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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this will help the rest of the party.
crazy.
I suppose the best example I have was my Warforged Artificer/Wizard
Being a Warforged, for many spells, parts of their body would reconfigure itself to represent the spell as a required somatic component. Such as their hand reconfiguring to resemble the cannon from the mecha in anime to cast Firebolt. Thunderwave had speaker-like protrusions mold itself from their armor/body at the shoulders before going off. Witchbolt had them standing with their arms extended with each ending in a Tesla coil. It added a great flavor for the character as when the party would be at a long rest they would sit and work on reconfigurations as a method of learning spells.
My last major campaign was a huge undead plotline. So yeah.
Remember that just about every undead creature was once a person, and most of the time, that person's life ended tragically, or they were untimely ripped from their graves. Before you throw rando skeletons at the party, think about the fact that these rando skeletons are all that remains of the people they once were. What's more evocative, fighting a bunch of skeletons ripped from a village graveyard, or the bones of the band of heroes who fell valiantly defending the town from invaders, holding them off long enough for rescue to arrive, but dying in the process, their hallowed bones befouled with necromancy to attack the very town they died to defend?
That ghoul who haunts the poor quarter at night, rising from a grave in the potters' field? Rando monster? No, put a locket on him so that once he is killed, it can be found and reveal a portrait of the kindly old widow woman in her youth, the sweet old lady who sells potions and herbs to the party and whose husband died of hunger from secretly giving her and their children all his food so that they might survive a lean time in a famine. She and her children owe their life to his loving sacrifice, which resulted in making him into the ghoul that terrorized his old neighborhood.
Undead aren't just spooky monsters, they are the risen remains of loved ones of the past. Of terrible tyrants and beloved saints. Kindly folks and cruel who had lives and loves and hates, friends and enemies and who were people. Think of Strahd, why is he such a magnificent villain? Because of the tragedy of his life and the death of his unrequited love. Lord Soth likewise, whose fickle heart caused his downfall.
It's especially powerful when you tie important undead to the history of your PCs. The old lich in the hilltop tower? In life, he was the town's brutal and unjust noble lord, who terrorized the hometown of the party's rogue, and fear of him and damage done by him and his rule ruined his family. Now as a lich, he does not let his death stop him from continuing to torment his people, including the rogue's childhood friends and family.
The vampire living in the abandoned castle fled to the remote keep in the wilds so that his bloodlust did not fall upon those he loved. He has lived out his life there in loneliness and exile, growing more and more insular and twisted by his curse. Now, with settlers establishing a new town nearby, his bloodlust has begun to fall upon innocents, and he is starting to commit the very acts he had fled to the wilderness to avoid. He cannot escape what he has become, and he hates himself for what he must do to survive.
The party sees smoke from a chimney and lights in a remote country estate as they begin to seek a place to stay for the night. The family in the house seems very old fashioned, but friendly enough. They welcome the party to stay the night, sing songs popular a hundred years ago, and ask news of local nobles a generation gone, or refer to a well-known elderly figure as a 'bright young person with a good future ahead of him' In the morning, the party awakens on the foundations of a ruined house, with no sign of the kindly family or their welcoming home. Research shows that a well to do noble family lived in that spot a century ago, but the house burned down, killing the entire family. Nothing bad happens to the characters, just a spooky encounter with those who died tragically long ago.
Consider more than just the statblock and balance against the party in combat. Every lich is a brilliant mage whose thirst for knowledge was corrupted over time. Every vampire is someone whose passions overrode their reason. Every ghoul is a poor soul whose hunger in death reflects emptinesses in their souls from their life. Or maybe the ghoul was the brilliant mage, and the lich was a hungry soul, the point is that undead are former people, and those people had lives.
The power of running undead comes from that, not from just the grim specter of death by itself. Undead are fueled by tragedy as much as by blood or brains or the souls of the living. Focus on that, at least for some of your undead, and you'll make stories that will be talked about for years to come.
I have a Shadow Sorcerer too. I"m totally stealing this. I've been trying to do evocative spell effects and these are solid.
note to barbarians:
Sadly without multi classing you can't cast spells, and some spells cancel out rage and such, so I suggest creating a magic item, this may also help with your back story on how you got the item, EX "as d'Rees entered the cave, she saw a glowing dagger in the stone walls". that glowing dagger would be the magic item, but I honestly doubt a Grung would be a barbarian (no offense!).
The spells cast all have the reek of putrefaction. The character could throw literal or etherial or arcane maggots at the target. Undead hands could be part of Mage hand, Earthen grasp, or identify. The missiles in magic missile could be fingers, toes, eyes, skulls, or ravens. Conjuring any weapon would summon a scythe, or an executioner's axe.
Change the components of some of the spells to include dead body parts, brains, an ornately decorated skull, preserved ears and the like.
While casting the spell the caster takes on a sallow appearance or a smell of death. They may turn translucent with higher level spells to show internal organs or their skeleton. This my show the cancer and rot that affects them internally for using this type of magic. Maybe it shows the demon or parasite curled up inside them, feeding on them and giving them power at a deadly cost.
And with the right spells and a little spells, you can do so.
Customization like this isn’t just for spells. Aesthetic details can be used for martials too. For example, maybe your monk’s unarmed strikes don’t move their arms and legs, and simply create short-range blasts of ki.
I would encourage you to use Zone of Truth, and balance it by including realistic/reasonable reactions to people casting it at inappropriate times. Imagine how people would react if someone walked into a room and then started trying to inject someone with truth serum.
Thanks!
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Good article but I kind of thought it would be about how to make custom spells compared to making it fit into the character's background.
Definitely going to use this to describe actions for my character! Great job!
I have a Tiefling Celestial Warlock & I am constantly re-flavoring & re-skinning Warlock spells to reflect a divine look & feel. I called Hellish Rebuke "Heavenly Justice". Holy fire rains downs from the heavens instead of hellish flames wreathing from the ground. I've even heard some DM's allow Lightlocks to have their Eldritch Blasts do radiant damage instead of force. Like force & psychic, radiant is also rarely resisted by most creatures so it's not really breaking the game.
Thank you, very interesting article.
I did something like that with "Hellish Rebuke" for a CainianTiefling, calling it "Chilling Stare" to represent her connection with that plane, and it does cold dmg instead of fire. Otherwise it's the same spell.
Here's one I like to throw out as an example for Theros: An artificer who uses objects touched by the gods to create their magic. Fireballs are 'cast' by throwing an magical olive from an olive branch from the only tree that survived the wrath of Purphoros when he lashed out at a grove of trees during one of his more fickle moments. The olives grow back (to align with spell slots coming back).
So on and so forth. There can be a lot of very mundane things that just happened to be around when a god or goddess touched the land and those things could have been infused with only a sliver of their power but be enough to create basically every spell you could think of if you could flavor it accordingly.
I will have to keep this in mind for my clockwork soul sorcerer although I do a bit of this for her spellcasting and her clockwork soul abilities as whenever she casts a spell you can see gears spinning behind her and the dive and number is based on how many slots and of what level she has left, she also has a bit of it like when she applied her quicken spell as gears appear around her wrists as well and they spin up faster and actually make her move and talk faster for casting the spell.
Even before Tasha's, I was running an artillerist artificer with an intense focus on food. If asked, she would tell others she was a Nutrimancer.. In all respects, her available spells and class features were identical to the "book" version of the artllerist, but her firebolt cantrip produced scalding hot spurts of gravy rather than straight fire, doing the same damage type and amount. I described as many of her spells in food-relatable terms and effects. This is one of my favorite characters because, in my mind, at least, she stands out from others of the same class.
I really like this. I am creating a new Chronomancer and I had already started to type up some of the descriptions of the spell effects. Cantrip Toll the Dead, instead of a bell, a loud ticking can be heard and for the briefest of milliseconds the individual is aged and then restored, causing the damage - and if the focus of the spell was already damaged, all those cuts and bruises are increased. I have others and I look forward to working with my DM for things like fireball!