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Spells with Unique Areas

H
ere is a list of different (or at least less might as well be a circular effect. If you want more even-
common) shapes for area effects for spells in looking radii, you can have diagonals only travel 15 feet for
D&D. Some are fairly broad and can have every 20 feet the cardinal radii reach.
many applications, while others are stupid
and weird and no one in their right mind
should use them. That being said, feel free to
do so!
Each description includes verbiage and suggestions for
use, as well as a sample spell.

Cross
“a #-foot radius cross”
“two, perpendicular #-foot long lines centered on a point”
“four #-foot long radial lines emanating from a point
equidistant from one another.”
The cross shape works very well at both small and large Sample: Prismatic Starburst
radii, as it is uniquely restrictive. 7th-level evocation
Casting Time: 1 action
Range: Self (40-foot radius starburst)
Components: S, V
Duration: Instantaneous
Your body glows with arcane radiance before emitting eight
rays of different colored light. Each ray is a 40-foot long, 5-
foot wide line that emanates radially in a circle around you,
each ray equidistant from the other.
Each creature within the area of this spell must make a
Dexterity saving throw. A creature takes 12d6 damage on a
failed save or half as much on a success.
Sample: Splay of Thorns Each ray deals damage of a different type depending on its
3rd-level transmutation color. You may choose the color of each ray when you cast the
Casting Time: 1 action spell but each color must be represented. See the damage
Range: 60 feet types below.
Components: S, V, M (a seed) Red. fire damage.
Duration: Concentration, up to 1 minute Orange. acid damage.
Yellow. lightning damage.
You toss a small seed at a point on the ground within 60 Green. poison damage.
feet, where knots of thorny vines spring forth into existence. Blue. cold damage.
The vines form a series of four 20-foot long walls each 90 Violet. psychic damage.
degrees from the other, centered at that location. The cross- Black. necrotic damage.
shaped thorny barriers are 5 feet high and thick. White. radiant damage.
Each creature in the thorns' area must make a Dexterity
saving throw. Each creature takes 6d6 piercing damage on a A creature whose space is hit by multiple lines takes the
failed save or half as much on a success. same amount of damage, divided evenly between all damage
The barriers are not impassable, but creatures must spend types of the lines hitting them.
3 feet of movement for every 1 foot moved through the
thorns. Creatures that opt to do so take 3d6 piercing damage Vortex
for every 5 feet moved through the thorns.
The thorns disappear when the spell ends. “a vortex centered on a point that begins at a #-foot radius
and ends at a #-foot radius.”
"a #-foot radius circle centered on a point with a #-foot radius
Starburst safe zone at its center."
“a #-foot radius starburst”
“four, perpendicular #-foot long lines centered on a point” This could also be called a torus or annulus, but vortex
“eight #-foot long radial lines emanating from a point.” seemed more useful from a spellcasting standpoint. A vortex
acts like a circular area-of-effect, but with a dead zone at its
To have any meaningful effect, a starburst should have a center as the magic orbits the area.
minimum radius of 20 feet. Any shorter than that, and it This dead zone should be around 5 or 10 feet in radius to

UNIQUE SPELL SHAPES


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make it fairly easy to keep track of during gameplay. Make
sure the vortex is relatively thick to make it easier to notice
when someone enters or leaves its area.
The vortex is useful for ongoing effects or spells that want
to keep people out or trap people in the vortex’s center. Make
sure your spell only affects a creature “the first time they
enter the vortex during each of their turns or if they start their
turn there” to prevent shenanigans. Also be careful with
wording that the spell doesn't damage them when it appears
and also at the start of their turn, double-dipping into the
spell's damage potential at no cost.

Sample: Wave of Magma


6th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: S, V
Duration: Instantaneous
With a wave of your hand, you conjure a 20-foot wide, 15-
foot tall wave of magma that travels for 40 feet in a direction
of your choice from a point within range. The magma doesn't
flow around solid obstacles unless they are destroyed by the
magma's damage.
Each creature in the path of the magma must make a
Dexterity saving throw or take 10d6 fire damage. Creatures
that succeed at this save take half this damage and can use
their reaction to move up to their movement speed towards
the nearest space outside of the wave's path.
Sample: Whirlwind of Scree The magma persists, coating the ground in liquid rock.
4th-level conjuration Creatures that end their turn in the area the wave traveled or
Casting Time: 1 action enter it for the first time on each of their turns take 5d6 fire
Range: Self (a 20-ft vortex with a 10-ft interior) damage. After 1 minute, the magma cools into stone.
Components: S, V
Duration: Concentration, up to 1 minute Path
You conjure a vortex of pebbles and stones that spin wildly “a #-foot long path.”
around you. The stones form a vortex centered on you that “a series of # 5-foot cubes emanates from a point within
goes out to a 20-foot radius with a 10-foot radius safe zone at range and travels in a sequential, unbroken line along a path
its center. The vortex moves with you and disappears when you designate.”
the spell ends.
Each creature that ends its turn within the vortex or enters
its area for the first time each turn must make a Dexterity
saving throw. The creature takes 4d8 bludgeoning damage on
a failed save or half as much on a successful save.

Wave
“a #-foot wide, #-foot tall wave that travels for # feet in a
direction of your choice from a point within range.”
A wave is exactly what it sounds like, a big tidal wave of
whatever the spell is hurtling toward your enemies. A path is a mutable line spell. You can shape it however you
Be sure to mention if this wave travels around objects, wish, and each creature along it will be affected. It's a bit
which it may or may not. Creatures behind cover could gain more powerful than a regular line spell, as it is essentially like
advantage on Dexterity saving throws or potentially be an evocation wizard using Sculpt Spell to make it only harm
immune to the spell’s effects at your discretion. Each 5-foot certain creatures. Keep this in mind when designing spells.
width of the wave stops when it hits an impassable hazard, If you make this trail follow a creature, you might call it a
such as a wall or a pit (though it may fall down the pit). trail instead.

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Sample: Crawling Fire Sample: Death Bomb
1st-level evocation 8th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self (see text)
Components: S, V Components: S, V
Duration: Instantaneous Duration: Instantaneous
You point your finger at a location within range, where a A glowing skull made of magic screams forth from your
short-lived, raging fire elemental springs into existence. The finger until it hits a creature that cannot resist its call to
elemental races along a path traced by your finger, setting death. Then it erupts in an explosion of negative energy.
everything it touches ablaze before disappearing back to its The skull travels in a line emanating from you out to a
native plane. maximum of 60 feet. The first creature the line hits must
The elemental carves a 60-foot long path along a make a Constitution saving throw. If they succeed, the
sequential, unbroken line you designate. Each creature along creature takes 2d8 necrotic damage and the line continues to
the line must make a Dexterity saving throw, taking 2d6 travel until it hits another creature and repeats this process
damage on a failed save and no damage on a success. The until the line reaches its maximum distance or until a
fire ignites flammable objects it passes through. creature fails a saving throw.
At Higher Levels. When you cast this spell using a spell When a creature fails a saving throw against the line effect,
slot of 2nd level or higher, it deals an additional 1d6 fire the line explodes out to a 20-foot radius sphere centered on
damage for each spell slot above 1st. the creature. Each creature in this new area must make a
new Constitution saving throw, taking 10d8 necrotic damage,
taking half as much damage on a success. The creature that
Explosion failed their save against the line effect automatically fails this
“a five-foot wide line emanates from you out to a maximum of save and takes an additional 2d8 necrotic damage.
# feet. The first creature the line hits must make a saving
throw. If they succeed, the line continues to travel until it hits Semicircle
another creature and repeats this process until the line
reaches its maximum distance or until a creature fails a “a #-foot radius semicircle radiating from a point in a
saving throw. When a creature fails a saving throw against direction you choose.”
the line effect, the line expands out to a (30-foot cone facing Use this as essentially a very wide conical spell as it has a
the same direction originating from the creature)/(20-foot direction and a point of radiation.
radius sphere centered on the creature).”

Sample: Burst of Icicles


This is a line that terminates in a sphere or cone once it hits a 3rd-level conjuration
target. You can apply different effects to the line and burst or Casting Time: 1 action
keep them the same. Range: Self (30-ft semicircle)
Since there are two saving throws, keep in mind it is Components: S, V
possible for the creature that fails the save against the line to Duration: Instantaneous
succeed against the burst's save. You can add in a clause to You swipe your hand in a wide arc, firing magical icicles
account for this or just keep it in mind. There is also a out in a 30-foot radius semicircle centered on you. Each
potential for the burst to never go off, so account for that if creature in the spell's area must make a Constitution saving
you wish. throw, taking 4d8 cold damage and 1d8 piercing damage on a
UNIQUE SPELL SHAPES
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failed save or half as much on a success. Each creature that wide arc emanating from you must make a Dexterity saving
fails their save is also restrained by ice until the start of your throw. Each creature that fails this save takes 4d6 fire
next turn. damage. Creatures take half this damage on a successful
At Higher Levels. When you cast this spell using a spell save.
slot of 4th level or higher, it deals an additional 1d8 cold At Higher Levels. When you cast this spell using a spell
damage for each spell slot above 2nd. slot of 3rd level or higher, it deals an additional 1d6 fire
damage, plus 1d6 fire damage for each spell slot above 2nd.
Arc
“a 30/60-foot long, 15/30-foot wide arc emanating from a Ricochet
point in a direction you choose.” “A 5-foot wide line emanates from you and travels up to # feet.
Each time it collides with at least one creature, the line
This is essentially a thinner version of a conical spell. You makes a 90-degree turn to either the left or right (your choice)
can’t make it too short otherwise it just becomes a line. until it has travelled up to its maximum length or hits a solid
Although you can choose any values you want, these surface such as a wall, floor, ceiling, or pillar.”
multiples of 3 and 5 are easier to apply when the game
already has 30 and 60-foot cones. This shape is more of a process than the others. Its fun to do,
but risky. Unless you plan your spell accordingly, it can be a
real dud.
There are many aspects you can tweak on the spell to
make it more interesting. You can change its length, make it
ricochet off of solid objects (not just creatures), or even force
it to go left or right or choose at random instead of letting the
caster choose.

Sample: Ball Lightning


5th-level evocation
Casting Time: 1 action
Range: Self (120-ft ricocheting line)
Components: S, V
Duration: Instantaneous
Sample: Jet of Steam A ball of electricity surges from your open palm, changing
2nd-level evocation its path each time it hits a creature.
Casting Time: 1 action The lightning ball travels in a 5-foot wide line emanating
Range: Self (30-ft long, 15-ft wide arc) from you and travels up to 120 feet. Each time it collides with
Components: S, V at least one creature, the line makes a 90-degree turn to
Duration: 1 round either the left or right (your choice) until it has travelled 120
A thin cone of high-pressure, scalding steam whistles from feet or hits a solid surface such as a wall, floor, ceiling, or
your extended finger. Each creature in a 30-foot long, 15-foot pillar.
Each creature the ball of lightning hits during its journey
must make a Constitution saving throw. Each creature that

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fails its save takes 8d6 lightning damage and is paralyzed through a whole wave.
until the start of your next turn. Each creature that succeeds This shape is near impossible to use on-the-fly without a
at their save takes half this damage and is not paralyzed. template handy or unless you want to be very loose with
At Higher Levels. When you cast this spell using a spell defining its area.
slot of 6th level or higher, it deals an additional 2d6 lightning
damage for each spell slot above 5th. Sample: Radiant Helix
4th-level evocation
Helix Casting Time: 1 action
Range: Self (see text)
“a #-foot wide, #-foot long helix with a wavelength of # feet Components: S, V
emanating from a point in a direction you choose.” Duration: Instantaneous
This shape is difficult to explain in the context of the game. A spiraling helix of radiant light bursts forth emanating
Basically, a helix orbits a line while simultaneously moving from you. Each creature in a 15-foot wide, 55-foot long helix
outward. But from the side, it just forms what looks like a with a wavelength of 25 feet must make a Constitution saving
wave. We can use the wave to define the spell's area. throw. Each creature takes 4d10 radiant damage on a failed
save or half as much on a success. Each creature that fails
this save is also blinded for 1 minute. A blinded creature can
attempt a new saving throw at the end of each of their turns,
ending the condition for itself on a success.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, it deals an additional 1d10 radiant
damage for each spell slot above 2nd.

Spiral
“a 50/100/150-foot spiral emanating from a point in a
direction you choose.”
The spiral is near-impossible to use in-game unless you are
very loose with what counts as a hit or unless you use some
sort of template to track its shape easily. The distance counts
the number of feet it travels, rather than how far away it is
from you.

The width here is how far it deviates from its central line,
while the length is how far along that line it travels. Its
wavelength is a bit trickier. This is how far it travels before it
has made one rotation. In less complex terms, it's one hump
in one direction and one in the other direction. Shorter
wavelengths means more undulations and vice versa. Keep
the wavelength within the helix's length so it actually makes it
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Sample: Spiraling Decay
5th-level necromancy Homebrew by Noblecrumpet.
Casting Time: 1 action Blog
Range: Self (see text) https://noblecrumpet-dorkvision.tumblr.com/
Components: S, V Patreon
Duration: Instantaneous https://www.patreon.com/Noblecrumpet
Twitter
With a wicked utterance, an undulating ribbon of death https://twitter.com/noblecrumpet
emerges from your mouth and then travels in a 150-foot long
spiral centered on you. At the end of its path, it disappears Images by Noblecrumpet and Allie Briggs Art.
with a whisper into the air. Each creature along the ribbon's
path must make a Constitution saving throw, taking 6d8 This PDF was made possible with the help of the
necrotic damage on a failed save or half as much damage on Homebrewery at homebrewery.naturalcrit.com
a success. Each creature that fails their save is also cursed,
and cannot regain hit points until they complete a short or Parts of this document are derived from the Open
long rest or until a remove curse or similar spell is cast upon Gaming License:
http://media.wizards.com/2016/downloads/DND
them. OGL_V5.1.pdf

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