I'm getting ready to start a new campaign and I want to add a new School of magic that is Divine Magic. Magic used by the gods. I want to have a down side to non deities or their chosen champions to use them. I'm thinking either damage based on the spells level in some way, or Exhaustion. Any thoughts or suggestions are appreciated.
Adding a school of magic and reallocating all spells on the Cleric and Pali list is just going to cause issues, especially when you consider spells that are on both the Cleric and Wizard lists. A better thing to do would be to add a penalty when a creature casts a Divine caster exclusive spell, though I don't see how this idea is necessary, since Divine spells are pretty hard to get without being a divine caster class.
I wouldn't be moving the spells, I would be making an entirely new collection of spells for the school. This magic would be the literal magic used by the gods not just magic used by followers of the gods.
I think the confusion is that "school of magic" is a mechanic in the game that influences certain class features and stuff like that. Evocation, Conjuration, Necromancy, etc. You could certainly put a list of spells in a group for whatever your lore purposes are, but I would recommend calling it something other than a "School of magic"
I had a concept for overloading spells that I prototyped, so some of this comes from that, and this idea reminds me of True Dweomers of 2nd ed or Epic Spells of 3rd ed, but with a twist. They aren't just for level 20 legends; they represent the "Source Code" of reality. Even at lower levels, this isn't just magic you learn; it’s magic you channel. While a Wizard taps into the Weave, these pulls directly from the gods' own power supply. It’s like trying to power a household toaster by plugging it directly into a nuclear reactor, it works, but the toaster is probably going to melt.
Since D&D Beyond won’t let you add a new "School," just label these spells as a Tier, Source, or Divine Echelon in their description. This makes it clear that this isn't standard magic, it's the raw language of the gods.
Who gets a pass? Standard Clerics and Paladins are just "followers," so they still take the penalty. To use these spells safely, a character needs a Supernatural Gift (like in Mythic Odysseys of Theros) or a specific Feat you deem granted directly by a deity. Without that makeshift "Divine Spark," their mortal body just can't handle the voltage.
Mortal Price: This spell is intended for deities. Any creature that is not a deity, does not possess a [Divine] Feat or lacks a Supernatural Gift must succeed on a Constitution Saving Throw (DC 10 + Spell Level).
On a Failure: The caster takes [X] levels of Exhaustion and suffers a Divine Scar.
On a Success: The caster takes half damage (if applicable) and avoids the Exhaustion but still manifests a Divine Scar until the energy dissipates.
The Penalty:
1. The Exhaustion Track The spell drains your life force to fuel the magic. The Cost: Gain 1 level of exhaustion immediately. High Level (7th+): Gain 2 levels of exhaustion. The Catch: You take the exhaustion during the casting. If you were already at Level 5, the spell completes, but you drop dead/turn into a pillar of salt/explode the second it's done.
2. Divine Backlash (The "Math" Way) Your body physically breaks under the pressure. The Cost: Take 1d10 Radiant or Necrotic damage per spell level. The Catch: This damage is internal and "true." It cannot be resisted, reduced, or soaked by temporary HP.
Divine Scar (for flavor) Customize this for each spell.
For example:
Level 7+ Evocation Spell: Spell effect (something something divine) Mortal Price: [The penalty] You immediately take 2 levels of exhaustion, and [the divine scar] your eyes weep liquid gold and you are blinded until you complete a long rest.
Other possible scars:
Your hair stands permanently on end, and arcs of blue static jump between your fingers. Your footprints leave charred, blackened marks on the ground. Any creature that touches your bare skin until you finish a long rest takes 1 point of lightning damage.
You lose the ability to read or speak one language you know for 24 hours as the divine "Source Code" overwrites your mortal memories.
Your movement speed is reduced by 10 feet because your limbs feel as heavy as solid iron, for X hours.
Domesticated animals (et; horses, dogs) are terrified of you and will whine or snap if you get within 30 feet, for 24 hours.
You have no pulse and look/feel "cold to the touch" to anyone who handles you for 24 hours. You have disadvantage on Persuasion checks against the living.
I'm getting ready to start a new campaign and I want to add a new School of magic that is Divine Magic. Magic used by the gods. I want to have a down side to non deities or their chosen champions to use them. I'm thinking either damage based on the spells level in some way, or Exhaustion. Any thoughts or suggestions are appreciated.
Adding a school of magic and reallocating all spells on the Cleric and Pali list is just going to cause issues, especially when you consider spells that are on both the Cleric and Wizard lists. A better thing to do would be to add a penalty when a creature casts a Divine caster exclusive spell, though I don't see how this idea is necessary, since Divine spells are pretty hard to get without being a divine caster class.
I wouldn't be moving the spells, I would be making an entirely new collection of spells for the school. This magic would be the literal magic used by the gods not just magic used by followers of the gods.
I think the confusion is that "school of magic" is a mechanic in the game that influences certain class features and stuff like that. Evocation, Conjuration, Necromancy, etc. You could certainly put a list of spells in a group for whatever your lore purposes are, but I would recommend calling it something other than a "School of magic"
Hello Jester,
I had a concept for overloading spells that I prototyped, so some of this comes from that, and this idea reminds me of True Dweomers of 2nd ed or Epic Spells of 3rd ed, but with a twist. They aren't just for level 20 legends; they represent the "Source Code" of reality. Even at lower levels, this isn't just magic you learn; it’s magic you channel. While a Wizard taps into the Weave, these pulls directly from the gods' own power supply. It’s like trying to power a household toaster by plugging it directly into a nuclear reactor, it works, but the toaster is probably going to melt.
Since D&D Beyond won’t let you add a new "School," just label these spells as a Tier, Source, or Divine Echelon in their description. This makes it clear that this isn't standard magic, it's the raw language of the gods.
Who gets a pass? Standard Clerics and Paladins are just "followers," so they still take the penalty. To use these spells safely, a character needs a Supernatural Gift (like in Mythic Odysseys of Theros) or a specific Feat you deem granted directly by a deity. Without that makeshift "Divine Spark," their mortal body just can't handle the voltage.
Building on what Maruntoryx said for the penalty:
Mortal Price: This spell is intended for deities. Any creature that is not a deity, does not possess a [Divine] Feat or lacks a Supernatural Gift must succeed on a Constitution Saving Throw (DC 10 + Spell Level).
On a Failure: The caster takes [X] levels of Exhaustion and suffers a Divine Scar.
On a Success: The caster takes half damage (if applicable) and avoids the Exhaustion but still manifests a Divine Scar until the energy dissipates.
The Penalty:
The spell drains your life force to fuel the magic.
The Cost: Gain 1 level of exhaustion immediately. High Level (7th+): Gain 2 levels of exhaustion.
The Catch: You take the exhaustion during the casting. If you were already at Level 5, the spell completes, but you drop dead/turn into a pillar of salt/explode the second it's done.
Your body physically breaks under the pressure. The Cost: Take 1d10 Radiant or Necrotic damage per spell level. The Catch: This damage is internal and "true." It cannot be resisted, reduced, or soaked by temporary HP.
Divine Scar (for flavor)
Customize this for each spell.
For example:
Level 7+ Evocation Spell:
Spell effect (something something divine)
Mortal Price: [The penalty] You immediately take 2 levels of exhaustion, and [the divine scar] your eyes weep liquid gold and you are blinded until you complete a long rest.
Other possible scars:
Interesting idea though, good job.