Dungeons & Dragons Reveals Two New Spells That Will Appear in Forgotten Realms Books

Doomtide and Spellfire Storm were revealed this week.
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Wizards of the Coast has revealed two new spells that will appear in the upcoming Forgotten Realms: Heroes of Faerun book. Doomtide and Spellfire Storm were revealed over on D&D Beyond this week, providing a look at the new spells and explaining how Circle Casting will work within the game. Doomtide's description is as follows:

This spell creates a 20-foot-radius Sphere of inky, magical Darkness that can deal 5d6 Psychic damage to creatures caught within. But that's not all—those who fail their saving throw also subtract 1d6 from their saving throws until the end of their next turn.

This spell creates a 20-foot-radius Sphere of inky, magical Darkness that can deal 5d6 Psychic damage to creatures caught within. But that's not all—those who fail their saving throw also subtract 1d6 from their saving throws until the end of their next turn.

Meanwhile, the description of Spellfire Storm is as follows:

Not only does this spell conjure a 20-foot-radius, 20-foot-high Cylinder pillar of spellfire that can deal 4d10 Radiant damage to creatures within, but it also interferes with creatures who attempt to cast spells from inside the pillar's area of effect.

Both spells can be greatly enhanced via Circle Casting. By expending a string of three black pearls from Pandemonium with at least five other casters, the spell's range becomes 1 mile and it no longer requires Concentration to cast. Meanwhile, Spellfire Storm's range can also be extended to one mile by expending a blue star sapphire worth 25,000+ GP. When circle casting is used, Spellfire Storm also no longer requires Concentration to contain.
 

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Christian Hoffer

Christian Hoffer




The cylinder is roughly half the height of the sphere with a commensurate decrease in area.
Err… I guess it’s half the height, if you center the sphere on a point 20 feet in the air. But then significantly less of the sphere’s area will be touching the ground, which is where most of your targets are likely to be. In my experience spheres are usually centered on a point on the ground, making them functionally more like domes. And in that case, a 20’ sphere and a 20’ radius, 20’ tall cylinder would be functionally very similar. The areas are not identical, but it’s rather a corner case (no pun intended) when you’d be able to hit an airborne target with the cylinder but not the dome.
 

In my experience spheres are usually centered on a point on the ground, making them functionally more like domes.
In my experience, unless the sphere spell emanates from the caster, players will usually angle their fireballs to encompass as much space as possible, usually shooting it a few feet above their enemies' heads.
 

In my experience, unless the sphere spell emanates from the caster, players will usually angle their fireballs to encompass as much space as possible, usually shooting it a few feet above their enemies' heads.
🤷‍♀️ honestly, I don’t think it makes much difference in the vast majority of cases. There are rarely enough airborne enemies for it to matter.
 

"No one's going to Pandemonium."

"Yeah, it's just a bunch of noisy tunnels with some fiends in it. It's kind of a one-trick pony."

"Let's put a sort-of valuable magical component there that lets people cast spells at a greater distance."

Tosses the incomplete draft of the 5E Manual of Planes in the trash

"Works for me!"
 


Both of those spells could create a hazardous region if they're allowed to expand the area in addition to the specific circle casting effects.
 
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