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


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Seems circle magic will mostly be a world building or DM thing.

I don't agree with this, there are tons of cool combos. Expanding say Spirit Guardians could be brutally effective or removing the casting cost from say Simulcrum or Imprisonment makes it more viable to use, allowing a conjurer wizard to extend his Summon Elemental say for hours could be useful, etc..., now the special effects probably won't see use by players often, but we haven't seen all the spells, so this is by no means certain.
 

I don't agree with this, there are tons of cool combos. Expanding say Spirit Guardians could be brutally effective or removing the casting cost from say Simulcrum or Imprisonment makes it more viable to use, allowing a conjurer wizard to extend his Summon Elemental say for hours could be useful, etc..., now the special effects probably won't see use by players often, but we haven't seen all the spells, so this is by no means certain.
It is more about opening up magical plot possibilities, and giving some agency to players in how to pursue their goals. It won't impact combat too much, which is fine.
 

I don't agree with this, there are tons of cool combos. Expanding say Spirit Guardians could be brutally effective or removing the casting cost from say Simulcrum or Imprisonment makes it more viable to use, allowing a conjurer wizard to extend his Summon Elemental say for hours could be useful, etc..., now the special effects probably won't see use by players often, but we haven't seen all the spells, so this is by no means certain.

Waiting to see the full rules. Depends on how many spellcasters are required.
 



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