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Home » Crafting Spells at Home: A 2024 DM’s Guide for D&D

Crafting Spells at Home: A 2024 DM’s Guide for D&D

Emily Smith by Emily Smith
December 17, 2024
in Gaming
Reading Time: 10 mins read
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Crafting Spells at Home: A 2024 DM's Guide for D&D
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Designing your own custom Dungeons & Dragons (D&D) spell can be a fulfilling experience for both seasoned DMs and players. So, what’s the process for doing this in the 2024 Dungeon Master’s Guide? The new guide provides ample flexibility for creating your own magical effects.

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However, there are many potential challenges to navigate when it comes to homebrewing in D&D. Striking the right balance and ensuring that damage or healing feels appropriate can be difficult. Here’s a comprehensive guide on how to create a new spell using the 2024 Dungeon Master’s Guide.

What Will Your Spell Do?

An Open Portal by Michele Giorgi

Before diving in, the first thing to consider is: What does the spell do? Here are several questions to consider:

  • Does This Spell Already Exist? – First and foremost, check if the spell effect you want already exists in the game.
  • Can I Modify an Existing Spell? – If similar spells are out there, consider how you can alter your version to make it distinct.
  • Does This Spell Deal Damage? – Decide whether your spell will inflict harm on enemies.
  • Is This Spell a Healing Spell? – Determine if your spell primarily offers healing or buffs rather than dealing damage.
  • Does This Spell Enhance Roleplay? – If your spell doesn’t heal or cause damage, think about its benefits for character interactions or roleplaying scenarios.

Answering these questions will help you lay the groundwork for your spell. Take a moment to jot down the effects you envision for your new spell.

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Remember, the purpose of your spell shouldn’t be overly narrow. For instance, if it only targets a specific monster or disarms a specific type of trap, it may have limited utility. If players can’t find many opportunities to use it, they might lose interest.

How to Create Spell Rules

A wizard in blue robes conjuring a spell in his golden study in Dungeons & Dragons.
Mordenkainen by Helge C. Balzer

Once you have a clear idea of what you want your spell to achieve, it’s time to develop the rules that guide its use. Here are some essential elements to consider:

Rule Type Description
Spell Level Select a spell level from one to nine, with higher levels indicating more powerful spells. Be aware that classes like paladins and rangers can only work with spells up to level five.
Casting Time This indicates how long it takes to cast the spell. For rituals or stronger spells, consider a longer casting time. For combat spells, it’s generally best to keep it as an Action or Bonus Action.
Range Determine how far the spell can be cast. Melee spells are often labeled ‘Touch,’ while ranged spells like Fireball have significantly longer ranges.
Components At a minimum, every spell requires either verbal or somatic components. Some spells will also demand material components, which can provide thematic richness.
Duration This specifies how long the spell remains effective after being cast. Combat spells often have an instantaneous effect, while others may require longer durations.
Description In this section, detail how the spell acts during combat or role-play, including any damage it inflicts or healing it provides.
Higher Levels Consider how your spell’s effects change when cast at higher levels, typically involving increased damage or healing.
Classes Not every spell should be available to every class. Think about how the spell’s effects align with class abilities.
Concentration If the spell requires concentration to maintain its effects, this should be included. Concentration usually applies to spells that have lasting effects beyond their initial casting.

School of Magic

It’s important to categorize your spell within one of the eight Schools of Magic:

  • Abjuration: These provide protection and can cancel out other spells.
  • Conjuration: Spells range from summoning creatures to teleporting allies.
  • Divination: This school deals with foresight and identifying magical effects.
  • Enchantment: Spells that charm or manipulate creatures’ thoughts fall into this category.
  • Evocation: These spells focus on dealing significant damage, such as Fireball.
  • Illusion: Spells that create deceptive effects, like Minor Illusion, belong here.
  • Necromancy: This school deals with life and death effects.
  • Transmutation: Spells that alter physical reality fit into this category.

If you’re unsure about your spell’s elements or its school of magic, refer to a similar spell from the Player’s Handbook for inspiration.

How to Balance Your Spell

A druid casting lesser restoration on a fallen warrior in Dungeons & Dragons.
Lesser Restoration by Martin Mottet

With the spell defined and rules established, it’s time for balancing. The key is ensuring that the spell remains fair and well-calibrated for both players and DMs. Here are some guiding questions:

  • Is the Spell Overpowered? – If the spell’s effects seem excessive for its level, it might need to be toned down. Consider its frequency of use during gameplay.
  • Is the Spell Too Weak? – If players rarely use the spell, it may need adjustment. Make it impactful enough to influence the game’s direction.
  • Are the Rules Too Restrictive? – Evaluate whether aspects such as duration, concentration, or range limit the spell’s usability.

The best way to fine-tune your spell is through playtesting. By trying it out in your campaign, you’ll discover if it needs any adjustments.

Determine Damage and Healing

After ensuring your spell is balanced, you’ll need to decide how much damage or healing it does. Generally, the spell level should guide these numbers. Below is a reference table from the 2024 DM’s Guide:

Spell Level Single Target Multiple Targets
Cantrip 1d10 1d6
1 2d10 2d6
2 3d10 3d6
3 5d10 6d6
4 6d10 7d6
5 7d10 8d6
6 10d10 11d6
7 11d10 12d6
8 12d10 13d6
9 15d10 16d6

Beyond this, consider whether your spell would be better balanced with lower-value rolls instead of using a single high die (like d10 or d12). This can help keep damage numbers more consistent and manageable.

How to Make the Spell Unique

A red dragonborn character in Dungeons & Dragons holds an arcane focus in his claw.
A Draconic Warlock by Ignatius Budi

With your rules and balance set, the final step is to infuse your spell with uniqueness. Here are a few aspects to consider:

Spell Components What to Consider
Naming Conventions The names of spells often add charm! Aim for a name that conveys what the spell achieves. If it’s created by a character, consider adding their name, as seen in spells like ‘Tasha’s Hideous Laughter.’
Visual Description When detailing your spell, use vivid language that brings it to life. Avoid simply listing effects—be creative and descriptive.
Material Components Adding material components can add character to your spell. You might choose to restrict usage with costly components or introduce playful elements, like a stick of butter for the Grease spell.
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Tags: 2024DM's GuideDNDDungeon & DragonsHomebrewspellsTabletop
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Emily Smith

Emily Smith

Emily is a digital marketer in Austin, Texas. She enjoys gaming, playing guitar, and dreams of traveling to Japan with her golden retriever, Max.

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