So just the other day in the campaign I'm DMing with my friends, the two sorcerers in our party decided to combine their magic in an interesting way. The first one cast burning hands, and the second one used control flame to make it into mephit shapes, then threw them at a group of three real mephits. As a DM I allowed this, and simply split the 3d6 damage into 1d6 for each of them. This got me thinking, what other cool ways could different spells be combined? That would be a pretty awesome mechanic for the both of them to grow their characters around, especially with metamagic to specialize things even more. So if you have any ideas or know of someone who's already done something similar, share your crazy spell combinations here!
Some that I thought of:
Guidance cantrip + Resistance Cantrip. Target can roll a d6 and add it to an ability check or saving throw, instead of a d4 for just one. Using either of these with a Bless spell would also change the d4 to a d6.
Divine Favor + Beacon of Hope. Creatures in an area benefit from the Beacon of Hope spell (advantage on wisdom & death saving throws, regains the maximum number of hitpoints possible from any healing), and each affected creature does an extra 1d4 radiant damage.
Darkness + Daylight. Their conflicting nature creates a blast of energy. Creatures within 30 feet of the center of either spell take 1d10 necrotic damage and 1d10 radiant damage. The Daylight spell then functions as it would normally, while the Darkness spell ends.
Fog Cloud + Misty Step. A creature casts fog cloud. An ally of that creature can then cast misty step, teleporting to any unoccupied space within the fog.
Conjure Elemental + Phantom Steed. A large, horse-like elemental creature appears. It has the statistics of a normal phantom steed, with the following addition depending the element used to call it. Water: The Phantom steed appears with bluish-green skin and fins along its neck and legs. Creatures within 10 feet of the steed can breath water. It can walk on water, and has a swimming speed of 100 feet. Fire: The Phantom Steed appears bright red, and radiates warmth. All creatures within 10 feet of the steed can tolerate temperatures as low as -35 degrees Fahrenheit. In addition, the steed is immune to fire damage and can walk on lava. Air: The phantom steed appears with feathered wings, similar to a Pegasus. Creatures within 10 feet of the steed can tolerate altitudes as high as 40,000 feet. The steed has a flying speed of 100 feet. Earth: The steed looks as if it is cut from stone. Bright crystals form its eyes, and a third, larger crystal is embedded in its forehead. The steed ignores all difficult terrain, and sheds bright light in a 60 foot beam originating from its forehead crystal.
Cloud of Daggers + Heat Metal. Self explanatory. Just add their damages together, I guess?
Create Food and Water + Any Summoning Spell. Create weird and often disgusting dishes based on what you would have otherwise summoned.
Sleep + Phantasmal Killer. Put them to sleep for up to 1 minute, during which they must succeed on a Wisdom saving throw each round or take 4d10 psychic damage. This damage doesn't wake up the target.
Any spell that deals acid, cold, fire, lightning, poison, or thunder damage + Chromatic Orb. The result is the original spell, but with a different damage type. Eg: "Frost Ball", "Thunder Bolt", "Poisoning Hands", "Acidic Smite", "Shock Metal", "Chain Heating", etc.
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So just the other day in the campaign I'm DMing with my friends, the two sorcerers in our party decided to combine their magic in an interesting way. The first one cast burning hands, and the second one used control flame to make it into mephit shapes, then threw them at a group of three real mephits. As a DM I allowed this, and simply split the 3d6 damage into 1d6 for each of them. This got me thinking, what other cool ways could different spells be combined? That would be a pretty awesome mechanic for the both of them to grow their characters around, especially with metamagic to specialize things even more. So if you have any ideas or know of someone who's already done something similar, share your crazy spell combinations here!
Some that I thought of:
Guidance cantrip + Resistance Cantrip. Target can roll a d6 and add it to an ability check or saving throw, instead of a d4 for just one. Using either of these with a Bless spell would also change the d4 to a d6.
Divine Favor + Beacon of Hope. Creatures in an area benefit from the Beacon of Hope spell (advantage on wisdom & death saving throws, regains the maximum number of hitpoints possible from any healing), and each affected creature does an extra 1d4 radiant damage.
Darkness + Daylight. Their conflicting nature creates a blast of energy. Creatures within 30 feet of the center of either spell take 1d10 necrotic damage and 1d10 radiant damage. The Daylight spell then functions as it would normally, while the Darkness spell ends.
Fog Cloud + Misty Step. A creature casts fog cloud. An ally of that creature can then cast misty step, teleporting to any unoccupied space within the fog.
Conjure Elemental + Phantom Steed. A large, horse-like elemental creature appears. It has the statistics of a normal phantom steed, with the following addition depending the element used to call it. Water: The Phantom steed appears with bluish-green skin and fins along its neck and legs. Creatures within 10 feet of the steed can breath water. It can walk on water, and has a swimming speed of 100 feet. Fire: The Phantom Steed appears bright red, and radiates warmth. All creatures within 10 feet of the steed can tolerate temperatures as low as -35 degrees Fahrenheit. In addition, the steed is immune to fire damage and can walk on lava. Air: The phantom steed appears with feathered wings, similar to a Pegasus. Creatures within 10 feet of the steed can tolerate altitudes as high as 40,000 feet. The steed has a flying speed of 100 feet. Earth: The steed looks as if it is cut from stone. Bright crystals form its eyes, and a third, larger crystal is embedded in its forehead. The steed ignores all difficult terrain, and sheds bright light in a 60 foot beam originating from its forehead crystal.
Cloud of Daggers + Heat Metal. Self explanatory. Just add their damages together, I guess?
Create Food and Water + Any Summoning Spell. Create weird and often disgusting dishes based on what you would have otherwise summoned.
Sleep + Phantasmal Killer. Put them to sleep for up to 1 minute, during which they must succeed on a Wisdom saving throw each round or take 4d10 psychic damage. This damage doesn't wake up the target.
Any spell that deals acid, cold, fire, lightning, poison, or thunder damage + Chromatic Orb. The result is the original spell, but with a different damage type. Eg: "Frost Ball", "Thunder Bolt", "Poisoning Hands", "Acidic Smite", "Shock Metal", "Chain Heating", etc.