Let’s talk about Magic. For many of us, it’s the driving motivator, the spark that ignited the flame of our love of the worlds of Dungeons & Dragons. While we may have stuck around for many of the other beloved elements of the game, it all still boils down to the promise of getting to play out fantasies of wielding world-altering powers in often heroic, and sometimes not-so-heroic ways.
Within the class spell lists and sourcebook details is a wealth of information on how various spells are executed. Open up any spell description and you can learn its effects, school, and the various mechanics for casting it, just to name a few. Based on just this information alone a player can gain valuable insight into what is involved whenever their character unleashes a spell.
But as useful as spellcasting is as a problem-solving tool within a campaign, it can also be an extremely effective way of weaving your character’s personality into the narrative in an explosive and exciting way. This is why Tasha’s Cauldron of Everything encourages players to consider different ways of personalizing their spells. Visualizing how your spellcaster goes through the act of incantation can help you pull them off the page into a three-dimensional creation. Likewise, the inclusion of the Artificer Class into 5e and the way they use tools to do their magic provides a great opportunity to remind ourselves of the different ways the same spell might be cast by all the different spell classes.
When I go through the process of selecting new spells for my characters, especially early on in the character creation process, I like to ask myself questions about them.
- Where and how did they actually learn the spell?
- What is the actual source of the magic they use on a daily basis?
- What is their relationship to their magic?
Let’s look at a few different examples of personalized spellcasting and how they reflect on the characters using them.
There’s More Than One Way to Start a Fire
To show just how versatile personalized spellcasting can be, let’s zoom in on a single spell. We’ll go with one of the most commonly referenced spells in D&D: Fireball.
One of my current campaigns is heavily focused on the Ghosts of Saltmarsh book, with a bit of Greyhawk-set homebrew and tweaks to the narrative thrown in at the whims of our DM. Last summer a crew of us found ourselves exploring a dungeon chock-full of Sahuagin alongside a guest player, Laura, whose character was a Triton Sorcerer we rescued along the way. Upon entering a room that was filled with our fishy foes, she suggested we all stand back while she unleashed a surprise Fireball on them.
The spell went off exactly how it’s written to, each Sahuagin within a 20-foot radius making saving throws or facing her full burning wrath. When Laura described the action, however, rather than the typical explosion of flame, she described what our characters witnessed as more akin to the boiling hydrothermal geysers that you might find along the seafloor. I always think of this as an example of a simple but brilliant choice for a character. As a character who has spent most of her life underwater, her access to literal flames would probably be very limited. But that wouldn’t mean she’d have no exposure to concepts of extreme heat and how that could be wielded on an elemental level to do harm in a clutch moment.
This wasn’t just a tossed-out aside for Laura. This was integral to the entire concept of her character. For her, it wasn’t just a cosmetic change to a common spell. It was as much a part of her character’s background as her ideals or flaws. Through deciding what her Fireball would look like, she gained an understanding of this particular sorcerer and how she interacted with, and manipulated, the world around her. Likewise, she taught the rest of us at the table a tiny little fragment of info about her character by tossing that spell out the way she did, same as if she let slip a bit of her backstory in conversation.
Meanwhile in another game, one of my own Sorcerers, albeit much more of the landlubber half-elf variety, struggled a lot to control her Wild Magic. When I was selecting spells for her, I purposefully picked the ones that felt least like she’d be able to rein them in when things went down. I chose spells like Witch Bolt or Chaos Bolt, and eventually Fireball. When we’d find ourselves in a heap of trouble, I’d describe her spellcasting almost as if she were desperately trying to contain the raw power spilling out of her, struggling against her raw heightened emotions. So while her introduction to the spells may have been more typical, her relationship with them was much more incendiary. A Fireball from her would be a Fireball, but it would erupt out of her as she lost control of herself.
Like those undersea geysers, my sorcerer’s Fireball was just as much an eruption, but rather than steaming out of geysers, it was passionate chaos erupting directly from her. It was a storytelling way of leaning into the raw chaos of Wild Magic outside of the mechanics of rolling on the chart for Tides of Chaos. It was a way of representing in-character that this was a person whose magic was dangerous. Out of character, of course, I was in as much control of her as any other dice-based spellcaster, but in character, the fury of her spellcasting served as a beacon to the fact that she was a magical hot mess and perhaps other characters might not want to stand so close to her.
A Few Match Strikes
Those are some pretty character-specific examples of how the same spell is cast. Let’s look at some quicker, broader examples of how a few different character types could approach it.
Wizard: The classic, right? Are you going old school with the balls sulfur and bat guano? Are they pre-mixed and shapes in small baggies just waiting for the right vocals and somatics to be added in before they’re flung into the fray? Or perhaps you’re a wandy type and you have that flourish that your mentor taught you burned (pun intended) into your muscle memory. Maybe your Fireball is always very uniform to reflect the discipline of your intense arcane studies.
Light Domain Cleric: Not all lords of light are made equal, and how their devout followers harness their divine spells might vary from Cleric to Cleric. Maybe a small spiritual avatar of your deity carries the fireball to its destination. Maybe your Fireball carries a glimmer of starlight or the literal Silver Flame.
Fiend Warlock: If you’re pulling your magic energies from otherworldly evil masters, it makes sense that the Fireball abilities they grant you would take on a twinge of their flavor as well. Maybe your Fireball reeks of sulfur and resembles hellfire? Maybe it takes the form of a flaming sword flung through the air, or even a flaming Imp or Quasit, summoned in service of your shared Dark Lord, ready to sacrifice itself in a fiery blaze to help you get out of a bar tab.
Bard: Magical Secrets are amazing, aren’t they? But when a Bard lifts their spells entirely from someone else’s toybox, how is that reflected in their own usage of it? A more musically inclined Bard might unleash the fire directly from their instrument in a burning fiddle, “Devil Down to Georgia” type way. A College of Swords Bard taking the spell at level 10 might incorporate it into their sword flourishes, shooting out Fireballs from the tip of their blade. Meanwhile, the newly announced College of Spirits from Van Richten’s Guide to Ravenloft already features the power to draw on spirits to learn spells from outside their class, so perhaps they might entice those same spirits to heat things up a bit?
As you can see, even within the realm of a single spell there are almost limitless ways to change and adapt your spellcasting to heighten your character and add new dimensions to the table’s storytelling.
How have you personalized spells to reflect your own characters and campaigns? Let us know in the comments!
Riley Silverman is a contributing writer to D&D Beyond, Nerdist, and SYFY Wire. She DMs the Theros-set Dice Ex Machina for Saving Throw Show, and has been a player on the Wizards of the Coast sponsored The Broken Pact. Riley also played as Braga in the official tabletop adaptation of the Rat Queens comic for HyperRPG, and currently plays as The Doctor on the Doctor Who RPG podcast The Game of Rassilon. She currently lives in Los Angeles.
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My sorcerer has a thing where she can only shape her dancing lights into a red cloak, as her cousin was a member of the Redbrands. She can still use dancing lights, and she is starting to be able to control it better, but it often times is still red or a cloak.
This is hardly a new topic. Dragon Magazine #200 (Dec '93) had a wonderful article titled 'The Color of Magic' by Dan Joyce that covered just this topic for OD&D players. Still, we all get into ruts and it nice to be reminded every so often to push our creativity in new directions.
Great read!
They just did an article about this - https://www.dndbeyond.com/posts/948-adapting-d-d-horror-for-kids-of-all-ages
or try posting in the Forums - https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only
A little out of scope for what the article was talking about. This is not about mechanics or making the spell new, in both instances the author talks about the fireball spell working mechanically the same as how it is written in the source book. But the way it LOOKED was different, more about making the spell linked to the character - which is 100% flavour.
Changing the damage of a spell completely changes the spell, or is the purview of homebrew, feats or specific sub-class features (ie. Wizard - Order of the Scribe). As a player I would not expect a cold damage fireball so be as devastating - damage-wise - as a fireball, but i would expect it to maybe cover the area of effect with ice.
Interested in knowing how you changed Identify though.
Thanks! I want him to feel different than the other casters in the party (sorcerer, druid, artificer & cleric) As he only just got 3rd level spells this is the most power he's had, so its completely new ground for him to work on.
Also, it will be the first example of ritual casting to any of my fellow players and really want to make the magic different than what we've done previously.
(FYI - I deem any spell with casting time of more than an action as a 'ritual' even if they arent mechanically Ritual-spells)
Great article. More like this, please.
I have an NPC, a water genasi druid (coastal), named Aqua. One of my favorite spells to use with her is flame blade. When she casts flame blade, the water droplets that's on her skin form into a sword of scalding hot water in her hand. You can see steam coming from sword as she swings it burning any target that she hits with her "Scalding Blade"(that's what the spell is called on her stat block".
This is a much better article than your first. Exactly the content DNDB should have on its front page.
My bard-warlock who sold his sold to a devil in exchange for a golden, magical viol, is all over this already ;)
(also, I reflavored dissonant whispers to be in the form of cranking 'distortion' on the viol up to 11 - knocked out a storm elemental with a well-placed lick from Thunderstruck...)
I agree, I'm not a big fan of autopick spells - and would rather find alternatives. How or why did you change Identify?
Honestly, I just toned down the amount of information you get from the spell. Instead of telling you exactly what the item is, you instead learn the type of enchantment on the item, if Attunement is required, the number of charges, how often they refresh and the command(s) to use the item. I'll also let players upcast it to have it function as written (with the level required depending on the rarity of the item.)
An example of the difference would be: The party finds a skeleton grasping what appears to be a sword with no blade. The wizard casts Identify on the hilt.
Identify as written: Your magic reveals that the hilt is actually a sun sword. The blade is engaged by pressing on the gem inset into the handle.
Identify as modified: Your spell reveals a powerful evocation enchantment that is activated by pressing on the gem inset into the handle.
(This leaves the anti-undead property as a nice surprise for later.)
Basically it means that you have to put a little more work into fully figuring out an item, and preserves a little of the mystery around items for experienced players. The mystery is further enhanced when the item has charges.
Edit: As for why I changed it, once people had seen the item description, they were chucking it in a bag and demanding the next shiny object.
Thanks
Thanks, it looks good, I'll probably get it
Nice article, short, to the point and helpful.
This article gives some really nice ideas. Personalized spells are one of my favorite aspects of the game, as describing them really gives a vibe of your character. My first character, an arcane trickster Dragonborn, uses his ray of frost as if it were a breath weapon! channeling it through his mouth. And one of my newer characters, an artificer who wears a metal gauntlet full of useful gadgets, uses a grappling hook in order to cast catapult! Launching the hook from the gauntlet, which then injects a surge of magical energy into the target object as it retracts and smashes anything on its way back.
I've been doing this for years with most aspects of a character. Honestly, it's my favorite part of D&D. It really brings the character to life. There's nothing more immersive than describing the awesome way something happens. A monk who punches so fast his hands start to smoke. An sea elf casting darkness by having a spectral giant octopus materialize and fill the area with ink. A gust of wind being a stream of pixies all shouting, "BACK! BACK! Get BACK!" And my fav(with DM permission of course), a fire ball under water that displaces the water and does fire and bludgeoning damage as the water rushes back and slams the people in the middle. Can you imagine how much that would hurt? Getting absolutely fried then slammed with the reverse of a fireball then being immersed in salt water? UGH! Brutal!! That's why I love this game.
Ever read Queen of the Damned by Anne Rice? I've always wanted to do this in D&D... Have your vamp cast Gaseous Form and find a victim. Then have the PC make a con save to avoid having the the cloud-pire cover the victim with thousands of tiny pinpricks each drawing only a single drop of blood. The cloud-pire then floats their crimson cloud butt away and integrates the blood in their body as they re-coalesce.
I've also always wanted to do a aquatic vampaign. Like have the protagonist be a sea elf vamp or the PC be a sea elf dhampir. That's gotta be fun omg.
After reading through TCoE I created my first D&D character ever! Zero, an Aasimar Clockwork Soul Sourcerer where the theme of his magic are clocks, cogs, and bells. His magic missile appears behind and above him as 3 brass-colored cogs interconnected and rotating emitting a neon green aura. With the flick of his wrist, the first cog flies towards a fleeing goblin embedding itself in its back. While the other two fly towards the unsuspecting goblin archer.
Or I reach into my component pouch and pull out a small diamond and place it on the palm of my hand I flick it and it rotates (Like a spinning coin) extending and turning into diamond clock hands. A small brass, belled alarm clock forms around the diamond hands radiating [insert element here] or dripping [acid or magma] the droplets sizzle as they touch the ground. I push the clock out of my hands and it flies towards my enemy as I cast Chromatic Orb. (I just reached level 2, but I can't wait to figure out more creative ways to cast my spells)
How do you guys describe your favorite spells?
I love to reskin spells and things in my campaigns, it really does go a long way to making things feel fresh and unique. Thanks again Riley for presenting another article that pulls things back and examines ways to take D&D beyond the core mechanics and adventures in the books, adapting universes and mixing things up really goes a long way towards a good game for me and my players so hopefully your articles ignite that creative spark within us all. Good job, you've a fanboy here! :)