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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That's a really cool idea! I'm imagining mage hand being her hair shaped like a hand that flies out to do what she wants!
My personal favorite is my artificer. My cure wounds spell is actually a defibrillator paddle that I shock the target with. Healing word is a mechanical sparrow that flits over and sits on your shoulder before zapping you with a healing bolt. I cast my detect magic through a set of rose-tinted glasses - anything magical will turn a vivid aqua color in stark contrast to everything else. It's always fun to combine the magic with a steam punk mechanical-type theme!
To those out there thinking articles like this are a waste of time or pointless, there will always be a need to write articles about this because of the nature of D&D's vast interpretation.
Everyone has a personalized take on what D&D (and subsequently spells) is meant to be, how it should look like and how it should all play out. So a gentle, constructive and empathetic reminder every now and again will never hurt anyone and it'll keep the game framed in a positive and inclusive way.
Besides, not every player is an adult with an inherent understanding of what "personalized role play" looks like, so to those players it's an awe-inspiring, positive thing to remind them that D&D is a collaborative and personal storytelling adventure where the only real limit is your own imagination!
I'm currently running a Spelljammer game where one of my players has taken the role of the cook abord ship and he's playing a Krynnish Gnome Artificer/alchemist. The party isn't always sure what they will be having to eat. Many of his spells are personalized like his use of the Poison Spray cantrip is labled "The Bad Batch" and he is loving his character greatly!
I love using the customization function for this purpose. Putting the components right into the title like ‘Detect Magic V, S - “Show me what you got!” *bug eyed, wide mouth*
A fun one i do is with my tiefling wizard, he's a levistus tiefling so we gave him the trait that he always has like a thin bit of frost on his hands and exposed parts. For the spell Ice knife you need a drop of water. so i always flavor it that he basically squeezes his hand to melt a bit of the frost and flings it out, the droplet solidifying into the ice shard.
I have a Swords Bard/Hexblade and usually my verbal components are faux Latin while my somatic components are conducting usually using his rapier as a conductor's baton. His Faerie Fire manifests luminescent elm leaves like the leaves from his grandmother's grove, his Eldritch Blast used to look like flung daggers made entirely out of silvery moonlight, but since he got War Caster they look like silvery sword slashes. When he casts Shield it doesn't look like a force field, instead his sword glows with a silvery light and he parries the attack with a flash.
lmao i had a dragonborn druid named shamosh and i changed goodberries to goodtaters because he really liked eating raw potatoes
Thank you for writing this! It has helped me as a DM so much!
My wild magic sorcerer had the magical equivalent of hay fever, and his surges and spells were the equivalent of him sneezing and coughing. That was a fun one to play.
Amazing article! Thank you!
Recently in a game (one that sadly had to be completely canceled due to scheduling changes), I made a Lizardfolk star druid. Probably my favorite character to date. His focus was a gem (also how he got his name of Kethend, or "Gem" in lizardfolk draconic), that he found in the ruins of an observatory in the marshes near his village. After falling asleep with it, he awoke with a understanding of natural forces beyond just the world he lived on, but he also was asleep for a very long time and his village was not there when he returned.
Anyways, abbreviated backstory aside, I wanted his druidic magic to be different than the traditional looks, so I decided to start looking to the forces of nature and phenomenon from space for inspiration.
The spells I used the most in the few games we played were;
-Guidance
-Entangle
-cure wounds
-and Guiding bolt
For guidance, I simply added a small visual description of a starfield appearing in the affected targets eyes.
Entangle usually entails vines erupting from the ground and wrapping up opponents, or at the very least creating difficult terrain. I decided to change the description to Kethend increasing the gravity of the area instead.
Cure wounds I unfortunately didn't come up with a description before the game ended. Can't get them all (that said, the classic glow under the skin as it knits back together is good enough)
Guiding bolt... well shooting stars were almost too easy.
Customizing spell descriptions are indeed a very good way to make a character more unique and feel more interesting than just using the generic spell without much thought of how it is cast or looks as it is cast.
This article is good for those not already using description when casting. I was hoping it would have more relevant information on maybe creating your own spell. As a wizard there are no set amount of time it takes to reaserch a spell by level. There is also no set cost or variable table to consult when creating your own spell. I understand that DND Beyond is only closely associated with WOTC, and there for not creating rules. I played ADND, 2nd Ed, 3rd Ed, and pathfinder (sorry), and it was incorporated into the DMG/PHB. It annoys me that 5th Ed can't just sort it out. (If this information exists please let me know where to find it, and it better not be the cost of finding a scroll (magic items))
Thank you so much for this article! I've always loved the part about this in Tasha's Cauldron of Everything, and I'm glad somebody is sharing it with more people!
I normally allow my players to alter their spells. Obvioulsy only in consultation with me beforehand, but why should I reduce the fun for one player?
That solves (but sadly not every) problem Storm Sorcerer has for example. It's really unique und quite flavorful, but it lacks strong spells that are themed to the subclass. So Fireball becomes a Lightningball. Who cares? I as DM definitely not.
Especially regarding the Sorcerer, you could of course say that he could also change the damage types of the spells with Metamagic, but that would mean that my player could only use the Sorcerer Points for that, which again is not necessarily fun.
My Tempest Cleric worships the Kraken (homebrewed) his Toll the Dead sounds like a ship's bell under water, his Spiritual Weapon is a screeching decaying mermaid and when he casts you can smell sea salt and ozone like the coming of a storm. He recently brought two fallen party members back from the dead with a spell he is far too low level to cast (DM used that we were in a shrine to another god to allow the players to continue with their characters if they so wished, very kind DM as he doesn't pull his punches) so he is suffering from that but also due to plot his spells are changing...and creeping the rest of the party out which I love :)
Most often I change the color. I had a fey pact warlock and most of his spells manifested colored purple. It kept them more or less matching their descriptions, but gave them a touch of the fey and in that game made them unique to my character. Sometimes as a DM I have gotten sillier and done things like having magic missile manifest as fists that slugged their enemies.
Upon my Tabaxi Cleric character's first use of Spiritual Weapon, my DM asked me to describe how it looks.
"Well, his patron deity is Nula, who often appears in the form of a monkey, so... a large, bright yellow banana!"
My wife, who was listening, (we play virtually), suggested that since monkeys are renowned for slinging poop, that that would have been a better visualization! *lol*
I have, unfortunately, not nearly enough focused on this kind of thing outside of some small flavor details.
My first character, a Warforged Paladin named Sentinel, would find his armor glowing red-hot in the wake of smites as the radiant energy blasted through them.
An Eldritch Knight Fighter I had in a oneshot channeled their magic through tattoos they used to mark down spells.
And my upcoming character, Redlinn (who is a Reborn Warlock), casts "False Life" as phantasmal stitches binding his wounds, or Arms of Hadar as his patron reaching into the material realm to defend him.
But thanks to this article I'm definitely going to work more on this in the future!
I came up with a cool flavor for my dwarf paladin while reading this! His god is Gond, god of smithing and creation and stuff. So whenever he uses a divine smite, a spiritual looking smith's hammer will strike down in addition to whatever weapon he's using, dealing the radiant damage.