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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Huh, may I contest the Zone of Thruth ban?
When in this spell, and after failing a saving throw you are unable to lie. This leaves a looot of room though, like only telling half of the story,
omitting details or just plain NOT talking at all. You are in no way forced to speak by the spell.
And if you're really bothered by this there's one quick change that can send your players into total paranoia:
"You know whether each creature succeeds or fails on its saving throw." Remove This.
We've got a paladin. She doesn't always have the spell prepared and we have gotten very modified versions of "truth" out of people.
There is a lot of ways in which you can spice up an interrogation while still allowing this spell and it might just save your PCs from
going down a very dark Inquisitor-y route where they use their newly aquired Alchemy Jug to produce acid and... just imagine the rest.
All in all I'm not saying you NEED to allow the spell, just to consider that it is not as game breaking as you might think (in my experience).
For the Sculpt Spell evocation class feature, what I do is have a shiny dome surround whomever I don't want to hurt, so when the spell takes place, they can see and even hear what happens.
For example:
When my kobold wizard shot a fireball at the party members, a field of almost mist-like, dancing color surrounds the party. The fire surrounds the creature, and the fire burns and dances around, yet the feel no change in heat, their hairs unsigned and their items intact. The flame ends and the cloud of dancing color leaves.
I'd also like t state that it never hurts to take a spell and flavor it more to your character. My main PC right now is an Arcana Domain Cleric/Celestial Warlock, so I took the spell Hellish Rebuke and turned it into Holy Retaliation, changing the damage type from fire to lightning to resemble my god striking down the foes that hit me.
The warlock in my campaign serves an Archfey patron, or so he thinks. In reality his patron is an Ancient Bronze Dragon in disguise, so his spells are similarly disguised. The Armour of Shadows looks like a curtain of interlocking leaves that then turn bronze. The quarterstaff that he uses has a scaly texture to it, and his Eldritch Blast is crackling orange energy. His Pact of the Tome book has a bookmark ribbon that looks like a tongue of flame.
Really good mental exercise! for as much as players like to create new and inventive characters, I find there is a void of creativity for integrating class features into the world and story. Thank you!
As a bard, I can't just say "I'm casting Vicious Mockery" . . . I write a little poem each time. For Example,
It once was known as a jumpoline
As splendid a thing as you've ever seen
Till your mum in her bonnet
She leapt upon it
Ever since it's been a trampoline
It’s very fun to customize your spellcaster. Perhaps their spells are cartoony antics (Bugs Bunny style), or maybe your character is really lucky and your spells just happen naturally (e.g. a geyser of lava just happening to spew out for Fireball).
Currently playing a College of Valour Bard who's more of a writer of historical fantasies than your traditional wandering minstrel - he even has his own line of penny-dreadfulls which he provided the art for. As such his magic manifests as an an amorphous blob of ink that forms into a "hand-drawn" sketch related to the spell - so far there's been a cross-hatched hand for Mage Hand, a stylised "BOOM!" for Shatter and tiny dancing flames for Heat Metal.
Thanks
My Warforged Warlock shoots eldritch blast out of his hands iron man style, and uses levitate by opening up little jet vents on his back and legs
I have really been enjoying the articles coming out from your team this last week or two. The only thing I miss is the encounters of the week but those seem to be a huge stress on creativity so maybe they are lower priority.
Love this. Adding personality to how you cast the spell is so enjoyable. I would rather someone take a minute or two to explain what they're doing to cast the spell as opposed to just going "Uhh, I guess I cast fireball in the center of the room?"
When I was playing a Chronurgy Magic Wizard from the Explorer's Guide to Wildemount, they have an ability called Chronal Shift where they can assert control over a limited amount of time. Using their reaction they can force a creature to reroll an attack, ability check, or saving throw. So I described it as essentially what Doctor Strange and Thanos do when they use the time stone.
Wow. I really never thought about it this way, and I'll make sure to use this in my games.
The spells of my Hexblade are themed after The Void, like the Darkness spell, so I call his Eldrich Blasts "Void Bolts". My Draconic Sorcerer has dragon like roars as his sound effects, and my ninja based Rogue/Wizard uses Naruto hand signs as his somatic. I love customizing the flavor of spells.
I'm not very creative or good at describing things in the moment, so I don't do this too much. Best I usually do is make each of my Vicious Mockery spells a really bad 'Yo Momma' joke. For instance, if fighting a manticore, I'd say, "your momma was a pin-cushion," or some ridiculous thing like that.
Last night, my newly acquired homunculus, a finely replicated flying snow fox named "Lil Shite", got the killing blow on Sephek Kaltrow. Concentrating hard with his tongue stuck out the side of his mouth, he wound up an acorn like a pro baseball pitcher and let fly his Force Strike, taking half of Kaltrow’s head off in a spray of snow and ice shards.
My trickster cleric describes spell effects as some sort of stage magic trick; For example, Charm Person has a spectral being performing card tricks that fascinates the target. It's been fun coming up with the effects.
One of my friends is always customizing the "fluff" describing his character's abilities. My game is to try to guess what spell he's actually using... it will go like "I pull out a carved blue dragon tooth and stab it into the ground" (ok... where is this going) "and the ground shakes and you hear the distant shriek of a dragon" (um, we're level 1, you can't possibly be summoning a dragon)..." and then out of the tooth erupts a mighty roar" (ok, go on...) "and the roar blasts the three bandits in front of me" (ah hah!, he was casting thunderwave!)
My druid is a sailor who has traveled around the world, and I thought about how his spells could reflect that. Thunderwave sounds like cannons being fired, Moonbeam summons a spectral lighthouse that shines down on the target, and Wall of Fire causes the ground to split open and erupt with lava. He is also worships Deep Sashelas, elven god of the sea and knowledge, so when he casts a Divination spell, the verbal components are worded as prayers to him.
I had my warforged artilirist have a revolver that she cast her spells with, and used as an option for her cannon. It was so cool to have a revolver firing all sorts of spells out of it, and it made for some cool looking spells. When she used thorn whip, a long thorned vine sprouted from the gun and lashed at the opponent. She would then yank them towards her. If she wanted to use mending, she would point the revolver at the item needing repaired and would fire small chunks of the item needing mending that slotted in like puzzle pieces as the item was repaired. It was a sight to see her firing a line of string to repair a party member's torn pants! She even used catapult by aiming and firing a bullet at the item that caused it to be sent flying! It was so cool!