warlock spells

Spellcasting Combat Narration for D&D

image credit: Ben Wootten

So I was gonna include this in my other article on narrating combat, but it proved far too lengthy, so I made this into part 2! 

Combat is easy to describe compared to narrating spell attacks. I ran into this problem last session when I was getting into detail telling the barbarian how they tore off an ogre’s head but then the druid just kept using Fire Bolt and I kept defaulting to “you shoot a bolt of fire at his face.” I’m going to try and vary things up with these lists and help everyone else in the process! I am organizing them by energy type.

Mode of Attack

Half of a spell’s attack is how the caster shapes their spell. The same spell can look very different with every casting if you have a creative DM. Feel free to switch it up each time it’s cast, or vary the same spell when cast by different characters of different classes.

Attack Words

Generic shapes and terms that will launch from the caster’s hand.

Helix, Spiral, Beam, Erratic, Mote, Bolt, Stream, Blast, Burst, Blade, Arc, Miasma, Cloud, Eruption, Wave, Cone, Missile, Rune, Glyph

Class-Based Ideas

  • Bard
    • Energy manifests from thin air a foot in front of their instrument as they play
    • Energy is shaped like ribbons of written music that ripples towards enemies
    • Several tiny motes of energy appear with each note sung or played. Each point of damage comes from a mote hitting the opponent (rolls a 4 out of a d6, 4 of the 6 note-motes hit)
  • Cleric
    • Energy falls from the sky or emerges from the ground as the cleric prays
    • Beam of energy originates from holy symbol
    • Spell attack should highlight that the cleric is granted their powers from a greater power, don’t have the energy come from their hand/finger. Have the energy come TO them, and then be thrown at the enemy.
  • Druid
    • Energy is shaped like an animal.
    • Energy rushes forth from the surrounding wilderness and zooms past the druid and toward the foe.
    • Much like Cleric, energy shouldn’t come from the caster. It should come from elsewhere before being thrown at the enemy.
  • Fighter (Eldritch Knight)
    • Energy blasts from their bound weapon pointed at the enemy.
    • Energy fires from their mouth as they yell.
    • Energy surrounds their weapon and is used in tandem with it (if close enough)
  • Monk (Way of Four Elements)
    • Literally just watch Avatar: the Last Airbender and do that.
  • Paladin
    • Most Paladin spells are smite-based, so they usually happen when an attack hits. Otherwise, let the energy come from a higher power like the Cleric.
    • Energy bursts forth from within the creature hit
    • Energy surrounds weapon right as the strike lands
    • Energy falls from the sky or erupts from the ground
  • Ranger
    • Honestly, most Ranger spells often seem a lot like man-made traps like Cordon of Arrows (arrow traps), Fog Cloud (smoke grenade), or Grasping Vine (slipknot trap). But otherwise, Play it like the Cleric where the energy comes from a higher power.
    • Energy takes the form of the Ranger’s animal companion or an animal they associate with.
    • Spells seem to cast automatically whenever the Ranger is in a tight spot, almost as if nature itself is protecting them. The Ranger gives an approving nod whenever this happens in thanks.
  • Rogue (Arcane Trickster)
    • Energy is always accompanied by a shimmer of glitter
    • The Rogue plays with the energy over their fingertips as they whistle before casting the spell.
    • Energy enchants one of the Rogue’s daggers and casts the spell by tossing the dagger at the intended location or target.
  • Sorcerer (Draconic Bloodline)
    • Energy takes the shape of a dragon of your bloodline.
    • Energy surges forth from your breath
    • All energy takes the shape of your bloodline dragon’s energy type, regardless of the actual energy type. For instance, a sorcerer of a blue dragon’s bloodline that casts Burning Hands or Cone of Cold keeps the energy type but shapes the fire and cold damage into the form of a bolt of lightning. 
  • Sorcerer (Wild Magic) 
    • Energy takes on many random forms, never under the full command of the Sorcerer.
    • Energy erupts from random places in the environment when the Sorcerer calls upon them.
    • Energy bubbles and fizzes with all energy types (but mostly the one called upon), as if a piece of Limbo was thrown at the enemy.
  • Warlock (Archfey)
    • Your energy shimmers with iridescent colors and showers enemies with sparks of glitter.
  • Warlock (Great Old One)
    • Your magic corrupts and twists the flesh of the target of your spell, regardless of the energy type.
  • Warlock (Fiend)
    • Energy takes the shape of the unholy symbol of your patron.
  • Wizard (Abjuration)
    • Energy shoots forth from your magical wards, arcing towards your enemies.
  • Wizard (Conjuration)
    • You conjure a short-lived elemental of the energy type you need. It soars at the enemy.
  • Wizard (Divination)
    • You weave the glowing threads of fate in the palms of your hands, tweaking reality to cast your spell.
  • Wizard (Enchantment)
    • You enchant an object to exude the energy and toss it at the enemy.
  • Wizard (Evocation)
    • I mean, you just sorta blast them. That’s what this school’s about.
  • Wizard (Illusion)
    • Your spell usually spawns two or three illusory copies. When the attack misses, the enemy simply managed to dodge the right duplicate.
  • Wizard (Necromancy)
    • Your energy takes the shape of a skull screaming as it flies toward the enemy
  • Wizard (Transmutation)
    • You transmute the energy out of the surrounding environment and fire it at the enemy

On-Hit

So if half of a spell’s attack is the shape and travel of the spell, the other half is when the spell hits. I organized this list by energy type, as different energies will do different sorts of things when they hit a creature. This is mostly a collection of interesting effects, colorful language, and examples.

Fire

  • Your bolt of fire singes their armor (burning cloth, blackening leather, discoloring metal)
  • A tiny bead of fire explodes on contact
  • Showers them with red sparks
  • Your attack leaves behind a billowing trail of smoke
  • A fast-travelling meteor of flame soars from the sky towards the enemy.
  • Your flames leave blisters and cracked skin in its wake.
  • Your fire blackens the enemy’s flesh

Cold

  • You freeze the moisture in the air into icy daggers that fall onto your enemy
  • You freeze the water in their blood to damage them
  • Their skin turns blue and numb
  • You literally hurl a snowball at them.
  • Your spell leaves them covered in a layer of frost
  • A buildup of ice covers where your spell hit. (it’s easily shattered once they move, though)
  • A blast of icy wind and rain leaves them shivering.

Thunder

  • A crack of thunder pummels your foe
  • A high-pitched, deafening shriek focuses itself on the target
  • A thin trail of blood races from the foe’s ears from a sound no one else can hear
  • The enemy falls to their knees cupping their hands over their ears, gritting their teeth
  • You buffet the target with waves of thunderous sound
  • The ground shakes with the force of your spell. Brittle glass objects nearby shatter.

Lightning

  • Lightning comes from the sky to smite your foe
  • You all smell the faint odor of ozone before a bright bolt of lightning streaks toward the target of your spell
  • Before your enemy can blink they are showered in electrical sparks followed by crippling pain
  • The enemy’s back stiffens as the powerful current of lightning surges through them
  • Your attack leaves a permanent web of lightning shaped burns all over one side of their body
  • Your blast of lightning causes their skin to rupture as it travels through their body

Acid

  • Your acid sizzles as it burns a new, unnatural color into their skin
  • The attack melts their flesh, leaving them permanently disfigured at the site of the spell
  • Your spell’s acid causes blue fire to burn where it hit their skin, and bleaches their armor and belongings
  • A rancid smell fills the foe’s nostrils as the acid bubbles on their bare skin, burning through the simple cloth of their shirt.

Poison

  • You spew a poisonous cloud from your mouth at your opponent
  • A spectral viper or insect is flung at the opponent, biting them and filling them with magical venom
  • Your index and middle finger each grow a poisonous fang which you sink into your opponent’s arm (melee range spell attacks only)
  • The enemy’s mouth fills with a foul tasting liquid which forces its way down their throat

Necrotic

  • Your target’s flesh bubbles and boils as a black ichor sputters from the spell’s origin
  • The foe’s flesh festers with magical disease as boils and wounds quickly cover the affected area
  • A skeletal hand wriggles free from beneath the earth, flying towards the target
  • An incorporeal undead shrieks as it flies from your finger toward the enemy to deliver the spell’s effect
  • Black energy swirls around your arm before launching towards the enemy as if it had a life of its own
  • Your iridescent blue magic enters the target’s body and afflicts their soul, making them momentarily dazed as their eyes glaze over.

Radiant

  • A holy light shines from the skies to harm your target, regardless of time of day or obstructions
  • A halo of radiant energy surrounds your head and blinds the target as they gaze upon it
  • Enemies that aren’t of your alignment hear the whispers of your deity moments before being enveloped in a blinding white light
  • The foe’s eyes and mouth emit warm light and they howl in pain
  • A blade of radiant energy slashes through the victim, leaving a trail of blinking motes of light in its wake
  • The enemy’s skin blisters from the raw positive energy surging through them

So essentially this whole post was a creative writing assignment for myself, but I hope that it gives you guys new creative ideas for new spells or new ways to describe existing spells! They don’t much affect the mechanics of the spell at all, so most DMs I suspect will be fine with most of these descriptions if you want your character to cast spells a certain way.

D&D Curses

There are initially four different ways to use the Bestow Curse spell in D&D 5e. Those are as follows:

  • Disadvantage on ability checks and saves for one ability score
  • Disadvantage on attacks against you
  • WIS save or do nothing during a given round
  • +1d8 necrotic damage when you damage them

The spell normally lasts for a minute, but if cast with a 9th level slot, it lasts until dispelled, which is worth noting because the best curses last until dispelled. if cast with a 4th level slot, it lasts for 10 minutes. A 5th level slot is 8 hours. A 7th level slot is 24 hours. These all have their uses for creative players, but the best part of the spell by far is the encouragement to invent your own curses, which many players and DMs have taken as a challenge for their own creativity. So while it is certainly not new, it’s my turn to take a crack at it!

Unique Curses

* - A curse marked with an asterisk is a 9th-level only curse due to its powerful detriment or long-lasting nature. But who is to stop you from enchanting an innocuous item with such a curse?

  • Hair Growth/Loss: You are cursed to grow hair at a rapid rate for the duration of the curse or else lose all of your hair (it grows back after the curse ends).
  • Mute/Deaf/Blind: You are rendered either mute, deaf, or blind for the duration of the curse.
  • Forbidden Speech: You are cursed to never speak about a certain subject, topic, or word for the duration of the curse.
  • *Rapid Aging/Deaging: You are cursed to either age by one year each day, or to grow one year younger each day. After you reach your final day, you die.
  • *Phylactery: Your fate becomes tied to a creature or object. If the creature or object is slain/destroyed, you die as well.
  • Ugliness: You are cursed with horrible deformity for the duration of the curse. You have -5 on Persuasion checks and Deception checks for the duration and are easily noticed and shunned by most humanoids of any race.

image source: Evil Dead 2: Dead by Dawn

  • Possessed Limb: One of your limbs (usually an arm) acts on its own for the duration of the curse, usually attempting to harm its host, harm others, or sow chaos.
  • Petrified Limb: One of your limbs becomes petrified and is unable to be used for the duration of the curse. It could turn into any solid mineral like stone, iron, glass, salt, or gold. Any damage it takes is retained once the curse is lifted.
  • Funny Looking: For the duration of the curse, anyone who you attempt to communicate with bursts into uncontrollable laughter. This does not prevent hostile creatures from attacking you, but prevents them from speaking.
  • Lichsight: For the duration of the curse, you can see the spirits of the dead. Whether real or illusory, you cannot communicate with them and you must make a WIS saving throw each round or become frightened and run in a random direction or cower in place (50%/50%).
  • Butterfingers: Each round while the curse is active, you must make a DEX saving throw. On a failed save, you drop whatever you are holding and cannot pick up or hold anything for the rest of the round.
  • Forgetful: You have a tendency to forget things. During the curse, whenever new information is revealed to your character, you have a 50% chance to not be able to remember it, even after the curse has ended.
  • *Lady of Shalott: You are doomed to die if you ever lay eyes directly upon another being, and must therefore look at the world through a mirror and avoid direct sight of others. The difficulty of maneuvering a hand mirror or the necessity to close your eyes effectively makes you blinded while in combat, imposing disadvantage on attack rolls.
  • Stingy: During the curse, you must make a WIS saving throw whenever you intend to part with money. On a failed save, you opt not to spend your money on it. You cannot make another such save for the same purchase, even from a different seller.
  • Empty Coinpurse: You are compelled to buy things until all of your wealth has disappeared. You will even go so far as to barter your own goods once out of money. Whenever you find something for sale, you must make a WIS saving throw. On a failed save, you will do anything you can to attempt to purchase it or trade for it. Only if the seller refuses three times will you give up.
  • *Baleful Polymorph: You are transformed into a small creature or tiny animated object for the duration of the curse. You retain the ability to speak using a disembodied voice emanating from the creature or object, usually paired with animation like a moving mouth (if a creature) or a mouth-shaped part (if an object; like a book opening and closing its covers and such). You can move with a move speed of 10 ft. per round if an object.

image source: Star vs. the Forces of Evil 

  • Talking Tumor: You grow a tumor-like second head that can speak that embarrasses, berates, or otherwise annoys and inconveniences you. It has +6 for Persuasion, Deception, and Intimidation checks, helping it be a complete jerk.
  • Evil Aura: Plants within 15 ft. of you wilt and turn brown or gray and animals within 60 ft. feel afraid or threatened by you for the duration of the curse.
  • Bad Taste: Eating food or drinking water causes you to become poisoned for 1d6 hours, or for the duration of the curse.
  • Bad Luck: Whenever you have advantage for the duration of the curse, you instead have disadvantage.
  • *Prophecy: You become destined to die under certain circumstances. Whenever it is possible for those circumstances to be met, you must make a relevant saving throw (falling boulder? DEX save. Poisoned apple? CON save. etc.) or begin dying. The victim cannot be threatened by the curse more than once every 2d4 hours. The curse will take increasingly convoluted measures to try and make the prophecy come true the longer the curse lasts.
  • *Guardian: The victim is polymorphed into a hostile creature of CR 6 or less. The victim is given some sort of command like guarding a location or spreading suffering, and will continue to do so until the curse is lifted or they are slain. They revert to their regular form if they are slain. The victim cannot communicate and is hostile to all creatures. The creature becomes immune to the charmed condition.

image source: Sleeping Beauty by Henry Meynell Rheam

  • Slumber: You fall into a deep slumber and cannot be awoken until the curse is lifted.
  • Eternal Rest: If slain while under the curse, you cannot be resurrected by any means even after the curse fades.
  • Phantasm: You believe that you have been polymorphed into a small creature (like a toad or chicken) and act as such for the duration of the curse.
  • Unquenchable Thirst/Hunger: You feel eternally hungry and thirsty. You must make a WIS saving throw whenever you encounter food or drink, no matter how dangerous or questionable it might be (swamp water, obviously poisoned food, moldy bread, etc.). On a failed save, you consume it.
  • *Obedience: Whenever someone you can understand issues a verbal command to you while you are cursed, you are compelled to obey. You may attempt a WIS saving throw to resist a given command for one minute.

Hold your tongue! (Ella Enchanted)

  • Magical Immunity: You become immune to nonharmful spells for the duration of the curse. Spells cast by enemies or damaging spells still affect you, but healing spells and buffs do not.
  • Unhealing Wound: A wound you have will never heal. Your maximum hit points are reduced by 2d4+the caster’s spellcasting modifier. This curse cannot reduce a creature’s health to 0 in this way.
  • *Wandering: While under the effects of the curse, you are compelled to wander. Each day at dawn, you must leave and never return to the same city/town or 2.5 mile radius (if in the wilderness).
  • *Deadly Descendants: All of your descendants are cursed to kill their birth parents, whether intentionally or not.
  • *Lonliness: You are cursed to die alone. Anyone you become romantically close to or close friends eventually leaves or dies or meets a horrible fate.
  • *Gargoyle: You are petrified during the daytime and return to normal at night for the duration of the curse.
  • Voyager: You cannot set foot on dry land for the duration of the curse, taking 1d6 psychic damage each round that you do.

Removing Curses

Yes, there’s always a Wish spell or a Remove Curse spell, but I often believe that if any cleric can remove a curse it undercuts the drama of the punishing spell. Instead, use an alternative way to remove the curse. Most of it depends on how the curse was placed and the reasoning behind it. For instance, if you refuse to give a gypsy shelter from the cold in your luxurious castle, you might get transformed into a beast until someone falls in love with you. Here are some ways that one could feasibly break a curse (if the situation allows).

  • Give back an item that was stolen from the caster
  • Complete a quest or mission for the caster
  • Kill the caster
  • Pass the curse onto someone else (through some deliberate means like a handshake or kiss or losing a wager)
  • Seek out a powerful extraplanar being
  • Seek out special magical ingredients for a cure
  • Find a loophole in the wording of the curse (either through tricky wording or by finding a liminal loophole. “No man of woman born” could exclude a man born by C-section. “Neither day nor night” could exclude twilight)
  • Change your alignment (an evil or chaotic character learns to be good or lawful.)
  • Change your ideal or traits after learning some sort of lesson
  • Overcome one of your flaws.
  • Let the curse run its course instead of fighting it.
  • Find true love/True love’s kiss etc.
  • Prove your worth to the caster
  • Atone for past sins
  • Selflessly risk your life for someone else
  • Convert a creature to worshiping the caster’s deity
  • Avenge the caster

image source: Disney’s Beauty and the Beast (1991)

Feel free to use this list and add to it your own ideas for curses! There are so many possibilities that it’s never out of the question to find a new curse that uses arbitrary magical rules to drive the plot of a story. I guess that makes curses the sitcoms of the fantasy world.

Weapons of Math Instruction, Part 1

~Sigil of Radians~

1st level Divination

-Casting time: 1 action
-Range: 60 feet
-Components: V, S
-Duration: Concentration

For the duration of the spell, a glowing semi-circular symbol appears in mid-air, in front of the targeted character, which changes to indicate their optimum firing solutions for ranged weapon attacks.

Any time the affected character makes a ranged attack (with a non-magical ranged weapon*, of any size), they do not suffer disadvantage when firing beyond the weapon’s normal range. They cannot, however, exceed the maximum range. Attacks aimed within the normal range are made with advantage.

*Up to and including siege weapons. Nets are excluded.

Shadow Casting

The powerful art of manipulating and controlling the energy of darkness.

A common misconception of darkness is that it is evil. Because people fear what they don’t understand they put labels on things that are strange to them. Well, it can be used for evil, or it can be used for good. It’s up to you. But use common sense, so you don’t create more problems for yourself and others.

Keep reading

The Butlers

Context: the group consists of myself (Tiefling Rogue), a Half-Elf Warlock, a Drow Elf Bard, and a Half-Orc Fighter. We are currently in combat with some corrupt town guards; three of them, plus the guard captain. Now during this fight, the following all happen:

  • I take a page from Assassin’s Creed, climbing a building before the fight begins and just taking shots at them with my crossbow, constantly passing stealth checks to avoid being seen, and I eventually kill one guard by rolling maximum damage with a bonus
  • Our Fighter, due to having a total AC of 19, tanks every single hit while dueling with the captain, and eventually does enough damage that the captain takes himself out with a nat 1 by accidentally hitting himself in the head with the hilt of his own sword
  • Our Warlock casts spells from a distance, before eventually using Witch Bolt - which he refers to as “Emperor Palpatine lightning hands” - to outright disintegrate a guard
  • Our Bard keeps casting Vicious Mockery to make the guards shoot at him rather than run for reinforcements, casts plenty of buffs and debuffs, and also rolls a nat 20 to get himself back up immediately after being knocked prone
  • During all this, the Bard is the only one on our team to take any damage, and any attempts to send the guards for reinforcements (which was apparently supposed to be the primary difficulty of this battle) are consistently thwarted by Vicious Mockery, well-aimed crossbow bolts, Thaumaturgy distractions, and nat 20 counters to disengagement attempts

One guard remains, already damaged, and he freezes up after witnessing all this, screaming at us, “What are you guys?!

It’s my turn, and I see my chance. I successfully roll to jump off the rooftop, causing the guy to look up at me as I jump down, land right on him, and hold my dagger to his throat when he’s on the ground prone. I then proclaim…

“We are the Butlers. Because we clean up.”

Our Warlock, without missing a beat: “I facepalm in response.”

And thus I slit that guard’s throat to the sound of my allies laughing. My attempts to get the group officially named “The Butlers” have been moderately unsuccessful, but I will not give in.

7

“Dreadful Darkness, hear my cry!
Bring back one who cannot die.
Let the Witch who perished here
Live again and reappear!”

-Ben Ravencroft, “Scooby-Doo and the Witch’s Ghost”

So, my question is, where did Magnus cat eyes go? I mean after Valentine took over his body, he couldn’t have been able to use his magic right away. As it seemed in that promo last week, he won’t be able to properly use Magnus magic at all. Is it a certain spell Magnus used for his eyes or could it be that the warlock mark is somehow linked to his soul? I need answers!!!

Originally posted by alec-magnvs