Spells of Ravnica in D&D

Now that I have uploaded homebrew Guildmage subclasses for each of the five guilds present in the set Return to Ravnica, this week I’ve created some spells to go with them! These spells are a combination of spells I thought would be interesting to design, and some of the guilds’ most iconic spells.

image

Abrupt Decay
3rd-level transmutation
Casting Time: 1 action
Range: 100 feet
Components: S, V
Duration: Instantaneous
You drive two of the most powerful forces to disintegrate your foe and their equipment: the forces of Nature and Time. One creature within range must make a Constitution saving throw. On a failed save, the target suffers 4d6 acid damage, and one item that it is carrying is instantly corroded and destroyed. On a successful save, the target suffers half as much damage. This spell may also target structures or large objects, which automatically fail the save and suffer double damage, or small objects or magic items, which are immediately destroyed. This spell cannot destroy magic items with a rarity rating of rare or higher.

I wanted this spell to work as a “utility” destruction spell in the same way it can in Magic games, given its wide range of potential targets it can damage. The initial design was just damage with the ability to destroy a carried item, inspired by the Cinderslag Elemental’s Molten Gaze action from the Tal’Dorei campaign guide, which I then expanded to let it target and damage other items.

image

Cyclonic Rift
2nd-level evocation
Casting Time: 1 action
Range: 100 feet
Components: S, V
Duration: Instantaneous
You call down a column of raging wind and lightning onto a target, sucking it up and launching it into the air. One target creature within range must make a Strength saving throw. On a failed save, the target suffers 2d8 lightning damage and is lifted 50 feet into the air. On a success, the creature suffers half as much damage and is not moved.
At higher levels.

When you cast this spell using a spell slot of 3rd level or higher,

the damage increases by 1d8 for each slot level above 2nd.

When you cast this spell using a spell slot of 7th level or higher, instead of targeting one creature, the spell affects all creatures within a 40-foot-radius, 100-foot-high cylinder. When cast at this level, you may maintain concentration on this spell for up to one minute, and may move it up to 30 feet as a bonus action.

The damage for this spell is generated partly through falling damage, so while it has a higher damage output than other spells of the same damage, a bigger chunk of that damage is negated if a target succeeds on its save, balancing it out as a higher-risk-higher-reward spell, which fits perfectly with the mindset of the average Izzet character.

image

Pain Magnification
3rd-level enchantment
Casting Time: 1 Action
Range: 80 feet
Components: S, V
Duration: 1 minute (concentration)
One creature within range must make a Wisdom saving throw or fall under the effect of this spell. While under the effect of this spell, when the target suffers an amount of damage higher than its Constitution score from one source, it must make a Wisdom saving throw. On a failed save, the the target halves its movement speed and suffers -3 to ability checks and attack rolls

for one round. On a successful save the spell ends.
At higher levels. When you cast this spell 

using a spell slot of 5th level or higher, when the target fails a save after suffering more than 20 points of damage

from one source, it is paralysed for one round.

This spell I originally planned to deal additional psychic damage to represent that card forcing the damaged player to discard a card, but I changed it with inspiration from Power Word Pain from Xanathar’s Guide to Everything. With more opportunities for the spell to end and have no effect without affecting the target, I felt that it was appropriate at 3rd level. 

image

Seeds of Strength
2nd-level transmutation
Casting Time: 1 minute
Range: 10 feet
Components: S, V
Duration: Instantaneous

Up to three seeds appear in your hand and are infused with magic for the duration. A creature can eat one seed as a bonus action, which grants +4 to the creature’s Strength score for one round.
     The seeds lose their potency if they have not been consumed within 24 hours of the casting of this spell.

With this spell, inspired by the art and its ability to increase the combat potency of 3 targets, I wanted to create an effect similar to goodberry, but with more of a combat buff effect. To this end, I felt that the +4 to Strength was the ideal way to make it, giving both a +2 to attack and damage rolls with strength based weapons, and some minor utility outside of combat for strength based ability checks.

image

Sphinx’s Revelation


4th-level divination
Casting Time: 1 Action
Range: 10 feet
Components: S, V
Duration: Instantaneous
You immediately gain access to a prepared spell from your class’s spell list, and up to 6 creatures within 50 feet of you regain 2d6 hit points. The prepared spell remains prepared for one minute.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, you gain one additional prepared spell, which remains for one additional minute, and increase the amount each affected creature heals by 1d6 for each slot level above 4th.

I wanted my representation of the most iconic Azorius spell to feel similar to how it plays in MTG. Gaining new prepared spells felt the best way to represent the card draw, as it provides a similar level of utility to how the card works in games of magic, and healing affecting nearby characters to represent the lifegain aspect of the card.

For more of my Ravnica content, click here! If you want to support my work, you can make a donation to my ko-fi here, or support me on Patreon here for early access to upcoming content and patron-only design process posts.

%d bloggers like this: