@@learncat8771 I mean, I knew he played, he did a few games on the dungeon runners podcast, it’s just surprising to see somebody actually looking into their own stuff.
This is how we got those "Trademarked" spell. Melf's Minute Meteors came from Gary Gygax's son who played Melf. He wanted to cast Fireball in a smaller space.
Colonel's Chess Turntable. Level 3 Transmutation. Pick a center point within 75 ft. The floor, ground, or standing surface immediately rotates in a 25ft diameter disk 180 degrees. It cannot affect bridges or any object that would become 'disconnected' if it rotated in place. Any character or monster standing firmly within the disk will now be facing the opposite direction, on the opposite side from the center point. Any character caught straddling on the edge of the disk (such as the 8 diagonal squares in a square combat floor), makes a DC 15 dexterity saving throw or is knocked prone. Any creature that succeeds this saving throw can decide whether it wants to move with the disk or stay in its present location.
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 made a spell where you can give a magic middle finger that glows in red light for a split second, and anyone who sees it gets super pissed off at everything. It usually ends in them punching the person next to them.
That's actually pretty clever lol. Especially if you manage to subtly use it in a non-combat situation. Imagine getting two guards to start randomly attacking citizens "for no reason".
I recommend also covering homebrew rituals, invocations, and metamagic as well. You'd be surprised to see how many people ask for stuff like that. Usually it is pretty minor, but is a good idea to cover regardless.
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.
Yo, you should do a how to use world anvil after this! I was having trouble with it about a month ago, and would love to get some help, and while supporting my boi doing so!
I made a spell and entered it on my world. What was the issue you were having? Maybe I can help? Here's my spell: Identify Dead www.worldanvil.com/w/paths-of-the-adventurers-crazyzonie/a/identify-dead-article
How do you playtest spells? Do you just give them to players in your current campaign and adjust as you go along? or do you make a separate game just to playtest? I'm kinda new to this so I'm curious.
Christian Dave Gutierrez personally I label my homebrew spells as “volatile new discoveries” from the arcane magic school and/or temple my players eventually run into, so I give them the ability to use those new spells but retain the right to change them to balance the spell at will as GM, but I also let the players pick a spell to replace that homebrew spell if they aren’t happy with the change (let’s say I decide it’s actually a 5th level spell instead of 4th then they get to either pick an entirely new 4th level spell and replace a 5th level spell they know or just pick a new 4th level spell and drop the homebrew)
This is so useful! I'm actually excited for your flavor topic. I usually reflavor thing and the players love how unique they feel despite casting a normal spell
@@Neiot Think of it as how a thing feels in-game. What does it look like? What sounds does it make? Essentially it's the non-mechanical bits of a thing that make it feel a little more special. Reflavoring is changing the existing flavor and perhaps minor mechanical changes so that it makes sense.
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.
Wait isnt this just the houses with chicken legs that actually do exist? Mech? Nah fam just a temporary chicken house. Also I would put a size limit because you could just walk up to the kings castle and carry it and the king off.
this is kind of like a witch Grand Hex in pathfinder called Witch's Hut Witch’s Hut (Su) Effect: The witch can animate a hut, small house, covered wagon, tent, or similar construction as an animated object. The hut can be of up to Huge size (approximately 15 feet by 15 feet). The animated hut’s hardness increases to 8 and its hit points double. The witch can give the hut the following commands: guard (the hut watches for trespassers within 120 feet using the witch’s Perception modifier and screams if it spots any), hide (all entrances are hidden by illusory wall spells and locked with arcane lock), and move (moves at speed 60 on giant bird or bone legs as directed by the witch, even obeying commands such as “follow me from 100 feet away”). The hut remains animate for 24 hours, until she dismisses it or she animates another, at which time the hut stops where it is and reverts to its nonmagical state.
GJ mate. Been waitin for this. Never forget to compare your homebrew spells with existing spells. If yours is almost always preferable, then it is either overpowered or should be a bit higher levelled.
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.
Nice to see WorldAnvil steadily getting out there on more and more channels! Stumbled across the place myself some months back, and it's been a godsend for offloading and organizing my various worldbuilding ideas.
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.
This is basically the same math as why 2d6 is not automatically better than 1d12. I should have just used that example, I had to find a special calculator to help me with the stats on 5d4. Since I found it though, did you know that 8d6 (fireball) has a 8.09% chance of dealing the average damage (28) and a chance of dealing maximum damage (48) so small it rounds to 0.00? Isn't math fun? (The calculator is called anydice)
4:24 Wait, 9d4 has an average of 22.5, not 18. 7d4 has an average (rounded up at least) of 18 though. Edit: Good video otherwise, thanks for letting us watch it!
@@BearGamerful Correct! Since there is an equal chance to roll 1, 2, 3, or 4, you take the mean of those possible outcomes and it comes out to (1+2+3+4)/4=10/4=2.5. If you roll Xd4 you'll generally find that the expected value of the sum is about 2.5*X.
I'd put that squarely in 3rd level right now. It heals an average of 36 hp over 10 rounds, with the caveat that you have to constantly being hit. I would personally change it to be able to be cast on others, last 1 minute (making this a combat only buff), and either saying "if the target is restored to full hit points the spell ends" or "the spell ends if it restores a maximum of _____ hit points on the target".
On second thought, if this is Concentration, can be cast on others, and lasts 1 minute it's functionally equivalent to Healing Spirit and is pretty balanced at 2nd.
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
My first time at Denny's was with my late father and a couple others we were on vacation with. My order was more or less the only one they didn't botch, but it was still sub par. And my Dad usually had a good experience there, so he was bitterly disappointed with how it had gone for everyone.
Just watched your ad for World Anvil, and before I even watch the rest of the video, 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 UA-cam, I'd say your ad worked!
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 watching this video, 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.
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
You should go more in depth with it. What is the magic changing energy? What does it look like? What are some examples of how things can be changed within? Are the changes permanent after the spell ends? Etc.
@@brandondennis5166 it is permanent and changes everything ever, it looks like a ripple in air sort of like what a hot car or fire does, anything inside it can be changed it anyway
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.
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.
now just play eldritch knight fighter.....5 attacks...…. x that action surge.....cast at 5th level...…40D8 added to that attack round or have wizard friend do it for 60D8 (7th level)
[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.
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)
You can’t understate how hard balancing is. I tried making an entire sorcerer spell list for melee casters, and by god was it hard. However, a falcon punch feels really good to blow up a man’s face at the end of the day.
i made a 5th level spell called clowding smash to use it you need acess to the sky and it costs an action a giant mist hand smashes down on foes in a 20ft radius doing 8d10 to each of them
Cantrip- retrieve (bonus action) Within 60 ft, hold out your hand to levitate object you are attuned to and pull it towards you. I think it’s cool for wizards who lose their focus or for magic melee character to feel like Thor.
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 made a cantript called snail, and it allows you to summon a snail. You can talk to the snail and give it commands. It also has tremorsense. I also made a cantript called duck. You can summon a duck, and tell them what to do if you give them bread.
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.
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.
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).
Perhaps have it as a reaction to ranged attack spells or ranged weapon attacks. Teleports the projectile on a roll (maybe spellcheck against the enemy's DC) back at the assailant. At higher levels the size increases, teleporting more projectiles/spells. However, having it be a solid portal for transportation is already what Arcane Gate and the 9th lvl Gate spells do.
@@elf-lordsfriarofthemeadowl2039 Arcane Gate would be the closer to it, but i want it to be more versatile, like for example, if someone launches a melee attack and hits the portal then the portal diverts the attack, so is not just for range attacks, or you can use it to make a door on a closed room, or a window. If a creature small enough falls, enters, or is thrown in the portal then it just goes through it but the portal remains, rather than the portal consuming itself, or being unable to appear because a creature was occupying the space of the portal. That way it allows for partial teleportation, like wormhole, rather than a teleport warps and sucks things instantly. I guess a way to balance it, would be that creatures can't be teleported into nothingness, and they would not receive fall damage, and since it is in essence a door, there's no risk to make it so someone would be stick within a rock for example, also in order to avoid its abuse as a dismembering weapon, it could remain open until whatever is penetrating the portal leaves it.
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.
Next several videos 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.....
You can cover Larry in the 2nd video! Just have a Face-to-face with Larry and interview him (through the magic of editing) and be like "Larry, my viewers wanted to know what School of Magic you primarily use, because I covered that last week." and Larry would... be Larry.
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?
I've got a question about it, but overall I like this idea. First, which classes can cast it? It sounds like a wizard spell, but I can also see bard getting it as well. Second, I think bumping it down to a 4th level spell would make it more useful, as 7th level (when full spellcasters gain 4th level spells) is the same level that rogue and monk gain the Evasion feature and can avoid damage that way. Overall, the damage reflection concept is very cool and I feel like this is what Counterspell should have been (more or less, ie. if it affected non-damaging spells as like normal) Another question: can you explain the name of the spell to me? "Empathic" makes me think empathy, therefore an enchantment spell, but its affect and school tell me otherwise, just a bit confusing. I'm sure once I hear the reasoning it will make more sense :3
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
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.
This is my favourite topic. Magic! The measly level 1 wizard feels constricted with his abilities, never reaching far enough to accomplish his tasks, having to reach for compromise with the magic gods. As the wizard gains in power that binding, constricted use of magic seems to open up and chaos starts to pour forth. By the time they are arch mages the power is so complex and powerful that even our minds can’t comprehend its power!!! I liken the use of magic as the development of AI. The more we uncover AI the more complex it gets until at some point it surpasses our ability and mind. Love the topic and it’s what keeps me up at night as I DM my group of level 17’s through a mind warping world only they can control.
2:12 the one homebrew spell I've made so far is Cows: you yell "I CAST COWS" and roll a number of d4s equal to the level you cast the spell at. The total rolled is how many cows appear in the area. There's nothing supernatural about these cows, you don't even have any sort of inherent control over them, the only thing special about them is that they have the same alignment as the caster. Yeah, that's too powerful
3rd level transmutation spell which is an improved reduce that makes you small for an hour and gives a plus 5 to stealth checks. With the same limitations of invisibility ie no attacking or casting spells that require saving throws. (so you can cast message to report back what you saw)
I'd be honored to join your deli meat-based campaign of vengeance as a veteran. Very informative video. I've been thinking of this subject lately and this helps. Looking forward to part 2, and already hoping for a part 3.
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 always thought an energy siphoning spell that steals spell slots from another caster would be neat, but I'd limit the level of the spell slots you could take if I made it. Using a fifth level spell to steal a ninth level spell would be silly.
@@kylestanley7843 Yeah like I said, the lvl 4 spell could negate up to a 4th level slot. Casting at higher levels would then allow you to negate higher slots. It works very similarly to counterspell or dispel magic.
Lmao, that creeping cold spell is an actual spell I've made before. Well, similarly. It's called Taxon's Creeping Cold on DNDBeyond, and is basically an area of crawling ice that incapacitates and damages
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?
literally been making homebrew spells like crazy this past month because my group just wants to use their own unique shit instead of whats in the book so this is timely help
It's not just the minimum damage that is affected, but if you use more dice the results tend to become more predictable as certain numbers become more likely to show up and others become less likely.
in my game I've not made custom spells, but I have made Spell Variants that are slight changes to existing spells, one has to know the original spell to know the variant so like, Alcohol Splash is Acid Splash with poison damage and a chance to make the enemy poisoned and Salt Earth is like Mold Earth but turns the dirt permanently into salt as it's cast
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.
@@Funkin_Disher I thought that too, but unlike Detect thoughts which lets the target know you were probing them, this one only requires an object, and since it leaves no trace, I thought I'd bump it to 4th.
i wonder if "suture" would be a wizard spell without intruding on the domain of clerics essentially it holds a wound closed for a hour stopping bleeding until the effect wears off
I want to give my party some spells that are quite powerful, but have serious reprecussions. This ties into the theme of my campaign; "Power at a price". I know this will be VERY difficult to properly balance, but any idea on how I should try and balance spells like these?
I had a DM use spells like these to great effect. The basic formula was that the spells tended to do either three times as much damage as a spell of their normal level (at the expense of the Caster also being subjected to the effect, with possible serious injuries if they failed a con save), or that they enabled you to do something beyond what the level of the spell would indicate, but if the caster fails a spellcasting check the effects are reversed or worse. For instance, there could be a second level version of Scry, but instead of the target making a wisdom saving throw against being scried upon, the caster would have to make a successful arcana check. If the caster succeeds on the check they'd get the information they were looking for. If they fail, then they might lose sight in one eye, be struck with a madness effect, or another serious (but not character-ending) side effect... but they'd still be able to observe the target for the duration of scry.
the only healing spell for a wizard ive seen that i liked was one that let a creature burn hit dice in battle. its limited but still lets you give a boost, at the cost of healing later (assuming you use hit dice)
One spell I saw was a spell that just turned someone's shadow into a copy of the creature for 1 minute and it becomes a creature, taking up the same space as the target and doing whatever a creature can do, but the only target of anything it does can be the target of the spell. It has all the same weapons, stats, languages, and everything but all it's attacks do Necrotic damage and it has 1/4th of the health. The spell ends when the target goes to 0 Hit Points or dies. It was pretty strong against single boss enemies but worse against lots of weak enemies.
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 9x2.5=22.5 and the average of 3d10 is actually 3x5.5=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!
The rulebooks even remind people of this when calculating spell damage: Runesmith was using the "averages" given for taking the average on Hit Dice, which are rounded up by 0.5 to make whole numbers. So d10 Hit Die classes can take 6 HP per level after 1st, because the average of a d10 is 5.5 (not 6) - they round it up to the nearest whole number for Hit Points.
i wanted to make a spell where you summon a dagger that you can either teleport into your hand as a bonus action or you can teleport to wherever the dagger is as long as its within half of your movement distance as a move action so you could basically become katarina
Talk about lore implications and story beats to traverse, like an entire adventure centered around finding a spell that allows you to taste that one very delicious Gumbo with four different types of rice that no matter how far you search they just can't get the spices right!!!!
1:06 ... Hold on... Gimme a second... Gotta make a fat Tabaxi Transmutation Wizard named Snowball who's obsessed with levitating everything.
Putting that on my list of character ideas.
Ditto.
At least now ya got graviturgy
"If it has more than 3 stages, it's too complicated"
storm of vengeance: *sweats profusely*
Or rather, *rains profusely*
I'll go now.
Or rather, *hails profusely*
Contagion: Is it getting hot in here?
Druid: *uses storm of vengeance*
Everyone in a 1 mile radius: I am in danger :D
Then I've got to delete all of my spells 😭🤣
I think a segment on choosing and balancing spell components could be good for us especially sweaty nerds
Holly shit dude!
@@jakesgenuineanarchy5955 A surprise to be sure, but a welcome one.
@@learncat8771 I mean, I knew he played, he did a few games on the dungeon runners podcast, it’s just surprising to see somebody actually looking into their own stuff.
@Dash Kamryn Confusion
Woah...
Cower in fear at my homebrew expansion of soup-themed spells
Cower in fear? I believe you mean tremble in anticipation.
Fireball but instead of fire it's scalding hot chicken soup
@@cheesewizard8943 just a massive splash of cooking oil lol
You are still no match for my toaster power!
Epithet Erased? 🤔
1) do magic
2) add it to the game
3) nerf if op, or just change level
4) good job
Changing level is a kind of nerfing
Coy Raig no.
5) P R O F I T
@@flamo2666 yes, it increases the cost, for the same effect.
This is how we got those "Trademarked" spell. Melf's Minute Meteors came from Gary Gygax's son who played Melf. He wanted to cast Fireball in a smaller space.
vynat draco wow, that sounds like the ULTIMATE NIGHTMARE.
Melf was Gary Gygax's Son? Damn, u learn something new everyday
@@hixel1268 Mordenkainen is Gygax, Elminster is Ed Greenwood, most if not all of the important NPCs were PCs of the creators of DnD.
@@hixel1268as was Tenser!
Me: Makes a lightning spell
My party wizard: UNLIMITED POWAHHHH
ConfectionaryCanine83 so witch bolt, but good
lightning magic only exists to quote sheev
change my mind
@@JohnSmith-kb4re I was gonna make q joke but I just couldn't 'do it' (get it?)
@@Funkin_Disher Why isn't witch bolt good then, because every other person i've met that's mentioned it has given glowing reviews?
ConfectionaryCanine83
www.giantitp.com/forums/showthread.php?587387-Fixing-Witch-Bolt
Is a good start, tons more threads on it over the years tho
"Snowball the far gravicat" is now in my spellbook
would you like to add "snowball the far gravicat" to your favourites.
Harry Richardson yes
@@maddoxWolfe "snow ball the gravicat" has been added to your your favourites list.
Colonel's Chess Turntable. Level 3 Transmutation. Pick a center point within 75 ft. The floor, ground, or standing surface immediately rotates in a 25ft diameter disk 180 degrees. It cannot affect bridges or any object that would become 'disconnected' if it rotated in place. Any character or monster standing firmly within the disk will now be facing the opposite direction, on the opposite side from the center point. Any character caught straddling on the edge of the disk (such as the 8 diagonal squares in a square combat floor), makes a DC 15 dexterity saving throw or is knocked prone. Any creature that succeeds this saving throw can decide whether it wants to move with the disk or stay in its present location.
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 made a spell where you can give a magic middle finger that glows in red light for a split second, and anyone who sees it gets super pissed off at everything. It usually ends in them punching the person next to them.
That's actually pretty clever lol. Especially if you manage to subtly use it in a non-combat situation. Imagine getting two guards to start randomly attacking citizens "for no reason".
Amazing timing Mr. Runescape I've literally talked about this with my DM last week
>Runescape
Boi n u h
Are you gay?
@@snackfood109 I mean, presumably.
So you’re gay?
"Altering Devil contracts " HOLY SHIT did you just offer up a Can of worms for anyone Bold enough to try.
INT save or 'Read the fine print'
He just did!
Bold of you all to assume only the players will use the spell.
^
Pretty sure there is a clause in devil contracts for the signatory altering the contract in any way.
Spell: superhero landing
Jump+thunderwave
Bada bing Bada boom
Thunderstep, from Xanathars guide.
@@DyrgeAfterDark But with the damage at the other end.
...you're hoppin' off the walls.
This still doesn't make Jump useful at all
@@padalan2504 It does if you thuderwave every-time you land after jumping 30 feet in the air
I recommend also covering homebrew rituals, invocations, and metamagic as well. You'd be surprised to see how many people ask for stuff like that. Usually it is pretty minor, but is a good idea to cover regardless.
James Collette A metamagic that changes the damage type would be cool
Good and thank you. Not too many UA-camrs tackle the monumental task of creating guides to creating homebrew content.
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.
This is so clever lol
Yo, you should do a how to use world anvil after this! I was having trouble with it about a month ago, and would love to get some help, and while supporting my boi doing so!
I made a spell and entered it on my world. What was the issue you were having? Maybe I can help?
Here's my spell: Identify Dead www.worldanvil.com/w/paths-of-the-adventurers-crazyzonie/a/identify-dead-article
I’ve been making home brew spells for a long time now and good god PLAYTEST YOUR SPELLS I CANNOT STRESS THIS ENOUGH
How do you playtest spells? Do you just give them to players in your current campaign and adjust as you go along? or do you make a separate game just to playtest? I'm kinda new to this so I'm curious.
Christian Dave Gutierrez personally I label my homebrew spells as “volatile new discoveries” from the arcane magic school and/or temple my players eventually run into, so I give them the ability to use those new spells but retain the right to change them to balance the spell at will as GM, but I also let the players pick a spell to replace that homebrew spell if they aren’t happy with the change (let’s say I decide it’s actually a 5th level spell instead of 4th then they get to either pick an entirely new 4th level spell and replace a 5th level spell they know or just pick a new 4th level spell and drop the homebrew)
This is so useful! I'm actually excited for your flavor topic. I usually reflavor thing and the players love how unique they feel despite casting a normal spell
Make flavoring it's own 10 minute video please. DMs need something to share with their players about why they should do this
Flavoring?
@@Neiot Think of it as how a thing feels in-game. What does it look like? What sounds does it make? Essentially it's the non-mechanical bits of a thing that make it feel a little more special. Reflavoring is changing the existing flavor and perhaps minor mechanical changes so that it makes sense.
Yes to this! I've only recently started doing this but it makes every character feel unique!
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.
Wait isnt this just the houses with chicken legs that actually do exist? Mech? Nah fam just a temporary chicken house. Also I would put a size limit because you could just walk up to the kings castle and carry it and the king off.
this is kind of like a witch Grand Hex in pathfinder called Witch's Hut
Witch’s Hut (Su)
Effect: The witch can animate a hut, small house, covered wagon, tent, or similar construction as an animated object. The hut can be of up to Huge size (approximately 15 feet by 15 feet). The animated hut’s hardness increases to 8 and its hit points double. The witch can give the hut the following commands: guard (the hut watches for trespassers within 120 feet using the witch’s Perception modifier and screams if it spots any), hide (all entrances are hidden by illusory wall spells and locked with arcane lock), and move (moves at speed 60 on giant bird or bone legs as directed by the witch, even obeying commands such as “follow me from 100 feet away”). The hut remains animate for 24 hours, until she dismisses it or she animates another, at which time the hut stops where it is and reverts to its nonmagical state.
I dint know it was a thing! Still, I would like it to pack a bit more of a punch.
Like a castle instead of a house. It also looks goofy as fuck XD
@@hmcloud8487 Well, It's quite common for slavic mythology to have a crone living in a hut with chicken legs
Trasmutación being the Spanish for transmutation, so it implies wearing a sombrero
"Don't piss off cleric and paladin at the same time"
Me: some poor bastard = I'll go Sorcerer Divine Soul. Yup.
HERESY
The correct term is "The Holy Souly", trademark Tulok the Barbarian. Please don't sue me Tulok.
I'm playing a Kobold Warlock whose patron is a massive, interplanetary, sentient potato. His spells all flavor everything as spuds.
I cast erratic hammering
Have you made a chair yet?
Phuk! my life LOL! All I remember is that super hammer from smash brothers
@@AlanMitreBeast wait... what about if you cast erratic hammering with a golden hammer?
I'm making a bed. . . The _SLOW_ way.
@@samuelevans738 Sorry I was making inventory for an ikea, now you can finish your evil ritual
GJ mate. Been waitin for this.
Never forget to compare your homebrew spells with existing spells. If yours is almost always preferable, then it is either overpowered or should be a bit higher levelled.
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.
Is using the ring a bonus action?
@@RobinNashVideos Yep!
Does this ring rule them all?
@@isectoid9454 idk, but it surely brings them in the dark and binds them
Gaseous Tongues is kind of broken, because it doesn't have a save or specify willing creature. You can make someone incomprehensible for an hour.
Isn't that kind of cool though?, there a ton of spells if your smart are op.
Thats why you give them to the players and then edit it based on how they abuse it. But don't edit midsession, it'll just piss them off.
Nice to see WorldAnvil steadily getting out there on more and more channels! Stumbled across the place myself some months back, and it's been a godsend for offloading and organizing my various worldbuilding ideas.
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.
This is basically the same math as why 2d6 is not automatically better than 1d12. I should have just used that example, I had to find a special calculator to help me with the stats on 5d4. Since I found it though, did you know that 8d6 (fireball) has a 8.09% chance of dealing the average damage (28) and a chance of dealing maximum damage (48) so small it rounds to 0.00? Isn't math fun? (The calculator is called anydice)
4:24 Wait, 9d4 has an average of 22.5, not 18.
7d4 has an average (rounded up at least) of 18 though.
Edit: Good video otherwise, thanks for letting us watch it!
1d4 has an average of 2 so 9x2 is 18 average dmg
2*9=18 I think that is how math works but I am not to be trusted
@@matthewvonreighner5762 1d4 has an average of 2.5 it doesn't play a part if its a single die but when it s multiple it makes a difference]
@@BearGamerful Correct! Since there is an equal chance to roll 1, 2, 3, or 4, you take the mean of those possible outcomes and it comes out to (1+2+3+4)/4=10/4=2.5.
If you roll Xd4 you'll generally find that the expected value of the sum is about 2.5*X.
additionally, 3d10 has an average of 16.5
_Request to classify Larry as a keter-class memetic hazard has yet to be approved by the 05 council and is still pending_
Request to classify Larry as a keter-class memetic hazard has yet to be approved by the 05 council and is still pending
cloak of positivity.
duration: 10 minuets
whenever you are struck by an attack recover 1d6 hp. after this spell has healed you 10 times it ends.
I'd put that squarely in 3rd level right now. It heals an average of 36 hp over 10 rounds, with the caveat that you have to constantly being hit. I would personally change it to be able to be cast on others, last 1 minute (making this a combat only buff), and either saying "if the target is restored to full hit points the spell ends" or "the spell ends if it restores a maximum of _____ hit points on the target".
On second thought, if this is Concentration, can be cast on others, and lasts 1 minute it's functionally equivalent to Healing Spirit and is pretty balanced at 2nd.
what school of magic? what level?
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.
Ice magma: fire a ball of blue magma that solidifies on contact but freezes your target
So Sub-Zero's Ice Ball
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
My first time at Denny's was with my late father and a couple others we were on vacation with. My order was more or less the only one they didn't botch, but it was still sub par. And my Dad usually had a good experience there, so he was bitterly disappointed with how it had gone for everyone.
2:16 - schools explained VERY FAST
Just watched your ad for World Anvil, and before I even watch the rest of the video, 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 UA-cam, I'd say your ad worked!
What if I just want a spell to summon a spectral jazz/mariachi band?
No mortal man should have this much power
11th edit: that is the spell level, it would be very very stronk
@@olive6942 acceptable
Just take Unseen Servant and give them an instrument.
@@blue-bg5dg do you underestimate the power of jazz/mariachi?!
Wizard: Finally gets a healing spell
Transfer Life: does damage to the caster
Wizard: O_O
I think a good idea is to give them healing spells but make them higher level than the equivalent divine spell
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 watching this video, 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.
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
You should go more in depth with it. What is the magic changing energy? What does it look like? What are some examples of how things can be changed within? Are the changes permanent after the spell ends? Etc.
@@brandondennis5166 it is permanent and changes everything ever, it looks like a ripple in air sort of like what a hot car or fire does, anything inside it can be changed it anyway
@@eliot5716 I never said how did the vial is
Seems a bit crazy. It’s almost like a power word kill without the hp restriction and with a save if you drop it on a bunch of enemies.
@@Aplesedjr I fixed it a bit
I love your voice and your blink and youll miss it humor, honestly might be my favorite dnd youtuber
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.
2:03 "Wizard that dealt radiant damage"
Wizards with sunbeam, crown of stars, or sunburst on their spell list: sweating profusely
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.
now just play eldritch knight fighter.....5 attacks...…. x that action surge.....cast at 5th level...…40D8 added to that attack round or have wizard friend do it for 60D8 (7th level)
@@krackencrusader403 i like your thinking. cause i just picture a sword swinging like helicopter propellers.
I made my own sells by creating a greedy god who lends you his power temporarily for a high gold cost
[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.
This world anvil advertisement had me drooling i never knew i wanted it till I saw all those tools 😩
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)
You can’t understate how hard balancing is. I tried making an entire sorcerer spell list for melee casters, and by god was it hard. However, a falcon punch feels really good to blow up a man’s face at the end of the day.
i made a 5th level spell called clowding smash to use it you need acess to the sky and it costs an action a giant mist hand smashes down on foes in a 20ft radius doing 8d10 to each of them
Cantrip- retrieve (bonus action)
Within 60 ft, hold out your hand to levitate object you are attuned to and pull it towards you.
I think it’s cool for wizards who lose their focus or for magic melee character to feel like Thor.
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 made a cantript called snail, and it allows you to summon a snail. You can talk to the snail and give it commands. It also has tremorsense. I also made a cantript called duck. You can summon a duck, and tell them what to do if you give them bread.
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.
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.
A spellbook isn’t a contract. I think you’re right about the rest, though.
Nah, devils have truesight
The Egg spell remains the best one yet
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).
Perhaps have it as a reaction to ranged attack spells or ranged weapon attacks. Teleports the projectile on a roll (maybe spellcheck against the enemy's DC) back at the assailant.
At higher levels the size increases, teleporting more projectiles/spells.
However, having it be a solid portal for transportation is already what Arcane Gate and the 9th lvl Gate spells do.
@@elf-lordsfriarofthemeadowl2039 Arcane Gate would be the closer to it, but i want it to be more versatile, like for example, if someone launches a melee attack and hits the portal then the portal diverts the attack, so is not just for range attacks, or you can use it to make a door on a closed room, or a window.
If a creature small enough falls, enters, or is thrown in the portal then it just goes through it but the portal remains, rather than the portal consuming itself, or being unable to appear because a creature was occupying the space of the portal.
That way it allows for partial teleportation, like wormhole, rather than a teleport warps and sucks things instantly.
I guess a way to balance it, would be that creatures can't be teleported into nothingness, and they would not receive fall damage, and since it is in essence a door, there's no risk to make it so someone would be stick within a rock for example, also in order to avoid its abuse as a dismembering weapon, it could remain open until whatever is penetrating the portal leaves it.
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.
Next several videos
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.....
How to... How to do how to videos!
HowToBasics
You can cover Larry in the 2nd video! Just have a Face-to-face with Larry and interview him (through the magic of editing) and be like "Larry, my viewers wanted to know what School of Magic you primarily use, because I covered that last week." and Larry would... be Larry.
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?
I've got a question about it, but overall I like this idea.
First, which classes can cast it? It sounds like a wizard spell, but I can also see bard getting it as well.
Second, I think bumping it down to a 4th level spell would make it more useful, as 7th level (when full spellcasters gain 4th level spells) is the same level that rogue and monk gain the Evasion feature and can avoid damage that way.
Overall, the damage reflection concept is very cool and I feel like this is what Counterspell should have been (more or less, ie. if it affected non-damaging spells as like normal)
Another question: can you explain the name of the spell to me? "Empathic" makes me think empathy, therefore an enchantment spell, but its affect and school tell me otherwise, just a bit confusing. I'm sure once I hear the reasoning it will make more sense :3
Dagnabbit dude. I was drinking when you started blaring "SPOOKY SCARY SKELETONS". Almost spat water everywhere.
I'm new to DnD and well I've always wanted to make my own spells so thanks for the guide
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
This is fucking genius oml. Imagine how useful that could be in setting up an ambush.
I was thinking of creating a few spells for my group, so this guide is really helpful! Nice work!
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
Finally a video about it.
You're the best
_yells over the fence_ "creeping cold"
laugh riot right there
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.
This is my favourite topic. Magic! The measly level 1 wizard feels constricted with his abilities, never reaching far enough to accomplish his tasks, having to reach for compromise with the magic gods. As the wizard gains in power that binding, constricted use of magic seems to open up and chaos starts to pour forth. By the time they are arch mages the power is so complex and powerful that even our minds can’t comprehend its power!!!
I liken the use of magic as the development of AI. The more we uncover AI the more complex it gets until at some point it surpasses our ability and mind.
Love the topic and it’s what keeps me up at night as I DM my group of level 17’s through a mind warping world only they can control.
2:12 the one homebrew spell I've made so far is Cows: you yell "I CAST COWS" and roll a number of d4s equal to the level you cast the spell at. The total rolled is how many cows appear in the area. There's nothing supernatural about these cows, you don't even have any sort of inherent control over them, the only thing special about them is that they have the same alignment as the caster.
Yeah, that's too powerful
This was great timing as I have been trying to make new spells for several weeks.
Can't wait to see your video on Homebrew classes.
I've been running my own personal Homebrew for a year, on and off.
3rd level transmutation spell which is an improved reduce that makes you small for an hour and gives a plus 5 to stealth checks. With the same limitations of invisibility ie no attacking or casting spells that require saving throws. (so you can cast message to report back what you saw)
9th level multiple targets = 14d6
Meteor Swarm *Laughs*
Meteor Swarm be like: fourTEEN d6? I though you said fourTY d6
Take a look at fireball. By its damage it should be level 5.
That’s why you should fear the *ROK*
I'd be honored to join your deli meat-based campaign of vengeance as a veteran.
Very informative video. I've been thinking of this subject lately and this helps. Looking forward to part 2, and already hoping for a part 3.
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 always thought an energy siphoning spell that steals spell slots from another caster would be neat, but I'd limit the level of the spell slots you could take if I made it. Using a fifth level spell to steal a ninth level spell would be silly.
@@kylestanley7843 Yeah like I said, the lvl 4 spell could negate up to a 4th level slot. Casting at higher levels would then allow you to negate higher slots. It works very similarly to counterspell or dispel magic.
Lmao, that creeping cold spell is an actual spell I've made before. Well, similarly. It's called Taxon's Creeping Cold on DNDBeyond, and is basically an area of crawling ice that incapacitates and damages
Making a spell that steals the victims spell slots, and transfers them to the caster. XP
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?
That is when you make Super Murder Ball Death Kill.
A Random Rock halo kill ball?
@@giant1033 No, it is from XP to level 3's video. I think the video was called When your players kill your BBEG too fast
where did you get the divination pictue at 2:33 ?
literally been making homebrew spells like crazy this past month because my group just wants to use their own unique shit instead of whats in the book so this is timely help
It's not just the minimum damage that is affected, but if you use more dice the results tend to become more predictable as certain numbers become more likely to show up and others become less likely.
in my game I've not made custom spells, but I have made Spell Variants that are slight changes to existing spells, one has to know the original spell to know the variant
so like, Alcohol Splash is Acid Splash with poison damage and a chance to make the enemy poisoned
and Salt Earth is like Mold Earth but turns the dirt permanently into salt as it's cast
The amount of art in your videos I recognize from MTG is making me think I play to much lol
At 2:04, I think the guy in the back was the guy who designed the spells the two in the foreground used.
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.
chronodude given that detect thoughts is 2nd level it seems a bit high. Cool though
@@Funkin_Disher I thought that too, but unlike Detect thoughts which lets the target know you were probing them, this one only requires an object, and since it leaves no trace, I thought I'd bump it to 4th.
i wonder if "suture" would be a wizard spell without intruding on the domain of clerics essentially it holds a wound closed for a hour stopping bleeding until the effect wears off
I want to give my party some spells that are quite powerful, but have serious reprecussions. This ties into the theme of my campaign; "Power at a price". I know this will be VERY difficult to properly balance, but any idea on how I should try and balance spells like these?
I had a DM use spells like these to great effect.
The basic formula was that the spells tended to do either three times as much damage as a spell of their normal level (at the expense of the Caster also being subjected to the effect, with possible serious injuries if they failed a con save), or that they enabled you to do something beyond what the level of the spell would indicate, but if the caster fails a spellcasting check the effects are reversed or worse.
For instance, there could be a second level version of Scry, but instead of the target making a wisdom saving throw against being scried upon, the caster would have to make a successful arcana check. If the caster succeeds on the check they'd get the information they were looking for. If they fail, then they might lose sight in one eye, be struck with a madness effect, or another serious (but not character-ending) side effect... but they'd still be able to observe the target for the duration of scry.
the only healing spell for a wizard ive seen that i liked was one that let a creature burn hit dice in battle. its limited but still lets you give a boost, at the cost of healing later (assuming you use hit dice)
dragon breath uses d6's 4:19
One spell I saw was a spell that just turned someone's shadow into a copy of the creature for 1 minute and it becomes a creature, taking up the same space as the target and doing whatever a creature can do, but the only target of anything it does can be the target of the spell. It has all the same weapons, stats, languages, and everything but all it's attacks do Necrotic damage and it has 1/4th of the health. The spell ends when the target goes to 0 Hit Points or dies. It was pretty strong against single boss enemies but worse against lots of weak enemies.
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 9x2.5=22.5 and the average of 3d10 is actually 3x5.5=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!
The rulebooks even remind people of this when calculating spell damage: Runesmith was using the "averages" given for taking the average on Hit Dice, which are rounded up by 0.5 to make whole numbers.
So d10 Hit Die classes can take 6 HP per level after 1st, because the average of a d10 is 5.5 (not 6) - they round it up to the nearest whole number for Hit Points.
i wanted to make a spell where you summon a dagger that you can either teleport into your hand as a bonus action or you can teleport to wherever the dagger is as long as its within half of your movement distance as a move action so you could basically become katarina
instructions unclear, opened up a portal to the plane of memes, the airhorns and cacophony of everything is preventing everyone from closing it...
*Me screaming as I make another 100 spells*
Talk about lore implications and story beats to traverse, like an entire adventure centered around finding a spell that allows you to taste that one very delicious Gumbo with four different types of rice that no matter how far you search they just can't get the spices right!!!!