Spell Framework

I love D&D spells, their twisted logic, the ways they work, and the things they let us do.

But after a few campaigns many spells start to feel disconected with the players. I always imagined that the spell would be more tied with the spellcaster. Maybe a specific spell caster have a preference for cold damage, while another would love to have a focus on debuf spell. Some spellcaster would also have the interest of split damage for example.

So I started this framework breaks that pattern by giving players a structured way to craft their own spells while keeping game balance in sight. It does three things:

  1. Identify the building blocks: Every spell can be boiled down to a primitive effect. Damage, healing, summoning, and so on. These effects (detailed next part) are the lego bricks of magic.
  2. Create base spells: A base spell is a single primitive effect wrapped in your choice of imagery, narration, and class flavour. You decide what it looks and feels like, the framework supplies the numbers.
  3. Evolve into derived spells: Combine two primitives or enhance a base spell to invent something new, Maggard’s Freezing Bolt, Seraphina’s Song of Renewal, University Margrave’s Force Spear. Derived spells always carry their creator’s name and a signature twist.

Why bother?

Base Spells

A Base spell, is the minimun distiled version of a spell. This is the least amount of magic that a magic can be. This very often will define what a mage can do afterwards to make the spell to become, his spell. Some spellcasters like to have a big boom, while other spellcasters like to have a different spell.

For that we need a base spell, and this can be done with the following steps:

Define the Verb

These are the 13 core effects that power every spell in the game. Think of them as verbs in the language of magic.

Effect (the verb)What it really doesTypical knobs you can turn
DamageReduce hit pointsdamage type, dice, AoE?, save / attack
HealingRestore (or temp) hit pointsdice, cap, range
ConditionApply or remove a conditioncondition, save DC, duration
Stat ShiftBuff or debuff numbersamount, ability, concentration
MobilityMove someone somewheredistance, method (fly, teleport, push)
Summon or AnimateCreate controllable allies/objectsCR cap, number, duration
Creation or TerrainBring matter or reshape groundsize, material, persistence
IllusionFake sensory datasenses, size, interaction
InformationReveal or hide factstarget, sense, range, plane
Mental InfluenceBend thoughts or emotionssave type, commands, duration
TransformationChange form or substancenew stats, size, duration
Teleport or PlanarRelocate across distances / planesdistance, targets, circle?
Life or DeathTinker with mortalitytime limit, cost, CR cap
Some example from the SRD
Primitive EffectRepresentative SRD Spells
DamageFire Bolt, Magic Missile, Fireball
HealingCure Wounds, Healing Word, Heal
ConditionHold Person, Sleep, Lesser Restoration
Stat ShiftBless, Haste, Hex
MobilityMisty Step, Fly, Telekinesis
Summon or AnimateFind Familiar, Conjure Animals, Animate Objects
Creation or TerrainWall of Stone, Fabricate, Demiplane
IllusionMinor Illusion, Major Image, Mirage Arcane
InformationDetect Magic, Identify, Scrying
Mental InfluenceCharm Person, Suggestion, Dominate Person
TransformationPolymorph, Shapechange, Flesh to Stone
Teleport or PlanarDimension Door, Teleportation Circle, Plane Shift
Life or DeathRevivify, Raise Dead, Animate Dead

Define the school of magic

Very often a school of magic will be associated with the verb, in this case treat each as the following. Later on we will be able to make few changes on this. But at the start the verb will define the school of magic.

School of MagicVerbSave Ability
AbjurationCondition, Stat ShiftWisdom
ConjurationHealing, Mobility, Summon or Animate, Creation or Terrain, Teleport or PlanarCharisma
DivinationInformation, Life or DeathCharisma
EnchantmentCondition, Mental Influence, IllusionIntelligence
EvocationDamage, HealingDexterity
IllusionIllusion, Mental Influence, TransformationWisdom
NecromancyLife or Death, Damage, Summon or AnimateConstitution
TransmutationStat Shift, Mobility, Creation or Terrain, Information, Transformation, Teleport or PlanarConstitution

Define the spell Level

A spell will always have a level. Starting from 1 up to 9. There is no spell with level higher than 9. Unless your DM approve this. Otherwise this is reserved to gods and forgotten magic.

Define the basic of the spell

There is a few basic definition that a spell needs, these are:

Casting time is always Action.

The general components are Verbal and Somatic. You can replace one of these with material (no cost).

The Range and Duration are defined by the verb. Also, the targets that the spell affects are also defined by the verb. Very often the spell will be a single. This can be modified later on.

Effect (the verb)RangeTargets or Area of EffectDuration?
DamageSelf, Touch or Ranged (60ft)Single or Area of EffectInstant
HealingSelf or TouchSingle or Area of EffectInstant
ConditionTouchSingle or Area of EffectShort
Stat ShiftSelf or TouchSingleShort
MobilitySelf or TouchSingleInstant or Short
Summon or AnimateRanged (60ft)SingleMedium
Creation or TerrainRanged (60ft)Area of EffectMedium
IllusionRanged (60ft)Area of EffectShort
InformationTouchSingleInstant or Short
Mental InfluenceTouchSingleShort
TransformationTouchSingleShort
Teleport or PlanarSelf or TouchSingleInstant
Life or DeathTouchSingleInstant

For the Area of Effect, needs to select from the following shape template.

If the spell is Ranged:

LevelConeLineSphereCube
110ft15ft by 5ft5ft radius5ft side
215ft20ft by 5ft10ft radius10ft side
320ft25ft by 5ft15ft radius15ft side
425ft30ft by 5ft20ft radius20ft side
530ft35ft by 5ft25ft radius25ft side
635ft40ft by 5ft30ft radius30ft side
740ft45ft by 5ft35ft radius35ft side
845ft50ft by 5ft40ft radius40ft side
950ft55ft by 5ft45ft radius45ft side

Every level is equal to additional 5ft to each dimension, after the first level.

If the spell is Self or Touch:

LevelConeLineSphere
120ft30ft by 10ft10ft radius
230ft40ft by 10ft20ft radius
340ft50ft by 10ft30ft radius
450ft60ft by 10ft40ft radius
560ft70ft by 10ft50ft radius
670ft80ft by 10ft60ft radius
780ft90ft by 10ft70ft radius
890ft100ft by 10ft80ft radius
9100ft110ft by 10ft90ft radius

Every level is equal to additional 10ft to each dimension, after the first level.

If the duration is instantaneous, the effect takes place immediately, otherwise use the following:

LevelMediumShort
1st1 round1 round
2nd1 minute1 round
3rd10 minutes1 minute
4th1 hour1 minute
5th8 hours10 minutes
6th24 hours10 minutes
7th7 days1 hour
8th30 days1 hour
9thUntil dispelled8 hours

All the duration require concentration, unless the duration is equal of greater than 8 hours. In this case there is no concentration for the spell.

Define the basic effect of a spell based on it’s verb

A vervb define the most basic elements of a spell. In this case each verb will provide the base rules for each spell description for it’s mechanical rules. Each spellcaster should make changes on these to create variations on the spell and improving with enhancements on the spell.

Damage

Damage spells deal damage. If the spell is single target should use an spell attack. If the spell is area of effect, should use a saving throw otherwise the creatures inside the area should receive the damaging effects. Succeciding on the save will still cause half of the damage.

The amount of damage depends on both the target type and the spell level. A higher spell level will result in a higher damage output.

Spell LevelSingle-TargetArea-of-Effect
1st2d8 (9.0)2d6 (7.0)
2nd3d8 (13.5)3d6 (10.5)
3rd4d8 (18.0)4d6 (14.0)
4th5d8 (22.5)6d6 (21.0)
5th6d8 (27.0)9d6 (31.5)
6th7d8 (31.5)13d6 (45.5)
7th10d8 (45.0)18d6 (63.0)
8th13d8 (58.5)23d6 (80.5)
9th16d8 (72.0)30d6 (105.0)
Damage table which were used for

In case you wander how the damage from the previous table comes from, this is the baseline idea. The damage averaged and aproximated to the d8 for single targets, and the damage for area using d6.

Spell LevelSingle-Target (Avg PHB)Area-of-Effect (Avg PHB)
1stChromatic Orb – 3d8 → 13.5Burning Hands – 3d6 → 10.5
2ndScorching Ray – 3×2d6 → 21.0Aganazzar’s Scorcher – 3d8 → 13.5
3rdLightning Bolt – 8d6 → 28.0Fireball – 8d6 → 28.0
4thVitriolic Sphere – 10d4 → 27.5Ice Storm – 2d8+4d6 → 23.0
5thBanishing Smite – 5d10 → 27.5Cone of Cold – 8d8 → 36.0
6thDisintegrate – 10d6+40 → 75.0Circle of Death – 8d6 → 28.0
7thFinger of Death – 7d8+30 → 61.5Delayed Blast Fireball – 12d6 → 42.0
8thSunburst – 12d6 → 42.0
9thMeteor Swarm – 20d6 fire + 20d6 bludgeoning → 140.0
Template for quick use
  • Make a ranged spell attack, on a hit the target takes 1d6 [damage-type] damage.
  • Each creature in a [area] must make a [ability] saving throw. A target takes 1d6 [damage-type] damage on a failed save, or half as much damage on a successful one

You can also break down the damages, or build up the damage dices for higher level. Use the following table to create diversity on the damage dice.

DiceBreak to
1d21
1d32
1d42d2
1d62d3
1d82d4
1d102d5 or 3d3
1d122d6 or 3d4
1d202d10 or 3d6

For example, if you have a 3rd-level spell with damage of 6d8, you could break it down to 12d4 instead of using 6d8. Alternatively, a second-level spell with damage of 4d6 in area can be built up to deal 2d10 points of damage in area. These are base values that can be modified by improvements later on when deriving the spell.

Weird die types. If you have a weird die, like 6d3 damage, remove a die to improve it to the next damage tier, for example, 6d3 would become 5d4 damage. This makes it easier to roll the damage. And avoid using weird dies in the table.

If you’re interested in using numbers instead of rolling dice, each spell level has an average damage. If you want, you can use the average damage to build your final result. For instance, if you’d like to add a fixed number, like +5 to damage, this could be achieved by averaging out the damage. Keep in mind that fixed values are typically twice, and sometimes three times, stronger than rolling dice. So be cautious and get your DM’s approval.

Healing

Healing will remove damage from a target. The amount of healing depends on the range and targets.

Range and TargetHealing (per spell level)
Self, Single1d8
Self, Area of effect1d6
Touch, Single1d6
Ranged, Single1d6
Ranged, Area of effect1d4

Condition

Spells from this verb will give or remove a condition from the target. Very often these conditions are negative effect, still some conditions can be considered positive effects. This will can always affect the target if the target is willing to receive the effect, otherwise should have a saving throw to protect it. Additionally, at the end of each turns the affected creature should be able to make another save to remove the condition.

The spell level will define which conditions can be used.

ConditionMin Level
Blinded2nd
Charmed1st
Deafened2nd
Exhaustion4th
Frightened3rd
Grappled1st
Incapacitated4th
Invisible2nd
Paralyzed4th
Petrified6th
Poisoned1st
Prone1st
Restrained3rd
Stunned4th
Unconscious5th

* The exhaustion is a single level of it. Increasing of reducing.

Alternativaly, the spellcaster can make new contitions to use with special effects for each conditino.

Stat Shift

Stat shift alters the way a ability score from a user exists with a custom value. The most common use is to increase ability scores with this type of spells. But other lesser common are the increase of Armor Class for defense or increase of damage deal to targets with elemental damage. A spell som stat shift will provide a bonus from a single entry, is very rarely to a spell to provide bonus from multiple entries. For example a flaming sword would increase elemental damage. Another use for the stat shift is to provide another type of speed. Very common this one provides the flying speed.

LevelAbilityACAttackDamageSpeed
1st+1+11d410ft
2nd+2+2+11d415ft
3rd+4+2+21d620ft
4th+4+3+21d625ft
5th+6+3+21d830ft
6th+6+3+31d835ft
7th+8+4+32d640ft
8th+8+4+42d845ft
9th+10+5+42d1050ft

Alternativaly, you can use this stat shift to reduce instead of increase the stats, in this case the affected creatures should have a saving throw to avoid this shift. Additionally at the end of each turns the creature should be able to make another save to remove the shifted stat.

Mobility

Mobility effects alter how a character moves, either by enhancing their speed across multiple turns or by instantly relocating them. Distance is a key factor for these spells. Spells that grant movement over multiple turns generally provide a smaller increase in movement each turn, while quick teleportation spells allow a larger distance in a single use but do not extend movement beyond that moment. The instant movement may require the line of sight to make the movement.

If this range is self, you affect yourself. If the range is touch, a creature should have a saving throw to avoid the effect. In the case of touching a target, if the target is unwilling to move, this is considered a forced movement, and will require a saving throw.

LevelInstant MoveLine of SightShort‐Duration
1stup to 10ftYes+10ft
2ndup 25ftYes+15ft
3rdup to 30ftYes+20ft
4thup to 60ftYes+25ft
5thup to 100ftNo+30ft
6thup to 120ftNo+35ft
7thup to 250ftNo+40ft
8thup to 500ftNo+45ft
9thup to 1000ftNo+50ft

Summon or Animate

Spells with this verb conjure or enliven creatures or objects that serve the caster for a limited time. At its most basic, this verb lets you create a single ally (beast, elemental, construct, etc.) whose Challenge Rating (CR) scales with the spell’s level. The summoned or animated entity appears within 60feet of you, obeys simple mental commands (no action required on your part to direct it beyond choosing targets or basic tactics), and acts on your turn in initiative order. If the creature’s hit points drop to 0 or your concentration ends, it vanishes.

Spell LevelMax CRExamples
1st1/4owl, toad
2nd1/2wolf pup, sprite
3rd1wolf, small elemental
4th2air elemental, brown bear
5th3fire elemental, dryad
6th4earth elemental, young white dragon
7th5water elemental, wraith
8th6shield guardian, couatl
9th7solar, balor

All of these base Summon/Animate spells require concentration for their full duration. If concentration ends early, due to damage or voluntarily, the creature vanishes immediately. If the summoned or animated creature is reduced to 0 HP, it also disappears (leaving behind any nonmagical items it carried, if applicable). At the spellcaster discretion, the summoned/animated creature could stay in the battlefield, but would rage attacking the nearest creatures around (common to animate corpse and undead).

Creation or Terrain

Spells with the this verb conjure matter from nothing or reshape existing ground, stone, or other natural materials. At base, these spells let you form a nonmagical volume of material (earth, stone, water, wood, vegetation, or similar) into a desired shape (walls, barriers, pits, or patches of difficult terrain) within the range moving the maximum amount from the duration, the same is a cube with all equal sides. The created material persists for a limited duration, once the duration ends the created materials disappear. For the duration of the spell, the spellcaster can move or create the material within the limited size based on the spell level.

LevelCube (Move Existing)Cube (Create New)
1st10ft side5ft side
2nd20ft side10ft side
3rd30ft side15ft side
4th40ft side20ft side
5th50ft side25ft side
6th60ft side30ft side
7th70ft side35ft side
8th80ft side40ft side
9th90ft side45ft side

Illusion

Spells with the this verb fabricate false sensory information (sight, sound, smell, touch, and rarely taste) to deceive observers. At base, illusion spells create a figment or phantasmal effect that looks and sounds real but has no true substance. Illusions can obscure, mislead, or distract, and may interact with creatures perceptions. Observers can attempt to disbelieve or see through an illusion with saving throw.

LevelIllusion Size CubeAffected SensesDetails level
1st5ft sideSinglestatic image or minor moving effect
2nd10ft sideTwolarger or partially animated
3rd15ft sideTwofigment with accompanying noises
4th20ft sideThreemore detailed, multiple animated sources
5th25ft sideThreeroaring fire with heat smells
6th30ft sideAllmulti-layered, region-wide
7th35ft sideAllgusts of wind, brushing ‘leaves’
8th40ft sideAllvisual, sound, scent, tactile, highly convincing
9th45ft sideAllcold/fire heat, temperature change

Information

Spells with the this verb reveal or obscure facts, perceptions, or knowledge about a target or area. At base, these spells grant the caster sensory or informational insight (detecting magic, identifying weaknesses, reading thoughts, or scrying from afar) or conceal information from others (hiding objects, shielding secrets). An Information spell typically operates instantaneously (or for a brief ‘Short’ duration) and does not deal damage or impose conditions, its purpose is purely to know or hide knowledge.

These are common magical effect to be used:

LevelLevel of Information
1stBasic Trait Check
2ndBroad Categorical Insight
3rdSurface Mental or Hidden Feature Reveal
4thSpell Effect or Motivational Glimpse
5thRemote Sensor Link
6thLimited True Seeing
7thStandard Scrying
8thLegendary Lore Retrieval
9thCosmic Truth Inquiry

Mental Influence

Spells with this verb bend, probe, or hijack the thoughts and emotions of creatures. At base, these spells impose charms, create compulsions, plant suggestions, or instill fear or confusion. Mental Influence effects generally target a single creature, require the target to make a saving throw, and last for a brief duration.

This are common magical effects to be used:

Mental InfluenceMin Spell Level
Minor Compulsion1st
Command2nd
Sense Emotion2nd
Fear Induction3rd
Read Thoughts3rd
Calm Emotions4th
Suggestion5th
Dominate Person6th
Dominate Monster7th
Psychic Override8th

Transformation

Spells with this verb change the form, substance, or physical properties of a creature or object. At base, these spells let you alter a single target’s shape, size, or essential material, granting new statistics or functions for a limited duration. Transformation effects typically require you to touch (for objects or willing creatures) or target at range (for unwilling creatures), force a saving throw to resist. After the duration ends the effects revert back, converting the creature and properties to it’s original form.

You can apply one of the following effects:

Effect CategoryMin Spell LevelTarget Type
Minor Object mutation1stObject
Alter Creature2ndCreatue
Lesser Polymorph3rdCreature
Enlarge/Reduce4thCreature
Polymorph5thCreature
Stone to Flesh / Flesh to Stone6thCreature
True Polymorph7thCreature or Object
Shapechange8thCreature

Teleport or Planar

Spells with this verb instantly relocate creatures (or open brief portals) across distances or between planes. At base, these spells affect a single target (you or one creature). You can teleport yourself, or (with a touch) create a portal that lasts for 1 minute. Unwilling creatures get a saving throw to resist. All effects appear instantaneous, but the actual transit time scales by spell level.

You do not need line of sight to teleport, but you must have a clear description or direction for the destination. If a table entry lists two distances, the first is the minimum range and the second is the maximum range the spell can cover. Choosing a point outside that range causes the spell to fail immediately. If the destination is inside a solid object, the spell fails and neither teleportation nor portal creation occurs.

To open a portal, you must designate an existing anchor point (such as a permanent teleportation circle, a sequence of sigils, or a keyed material component) that marks the destination. This anchor can be created when you learn the spell or provided as a focus (e.g., a special crystal, engraved runes) at casting time, this decision is done at the spell creation.

Alternativaly the spell can be used to change planes. A spell needs to be at least 5th level to change plane and it’s teleportation time is 1 hours.

Spell LevelDistance Self (min–max)Distance Touch (min–max)Portal Distance (min–max)Teleport Time
1st30ft15ft100m1 round (6 sec)
2nd35ft ~ 50ft20ft ~ 25ft300m ~ 300m1 round (6 sec)
3rd50ft ~ 80ft30ft ~ 50ft1km ~ 1km1 round (6 sec)
4th80ft ~ 100ft50ft ~ 75ft3km ~ 3km1 round (6 sec)
5th100ft ~ 150ft75ft ~ 100ft1km ~ 10km10 seconds
6th150ft ~ 200ft100ft ~ 150ft10km ~ 30km20 seconds
7th200ft ~ 300ft150ft ~ 250ft30km ~ 150km30 seconds
8th300ft ~ 500ft200ft ~ 400ft100km ~ 500km1 minute
9th500ft ~ 1000ft250ft ~ 500ft500km ~ 1000km10 minutes

Life or Death

Spells with this verb manipulate the boundary between living and dead (restoring fallen allies, ending mortal life, or preserving a soul’s spark). At base, these spells affect a single target (a living creature, a dying/dead creature, or a soul). Unwilling creatures usually get a saving throw if subject to a harmful effect (e.g., a death effect). Most ‘life’ effects are instantaneous with no duration, some ‘death’ or ‘soul‐preserving’ effects last briefly.

This are common effects for this verb:

Effect CategoryMin Spell Level
Soul Tether1st
Soul Shield2nd
Revivify3rd
Death Knell5th
Raise Dead5th
Reincarnate6th
Resurrection7th
Life Ward8th
True Resurrection9th

Step by Step Example

Below is a walkthrough of how you might use the framework to build a simple, balanced 1st‐level base spell. We’ll choose the Damage verb, but you can follow the same steps for any of the other primitives.

Frigid Spike

  1. Choose Your Verb (Primitive Effect), we decide for a simple Damage.
    • What it really does: Reduces hit points.
    • Knobs to turn: Damage type (fire, cold, etc.), dice, area vs. single target, save or attack roll.
    • By picking Damage, we know our base spell must either hit a single target (with a spell attack) or impose a saving throw for area damage.
  2. Assign a School of Magic
    • Damage is most often associated with Evocation.
      • You can also justify Necromancy (if you want it to feel more ‘draining’ or undead‐themed), but we’ll stick with Evocation for a straightforward elemental bolt.
      • Save Ability for Evocation: Dexterity (for area saves) or (for a spell attack) no save, the target rolls AC vs. your spell attack bonus.
  3. Pick a Spell Level
    • We’re creating a 1st‐level base spell.
      • At 1st level, Damage spells are typically 1d8 on a hit (single target) or 1d6 against all in a small area (if area‐focused).
  4. Define the Basic Spell Parameters
    • In every base spell, you fill out Casting Time, Range, Components, and Duration according to the verb’s guidelines. For Damage (1st level):
      • Casting Time: Always 1 Action for base spells
      • Range: Damage can be Self, Touch, or Ranged (60ft). We want a simple ‘ranged bolt’, so we choose Range 60ft.
      • Components: by default Verbal (V) + Somatic (S). We’ll keep it V, S only, no material component needed for a simple energy bolt.
      • Duration: The duration is Instant, the damage happens immediately, no ongoing effect.
      • Target or Area of Effect: We’ll make this a single‐target spell. (If we had made it area, we’d choose one of the 1st‐level shapes: a 10ft cone, a 15ft by 5ft line, a 5ft radius sphere, or a 5ft cube.)
  5. Define the Mechanical Effect
    • Now we apply the Damage template for 1st‐level, single‐target:
    • Template (Damage – Single‐Target): ‘Make a ranged spell attack, on a hit, the target takes 1d8 [damage type] damage.
    • We can also pick a damage type. Let’s say our wizard specializes in cold.
    • Finally, give it a simple, evocative name and short description flavor:
      • Spell Name: ‘Goltard Frigid Spike’
      • Flavor Text (optional): You extend your hand, gathering frost in the air. A shard of concentrated ice streaks toward your target, freezing their skin on contact.
  6. Write the Base Spell Block
    • Putting it all together yields a complete 1st‐level base spell:

Frigid Spike 1st‐level Evocation

Casting Time: 1 Action Range: 60ft Components: V, S Duration: Instantaneous

You hurl a shard of ice at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 cold damage.

Simple, yet flavourfull, this is a baseline for the spellcasting. There is a multitide of ways this can be modified, enchanced and adapted. Very often spells will not have a specific way to address the effect, this is expected. Use other spells from the PHB as a guideline, or the suggestions on this list as a base. You will notice that the base spells will feel a little bit weaker than the spells on the base D&D book. This is intentional.

Derived Spells

A derived spell is a base spell modified. I’ve done a fairly compreensive detail on how to create a base spell, but any spell in the players handbook can be used as a base spell. With this spell in mind, there is a few considerations to be done. To make a derived spell you combining two base spells (the secondary spell will be half of the level of the first base spell) or enhancing a base spell.

All derived spells must have the name of the spellcaster who created, for example if Maggard crafts a cold-damage version of Magic Missile, it should be called ‘Maggard’s Magic Dart’. This is a important, a spell needs to carry its creator’s name.

Combining two base spells

When you create a combined spell, you start by choosing two existing spells, either two of your own base spells or one base spell and one Player’s Handbook spell. One of these must serve as the Primary Spell (the higher‐level or more complex effect), and the other as the Secondary Spell, which cannot exceed the half of Primary Spell’s level. In practice, this means that if your Primary Spell is, for example, 5th level, the Secondary Spell must be a 1st and 2th level spell.

Whenever possible, combine two of your own base spells rather than a PHB spell plus a base spell. By using base‐to‐base pairings, you minimize the risk of creating an over‐powered combination, since each base spell already obeys the framework’s level‐based limits. If you must include a PHB spell as one of the components, you should carefully trim or downgrade its dice, duration, or save DC to match the Primary’s slot budget, ensuring that the final derived spell remains balanced.

The combined spell’s spell level is always the level of the Primary Spell.

When both component spells are area‐of‐effect, the derived spell uses that same area, and both effects apply to everyone within it. If both are single‐target, then the combined spell still affects a single creature, applying both effects to that same target. In situations where one component is area and the other is single‐target, you default to the area dimensions of whichever spell is area‐based: everyone in that area is subject to both effects, with the secondary effect effectively ‘copied’ to each creature in the zone.

Because you are merging two effects into a single spell, you may find it necessary to reduce one of them to avoid an overly powerful outcome. Commonly this means halving the Secondary’s damage dice or shortening its duration. For example, if the Primary already deals 8d6 damage and the Secondary also deals 8d6, you would trim the Secondary down to 4d6 or change it from a minute‐long effect to one that is instantaneous. The goal is to respect the Primary’s ‘budget’ or balance framework so that combining two spells does not exceed what is appropriate for that slot level.

Below a few examples

Valeria’s Mindfang

For this example I’ll use two base spells.


Surface Mind 3rd-level Divination

You reach out with your mind to probe a single creature’s surface thoughts or to reveal hidden mental echoes in the immediate area. Choose one creature within 30 feet. That creature must succeed on an Intelligence saving throw or you hear its most prominent thought (a single sentence or emotion that occupies its mind at that moment). If the creature speaks during the next 10 seconds, you automatically understand its words.


Numbing Grasp 1st-level Enchantment

You lay your hand on a creature, infusing it with a brief, paralytic poison that sears its nerves. You touch one creature, that creature must succeed on a Constitution saving throw or become poisoned until the end of its next turn. A poisoned creature has disadvantage on attack rolls and ability checks. On a successful save, the target suffers no effect.


Below is a step-by-step walk-through of how Valeria the Mind-Smith crafts a new derived spell by merging two base spells, Surface Mind (3rd-level Information) and Numbing Grasp (1st-level Condition). Read through Valeria’s notes at the end for insights on balancing and flavor tweaks.

Valeria’s Mindfang merges Surface Mind (3rd-level probe of thoughts) and Numbing Grasp (1st-level poisoned touch) into one seamless effect. Because Surface Mind is the higher-level base, the derived spell is 3rd-level (half of the 3 level is 1.5, so round down). Both effects target a single creature on a Touch (the psychic sigil that opens thoughts also injects toxin). Instead of two saves, a single Intelligence save resists both the mind breach (revealing a fleeting thought and granting automatic understanding for 10 seconds) and the brief poisoned condition (disadvantage on attack rolls and checks until the end of its next turn). If the save succeeds, the target suffers neither effect. By keeping range, duration, and save in line with the original bases, Valeria’s Mindfang remains balanced and clear as a unified 3rd-level spell.


Valeria’s Mindfang 3rd-level Divination

A swirl of scarlet runes and violet mist flickers around your outstretched fingertip, coalescing into a jagged sigil of bleeding thought that lances into the target’s mind and infuses it with a paralytic toxin in one seamless strike. The creature must succeed on an Intelligence saving throw or you instantly perceive its most urgent thought (a single sentence or overwhelming emotion) and for the next 10 seconds any words it speaks are automatically intelligible to you, while the same psychic toxin leaves it poisoned until the end of its next turn. If the save succeeds, the target resists both the mental breach and the poison.

Cassian’s Shadowstride

To make this spell let’s start with this base spell


Trivial Walk 2nd-level Transmutation

You lay your hand on a willing creature, weaving transmutative energy into its essence, the target you touch received 15foot bonus to movement speed.


Cassian’s Shadowstride merges the 4th‐level PHB illusion Greater Invisibility (the Primary) with the 2nd‐level stat‐shift base Trivial Walk (the Secondary). Because Greater Invisibility is the higher‐level effect, the resulting spell occupies a 4th‐level. Both component spells originally required touch and concentration for up to one minute, so the combined spell likewise has a range of touch and demands concentration to maintain both invisibility and the extra 15 feet of movement. In practice, you place your hand on a willing creature and a swirl of silvery mist cloaks them in perfect concealment while their legs surge with speed. As long as you concentrate, just as you would for Greater Invisibility, the target remains unseen even while attacking or casting spells and also benefits from the Trivial Walk bonus to movement. If concentration breaks, both invisibility and heightened speed end immediately. By keeping the touch‐only delivery and matching durations, Cassian’s Shadowstride remains a clear, balanced 4th‐level fusion of concealment and enhanced mobility.


Cassian’s Shadowstride 4th-level Illusion and Transmutation

Casting Time: 1 Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute

A faint ripple of silvery mist and glimmering runes spirals from your fingertips, enveloping a willing creature in perfect concealment even as its legs suddenly surge with untapped vigour. For the duration, the target is under the effect of Greater Invisibility (it cannot be seen even while attacking or casting spells) and its movement speed increases by 15 feet. Both benefits require concentration, if concentration is broken, both invisibility and the bonus movement immediately end.

Improvements

An enhanced spell takes an existing base spell or a Player’s Handbook spell and augments it with two distinct improvements. If you choose a PHB spell as your starting point, the enhanced version occupies one level higher than the original. You can select an amount of improvements equal to half of the spell level (minimum of one) from the lists below, they could be from the general enhancement or tied to its broader tradition (Arcane, Divine, or Natural) or its school of magic.

General Enhancement Options

Downgrades

A downgrade is a drawback on the base spell or PHB spell, each downgrade you pick for the spell allows you to select another improvements. If you reduce the damage you can increase the amount of dice for example. The base downgrade are improvements in its opposite, for example, instead of increasing every damage die (d6 becomes d8), you decrease it to the next smaller die (d6 becomes d4), instead of doubling range, you cut it in half, instead of removing concentration, you add a requirement to concentrate, and so on. You are free to stack multiple downgrades on a single spell, but in practice it’s best to focus on one or two to avoid crippling the spell. You can add a downgrade to mixed spells if you want, this would reduce the spells effectiveness to receive a improvement in a different area.

Below are a handful of additional downgrade options you might apply:

Alaric’s Gale Stride

To make this spell let’s use this spell as a base line.


Gale Stride 4th-level Transmutation

You touch a willing creature and channel the elemental force of wind into its legs. The target immediately teleports up to 60 feet to an unoccupied space it can see. If the destination is occupied or cannot be seen, the spell fails and has no effect.


Let’s pick a couple of drawbacks for this spell. Material Component, casting requires a specialized whirlwind gem (cost = 4² × 50 gp = 800 gp). This focus is not consumed by the spell but must be present each time you cast and Creature Type Restriction Only affects humanoids, other creature types cannot be targeted.

With 2 drawbacks, we can select up to four improvements for this spell. Modify Range: Converted from Touch to a 30 foot ranged teleport. Add Additional Target, Allows teleporting up to two willing humanoids instead of one. Add a Minor Secondary Effect, Grants each teleported target a 10-foot movement bonus for 1 minute. Upcast Scaling: When cast at levels 5+, the teleport range increases by 30 feet per slot above 4th. This minor effect could be a 30 foot for a single round, but a 10 foot for a minute had a better appeal for the spell.


Alaric’s Gale Stride 4th-level Transmutation

Alaric stretches out his hand and conjures a swirl of wind-charged motes around his fingertips. Choose up to two willing humanoids within 30 feet, each instantly flies to an unoccupied space you can see within 60 feet of its starting position. If any chosen destination is occupied or unseen, that creature’s flight fails (though the other may still succeed). Immediately after teleporting, each target gains a 10 foot bonus to movement speed for 1 minute, no concentration required.

At Higher Levels: When you cast this spell using a slot of 5th level or higher, increase its maximum teleport range by 30 feet for every slot level above 4th (to a maximum of 120 feet at 8th level).

Uniqueness

What makes a spell unique? Why bother learning the ‘Algedar’s Firebolt’ or ‘Magrave’s University Flame Seeking Arrow’?

A spell should be unique. The idea behind the improvements is to create uniqueness in spells, making them significantly different, thereby increasing their robustness. This way, spellcasters from different regions can have distinct spells, even if they’re based on the same core idea. Some legendary spellcasters could even take it a step further by adding special improvements that only they possess. In this case, the DM should approve such unique spells.

The whole concept of this system is to empower creativity, uniqueness, and diversity in storytelling. Finding a rare spellbook with ancient teachings becomes more intriguing than simply learning another ‘Fireball’ for the fifth time.