New Monthly Spells #18 - We're at almost 100 spells!

The following spells for D&D 5th Edition are now available for download to all Patrons for fully integrated import into FoundryVTT or for printing as high-definition spell cards!
Enkindle
(1st-level evocation, Bard/Druid/Ranger/Sorcerer/Warlock/Wizard)
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What does it do?
Enkindle is deceptively simple: you choose a creature, and it bursts into flames—no saving throw, no concentration, nothing else required. The burning creature takes a small amount of fire damage at the start of each of its turns and can use its action to extinguish the flames. The only limitation is the spell’s duration, which equals the level of the spell slot you expend + 1. A 1st-level cast of Enkindle, for example, sets a target ablaze for 2 rounds. -
Is it fun? Absolutely! There’s something satisfying about snapping your fingers and igniting an enemy or object. Its a neat low level spell that remains useful as you get access to higher spell slots and does what it says on the tin! I will also release more spells that will key off being on fire or affected by different elements, so it will a great way to kick off some elemental combos.
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Is it useful?
A steady stream of guaranteed damage is always welcome. Even better, the fire damage increases over time: if you cast Enkindle at 4th level, the target takes 1d6 fire damage on the first round, rising each round until it takes 5d6 in the final one; those dice really add up. Alternatively, the target can spend its action dousing itself, which forces a hard choice and disrupts enemy action economy.
Moth Wings
(2nd-level transmutation, Bard/Druid/Ranger/Sorcerer/Warlock/Wizard)
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What does it do? You grow wings and can fly up to 40 feet. While flying, you can sprinkle a bit of magic dust on a creature of your choice, and with a little luck it falls into a magical sleep until the end of its next turn.
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Is it fun? I sure think so! It’s a richly flavorful ability that evokes a fey-like aesthetic and serves as a gentle, whimsical spell, perfect for many character concepts. Plus, enhanced mobility always unlocks creative ways to interact with the environment, which just amps up the enjoyment.
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Is it useful? Definitely. Mobility is invaluable both in combat and during exploration. The option to lull one—or at higher levels, multiple—creatures to sleep while you reposition or dive into battle can be incredibly powerful, especially since it uses a Charisma saving throw that many creatures react allergically to.
PSA: Only 5 spells left to reach 100! Once we've reached 100, I will pause the spell releases for one month to invest the time in quality assurance and cleanup, doing some balancing and some fixing runs both in Foundry and for the item cards. I will also begin to replace our old spell cards with the new design!
If you have ideas, notes on balancing or playtest insights, always feel free to hit me up via Patreon or our Discord!
The new spells have already been added to the search engine!
Curse Mark
(1st-level enchantment, Bard/Cleric/Paladin/Ranger/Sorcerer/Warlock/Wizard)
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What does it do? You curse a creature and place a glowing mark on it. The mark itself can be attacked—but it’s harder to hit than the creature: the marked creature’s AC against attacks targeting the mark is increased by the level of the spell slot you used. For example, if you cast it with a 4th-level slot, the creature gains +4 to AC against attacks aimed at the mark. If an attack does hit the mark, it deals an extra 2d6 necrotic or radiant damage per spell level on top of the weapon’s normal damage. After that hit, the curse mark vanishes.
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Is it fun? Absolutely! It only costs a bonus action yet sets up a satisfying high-risk, high-reward mini-game. You can pre-cast it on yourself to prep for a big strike, or teammates can lay it on an enemy to help you land that devastating blow.
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Is it useful? A bonus-action damage boost that scales with slot level is incredibly valuable. It encourages party synergy, as members can tag-team enemies, chain their turns for maximum impact, or still contribute to a party member's next turn when they miss a round of attacks with their action. It’s practical, tactical, and reinforces teamwork.
Sinister Seedling
(2nd-level necromancy, Bard/Druid/ranger/Sorcerer/Warlock/Wizard)
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What does it do?
You plant a seed in a creature, which grows over the next few rounds, dealing damage over time and then releases all the damage it dealt as healing back to you. -
Is it fun?
It’s a small, flavorful spell that stands out from other healing methods. It loses a bit of relevance at higher levels but is a neat way to recover some hit points early on. It is especially good because of the following combo: When you cast the Seedling at a creature while you are on low hit points - even your ally - and then fall to 0 hit points, the spell ends and you gain the hit points absorbed by the seed, returning you to 1 hit point! You can use your allies as a back up emergency battery and if that isn't peak necromancy, I don't know what is. -
Is it good?
Healing is always useful since hit points are a creature’s most vital resource, so any extra healing is inherently valuable. Seedling shines because it has almost no restrictions: you don’t need to stay within range, you can target allies who can willingly fail their saves, and the spell still deals a bit of necrotic damage on a successful save and a failed save guarantees you get at least some healing. The only drawback is that it uses a 2nd-level slot, so you might not feel the full value if things go poorly—but considering how much healing you can get from potions and other sources, you’re still likely to come out ahead.
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Although we work super hard on our standard of quality, this is no official content! This token release is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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