit, I typically like to include a taste (I allow players to identify if something is magical by tasting it), founder, and who uses each spell group. These "schools" of spells can instantly say magnitudes about your world and serve as a jumping-off point for more spells (by pulling from any of the themes). They can also serve as sort of a guide to who should be typically wielding these spells. The list in this post is split up by 5 schools of 6 spells each. Additionally, do not underestimate the ability of a great title to a spell. "Fire Grant Me Strength!" is far better than "Fire Protection", even if both have the same effect.

To make a more interactive spell, I often add a physical element to the spell where there is none. For instance, a spell that sends a single target into a state of bloodlust is already pretty interactive, but it can have a more interesting texture if it summoned a physical shield that, let's say all that struck it will be affected by bloodlust. You can now hand the shield to an ally or make a shield wall of this if you are a particularly strong wizard, it opens up many more possibilities. Eldritch Blast fails in its intractability but can easily be expanded upon if it defined what energy it blasts. If it were, say, electric energy (despite not fitting to the theme it is already too cowardly to stick to) it opens itself to more use cases like electrifying a pool of water, a weapon, etc. Generally if you can think of more than two use cases for a spell than it is interactive enough. Often times theme will enhance interactivity, do not be afraid to expand spells you find boring by tapping into its theme.

There is additionally an element of GM interpretation to making spells more interesting as well. I try to be generous when players come up with ideas for how to use spells in ways I hadn't thought of. If it's a risky gambit they're trying to pull off, I'll warn them that there is a risk (perhaps not the exact nature of it) as well if it's all in the name of experimentation.

I didn't know Vivisection would do that, I swear.
By Gigi Cavenago

House of Flames

Fire, Blood, Vengeance. Their magic tastes of cinnamon. Founded by Rishloo IV the Bookburner. Practiced by vigilantes of an incestuous royal bloodline.

  1. Bloodflame Jelly. Leave a [LEVEL] * 10 sq-ft puddle of gelatinous blood that ignites and dissipates on your command.
  2. Beginning Of The End. Conjure a talisman that stinks of magic and stick it on a building or other manmade structure. In exactly one week it shall be devastated by a great fire.
  3. Brothers By Blood. Knight a target - their blood turns to fire as soon as it leaves their body for the next [LEVEL] hours. From now on all will recognize the target as noble blood, for better or worse.
  4. Fire In The Mind. Enchant and item and give it as a gift to a target. As long as they keep it, their dreams are haunted by horrible nightmares of your choosing. They cannot benefit from a full night's rest.
  5. Bloody Aegis. Conjure a shield that turns to bloody slush in [LEVEL] * 10 minutes. Whoever views it must save or be driven to insatiable bloodlust.
  6. Flickering Form. Swap places with a source of fire that you can see. Whatever fire you swap with grows to your size briefly. 
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Circle of Spiders

Spiders, Grace, and Moonlight. Their magic tastes of bile. Founded by the heretic Indigo Dubois. Practiced by a circle of witches who live in the attics and basements of unsuspecting nobles.

  1. Behold, Me. Conjure a cloak that turns to spiders in [LEVEL] * 10 minutes. The wearer's bottom half turns into a spider the size of a horse.
  2. Join Me In Song. Scream. Everybody in earshot vomits spiders and screams as long as you hold the scream, including yourself. 
  3. My Eyes, For You. Conjure an eyeglass that turns to spiders in [LEVEL] * 10 minutes. Whoever looks through it sees through the moon's eyes and anything the moonlight touches with perfect accuracy.
  4. My Bond, Unbreakable. Shoot [LEVEL] ropes of webbing. These form knots on your command and can only be destroyed by magical weaponry or fire.
  5. Join Me In Dance. Touch something and dance. It will mimic you as long as you are touching. Nonliving things will animate clumsily and attempt to copy your dance as well.
  6. My Light, My Beloved. Every inch of your skin glows with moonlight for [LEVEL] * 10 minutes. During this time, all who view you must save or begin sobbing uncontrollably.
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Scholars of the Grounding Flesh

Anatomy, Death, Relief. Their magic tastes of everclear. Founded by the disgraced Doctor Nygarde. Practiced by medical school dropouts and war criminals.
  1. Munchausen By Proxy. Name a disease you know and conjure a ring that turns to bile in [LEVEL] * 10 minutes. The wearer will display all superficial signs of this disease to a dramatic extent.
  2. Marfan Syndrome. Conjure a bracelet that turns to bile in [LEVEL] * 10 minutes. Whatever limb the bracelet is put on grows to quadruple its normal size.
  3. Locked-In Syndrome. Touch someone. As long as you are touching them, both you and the target cannot willingly move.
  4. Post-Mortem Eruption. Conjure a satchel that turns to bile in [LEVEL] days and place it on something dead. If removed, the dead thing (whether human or otherwise) explodes.
  5. Pica. Conjure a tapestry that turns to bile in [LEVEL] days. Whoever gazes upon it feels the overwhelming need to eat anything they can put in their mouth for [LEVEL] * 10 minutes.
  6. Stoneman Syndrome.Wave your hand over [LEVEL] * 2 sq-ft of living matter. It turns to bone for [LEVEL] * 10 minutes.
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School of the Ancestors

Spirits, Lineage, Honor. Their magic tastes of bourbon. Founded by nobody in particular. Practiced by a loose collection of oracles and occultists who call upon the same magical spirits.
  1. Catherine. A ghost in aristocrat's garb appears for [LEVEL] * 10 minutes. She obeys the requests of the most polite person in the room. Nonviolent and extremely knowledgeable in etiquette, politics, and poisons.
  2. Takeshi. A ghost in warrior's garb with a long spectral sword appears for [LEVEL] * 10 minutes. He obeys the requests of the most masculine person in the room. Extremely violent and justifiably brave given his status as a dead man.
  3. Cristobal. The ghost of a horse appears for [LEVEL] * 10 minutes. It obeys the requests of the most sinful person in the room. Stubborn, no matter where it is it knows the lay of the land.
  4. Robin. A naked ghost appears for [LEVEL] * 10 minutes. They do not obey anybody, simply floating around and making small talk about ancient art. They are exceedingly beautiful - anybody in their presence cannot be roused to violence.
  5. Tim. The ghost of a child appears for [LEVEL] * 10 minutes. He does not obey anybody and will cause as much mischief as he can in the time he has. Horrible, dreadful, completely unreasonable demon child.
  6. It. An indescribable ghost appears for [LEVEL] * 10 minutes. It is clingy toward a random person in the room. Nobody can bring themselves to view it willingly, and take mental damage for each minute they stare.
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Table of Dolls

Dolls, Wood, Silence. Their magic tastes of sawdust. Founded by Nagel the Craftsman, maker of the first automaton. Practiced by his Nagel's loyal apprentices, and the lonely who have gotten hold of his magic from his less loyal apprentices for a price.
  1. Magnum Opus. A [LEVEL] * 10 foot tall idol of wood rises from the ground. You decide on its appearance.
  2. Muse's Tongue. Conjure a horn that turns to mulch in [LEVEL] hours. If you speak through the horn, plants and wood will understand you. If you listen through the horn, you can understand them.
  3. A Small Gift. Conjure a ring that turns to mulch in [LEVEL] hours. Whatever vaguely humanoid thing wears the ring is given sentience and the ability to ambulate as long as it wears the ring. It is aware of its own mortality, roll reaction.
  4. Mine Own Form. Create a wooden doll clone of yourself at any point you can see, at any size up to twice as big or small as you. It turns to mulch in [LEVEL] * 10 minutes. It copies your exact movements and your voice.
  5. Ideal Form. Become a primitive wooden form (sphere, box, pyramid, cone, cylinder, torus) of [LEVEL] * 5 sq-ft for up to [LEVEL] * 10 minutes. 
  6. Magician's Flute. Come up with a sound and conjure a horn that turns to mulch in [LEVEL] * 10 minutes. The horn blares this sound at the volume of a scream on command.

5 comments:

  1. I absolutely agree with the name point - a while back I wrote a rather vanilla wizard, and it was exceedingly boring *up until* I switched out all the normal D&D spell names with long and wandering phrases. Who wants a "magic missile" when instead you could cast *To Strike A Target Across Innumerable Distances*, or *To Create A Killing Fire to Erase the Holy and their Subjects*.

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    1. This is something I fell in love with while reading Mork Borg. It's a lightning spell, it works like a lighning spell, but it's called "Nine Violet Signs Unknot the Storm". How cool is that?

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  2. An interesting and thought-provoking post! Clearly some effort went into rounding out a spell list in a nice "environmental storytelling" paradigm.

    I'm a little ambivalent about the starting assertion that Eldritch Blast is bad. If you'd simply said that you didn't like it, that'd be 100% okay. But to present this matter of taste as a fact ignores the more significant fact that different people like different styles of play, and calling it the "worst" just means you've been sheltered from a lot of the stupider, darker corners of the hobby. :p I mean, for anybody who wants a specific color, isn't it a bonus that they get to choose one instead of the book declaring that the blast is always purple, or trying to shoehorn in some chart showing you what color it is based on the warlock's specific patron?

    More to the point, consider that calling the Eldritch blast "bad" simply because it's a bread-and-butter combat move completely ignores the reality of all the classes that use physical attacks. If "a crackling bolt of energy" every round is bad because it's samey and boring, then what are you going to do to replace the endless parade of "I attack with my sword"?

    In terms of the spell list: To be honest, the repetitive litany of screaming and spiders and bile and so on feels kind of 4EDGY8ME, and some of these spells would clearly require a huge amount of DM fiat to establish the parameters for how they actually work. That said, some of them are very evocative! The ones that, IMO, best fit the "magic is magical" idea your reaching for are:
    * Beginning of the End (very much the kind of thing you could build a scenario around)
    * Fire in the Mind (ditto)
    * Flickering Form (my favorite on the entire list)
    * My Eyes, for You (although I'd definitely get rid of the spiders)
    * Muse's Tongue (although I'd rename it given that talking to plants has nothing to do with the arts)
    * Mine Own Form (pretty classic; just look out for the Naruto fans)

    Anyway, thanks for sharing! It was an interesting read.

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    1. Hey thanks for the thought-out comment, I love comments like these! Perhaps labeling it as so black-and-white "bad" was a bad idea - it's obviously a spell that is very much meant to exist in the context of 5th edition's more drawn-out tactical combats and is a key part of the 5th edition warlock's kit. I just think that most really great spells really enable dramatic problem-solving (whether that problem be eliminating a bunch of foes with a fireball or burning down a cursed forest with it or the like) that can lend to memorable moments at the table. In order to have something be really usable for problem-solving on multiple fronts the players must be able to imagine a plausible way it could be used for multiple situations, and the GM must also be able to imagine this in turn. Eldritch blast, largely because of its lack of tactility, is really constricted to solving one problem, killing baddies. I'd honestly prefer if the eldritch blast spam was changed to "I hit him with my sword", because at least players may get ideas about like grappling an opponent to make it easier to hit them or some other dirty play that casting formless blasts of energy really doesn't lend itself to. Eldritch blast is somewhat unique because other cantrips in 5th edition are actually quite flavorful, tactile, and lend themselves to some creative play (acid splash, gust, poison spray, fire bolt, etc) because they can interface with the world in ways that encourage player shenanigans.

      Also sorry about the edginess, been on a MORK BORG kick as of late and it appears to be leaking through into my writing, haha. Thanks again for this comment, have a good one.

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    2. Even sans this article, I think Eldritch Blast is actually bad because it is boring, just by comparing it with other available spells. I guess you could make the argument that because it's so bland, it uplifts all the other spells, and thus serves a role.

      Also, it's not apples to apples to compare a spell to a standard attack roll. After all, a spell caster can also make a standard attack roll already. The attack roll doesn't have a special entry in a special section in the manual with thematic in-world text, but spells do. It's been a while since I've playe 5E, so I concede this point if EB is a special cantrip or something that can be cast an unlimited number of times, and only serves to be the spell caster's main attack. In that sense, it isn't really a spell in my view.

      Either way, I think it's a perfect example of "what not to do" when ones' goal is designing an interesting spell, and was textbook appropriate for the opening of the article.

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