Creating your very own custom Dungeons & Dragons spell can be extremely rewarding for veteran DM’s and players alike. But, what does the process look like in the 2024 Dungeon Master’s Guide? The new DM’s Guide actually offers a lot of flexibility when it comes to making magic of your own.
Of course, there are always a lot of pitfalls to avoid when it comes to homebrewing in D&D. Between proper balancing and making sure damage or healing done feels fair, the process can prove tricky. So, here’s everything you need to know to craft a brand-new spell using the 2024 Dungeon Master’s Guide.
This may seem obvious, but the first thing you need to determine when making a new spell is to ask yourself, ‘What does this spell do?’ Here are a few questions you should ask yourself right out of the gate.
Answering these questions will help give you the basic building blocks of a spell. Jot down a few bullet points on your spell's effects before proceeding.
Keep in mind it’s also important that the spell’s purpose shouldn’t be too specific. For example, if the spell’s only use is to target one specific type of monster, or diffuse a certain kind of trap, then its use is probably too limited.
You likely won’t get your players interested in learning a spell like this if there are too few chances to actually use it in play.
After you’ve figured out exactly what you want the spell to do, it’s time to craft the spell’s ruleset. This covers everything a player or a DM will need in order to run the spell during a campaign. Here are the basic rules you’ll want to make sure you have covered.
Rule Type |
Description |
---|---|
Spell Level | Select a level for the spell ranging from level one to level nine. The more powerful the spell, the higher the level. Keep in mind that some classes like paladin or ranger can only cast spells up to level five, so keep that in mind when designing your spell for a specific class. |
Casting Time | This is how long it takes for the user to cast the spell. For rituals or more powerful spells, consider extending the duration. For more combat-focused spells, typically, you'll want to make the casting time either an Action or Bonus Action. |
Range | Consider the distance at which someone can cast this spell. Melee combat spells, for example, would have a range labeled 'Touch.' Ranged combat spells like Fireball have a range of 150 feet. Consider at what range your spell would be effective for the caster. |
Components | Every spell has, at the bare minimum, a verbal or somatic component. This means that the user must either speak an incantation or use their hands or parts of their body to cast. |
Duration | This is how long the spell lasts once it's been cast. If your spell tracks certain creatures, you might want to consider a longer duration so that the player can follow the trail of their target. |
Description | These are the miscellaneous rules of the spell and will dictate how the spell is used in combat or roleplay. This is also where you'll list the damage or healing done by the spell. |
Higher-Levels | Consider how your spell might change if cast at a higher level. Most of the time, this means upping either the damage dice rolled or the amount of healing achieved by the spell. |
Classes | Not every spell can work for every class. Consider the effects of the spell and how they identify with each class. |
Concentration | Some spells require the user to maintain concentration. If the spell's effects continue for some time and are extremely powerful, consider making your spell require concentration. |
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