Hail, traveler!

Welcome to a creative repository for my tabletop RPG works and characters. It's mostly Dungeons & Dragons. If you were ever curious about the amount of effort I put into one of my favorite hobbies, you're in the right place.Please feel free to check out the few* things I made! This site's still very much a WIP, so you might find more being added progressively.

Heya, this is me, Frosty.
I use they/them.

Creative works & majority characters © Frosty 2015 - 2024

Character Biographies

Overly detailed biographies of my TTRPG player characters.
Click on a character's thumbnail to visit their dossier.

Creative Works

Short stories, playlists, animations, and more. Ranging from about my characters to even 5e homebrew you can use for your own games.


Quick Navigation

Listed in chronological order by publication date, from oldest to newest

A Star to Guide Us📝Short Story
🌋Ihelmen🧩5e Homebrew - Ancestry
🪕Always and Forever🎵Music Playlist
🌠Lux Asterum Phari🧩5e Homebrew - Spells & Subclasses
👥How to Spot a Frosty D&D Character📊Infographic Series
🎯Big Bounty Elimination Guild💬5e Public Discord Community
🧿The Azurist🧩5e Homebrew - Class
📖We're Heroes🎥Animation
Where the Heart Is🎥Animation

A Star to Guide Us

Opus Loregit is proud of their best friend graduating from Livingwood College. Osprey's studies and thesis lead him to opening the eye on a new deity. Yet, the thought of Osprey leaving terrifies Opus. He's done so much for them. Help them cope. Solve mysteries. What would they do without him?

  • Published: April 10, 2020

  • Word Count: ~6,800 words

  • Content Tags: Graduation, close friendship, confession, grief, kissing

📝Short Story


🧩5e Homebrew - Ancestry

Ihelmen

The enigmatic ihelmen are volcanic creatures found in the deepest pockets of the earth. Their existence is a mystery, for they have no eyes, no noses, no mouths, and no hair—save for those considered deformed to be exiled to the surface. These genderless folk of the flame shed the need for such surface physiologies, sensing the world through infrared sight thanks to their ear-like protrusions and communicating with nonverbal telepathy. Their rigid culture and caste system form their dogma of excellence in metallurgy and mining.Check out the homebrew race on D&D Beyond.

  • Published: April 30, 2020


Always and Forever

A curated playlist of music and songs that chronicle Opus Loregit's journey. Everything from their greenhorn wanderlust, their talent for artifice, making new friends, losing said friends, learning to love, finding faith, and much more.Each track comes with an accompanying breakdown, and each one inspired by our D&D campaign Wanderers / Skies of Shambhala.

  • Published: April 30, 2021

  • Track Count: 18

🎵Music Playlist


🧩5e Homebrew - Spells & Subclasses

Lux Asterum Phari

"Wayfinder's Starlight," a new school of magic pioneered by Opus Loregit that draws upon the energy of the cosmos, stars, space, and prisms to manifest into various effects. Stored in vibrant, colorful crystals, this malleable, liquid light can be sculpted and flash-forged to suit the whims of the caster, taking the form of prismatic orbs, chromatic mirages, protective halos, twisted light, and much more. Also includes new subclasses like the Lightsmith Artificer!Each spell was made to produce a myriad of different and unique effects! Learn more about the homebrew including extensive design commentary.

  • First Published: July 3, 2021

  • Last Updated: April 30, 2024 with v4.0


How to Spot a Frosty D&D Character

When I realized how similar my TTRPG characters are with each other, I decided to create a fun, multi-part graphic series to explore just how many archetypes and typecasts they share. Turns out, they're very similar. Originally posted on Twitter but now replicated here for a streamlined viewing experience and some additional commentary since then.

  • First Published: September 16, 2021

  • Last Updated: January 30, 2023

  • Card Count: 32

📊Infographic Series


💬5e Public Discord Community

Big Bounty Elimination Guild

BBEG is a D&D 5e community centered around combat-focused one-shots. Bounties are posted on the Bounty Board by DMs, then PCs come together and form teams to tackle the challenge! This asynchronous Discord server plays much like Monster Hunter with no commitment required. Play in one Bounty or play in 30, you're welcome at BBEG!

  • Began: October 3, 2021


The Azurist

A homebrew class reimagining Final Fantasy's renowned Blue Mage job into a D&D setting, specifically tailored towards my Big Bounty Elimination Guild's style of play. Defeat foes and attune to their spirits to attain Blue Bonds and mimic their powers. Though not applicable for all D&D games, the homebrew is easily convertible to suit any manner of play.Check out the homebrew class on Homebrewery.

  • First Published: October 15, 2021

  • Last Updated: November 27, 2023

🧩5e Homebrew - Class


🎥Animation

We're Heroes

An animation commemorating the completion of a 2+ year campaign. An older Opus Loregit tells a story of how heroes are made to their daughter in a heartfelt epilogue.

  • Published: January 22, 2022

  • Video Length: 9:12


Where the Heart Is

An animation commemorating the completion of a nearly 2 year campaign. Ákos Kalnath and their fiancé Isnath spend time together and play a song to reminisce about their old ship crew in a heartfelt epilogue.

  • Published: January 19, 2023

  • Video Length: 3:30

🎥Animation

Art Gallery

Drawings either done by me or pieces commissioned from lovely artists.

Miscellaneous

Fun character questions, AUs, and other neat small creative stuff.

Opus Loregit

The Wanderer

AncestryRock Gnome
ClassArtificer (Battle Smith)
LevelLv. 20
Gender++enby++ Nonbinary (they/them)
Age20 (start of campaign) - 23+ (end)
WorldShambhala
Date CreatedEarly-to-mid 2018
StatusCampaign concluded in Jan. 2022

Table of Contents

SummaryA quick, brief synopsis of Opus the character
OriginHow and why Opus was created and their backstory
PersonalityOpus's profile and how I play(ed) them from a roleplay perspective
MechanicsOpus's D&D 5e character sheet, build, playstyle, and how I flavor their presence in combat
RelationshipsOther characters deeply linked with Opus
EpilogueThe fate of Opus following the conclusion of their campaign
MiscellaneousFun tidbits, questions, and other interesting sundry

(Side note: throughout this section you'll find some @@highlighted words##If you never hovered over me, you'd've never known that you're cool! :0##. Hover over them for more context, clarification, or supplemental info!)


Summary

Opus Loregit, known also as The Wanderer, is a gnome artificer from the levitating, technological metropolis Magnis in the world of Shambhala. Though born in the quaint port town of Sîal Gales, the inventive tinkerer underwent their family's Itinere tradition and traveled the world to discover something big to bring back to their Hall of Histories. What they found, however, permanently transformed their life in ways they never expected.From their initial adventures with their first outside friends The Wanderers, to their discovery of a new god the Wayfinder, to their exploration and later thwarting of Tiamat's machinations of stealing said god's ascension, Opus devoted themself to becoming a beacon of light to those lost in darkness. They weathered many crises of faith, grieving, and threatening of friendships, but each time they triumphed and grew as a person. But they could only persevere from the love of their friends, family, and loved ones.Magnanimous Magic. One of Opus's first achievements in their Itinere was finally animating their childhood (imaginary) friend and prototype, an elvish-inspired yak-based Steel Defender they named Magnum. Magnum comforted Opus when The Wanderers died to the bheur hag and they retreated to the Livingwood College. Their bond was tested when Opus first came across the floating city of Magnis, whose top thinkers told the duo the construct held the lost secrets to sentience that could ultimately save the @@Arcons##Arcadian Constructs; mechanically synonymous with the Warforged but setting-wise are more recent in origin and tied to Magnis##. The gnome was able to dissect Magnum's nascent soul to develop a new school of magic: Animancy. Soul magic.Along with their second major discovery in the form of another school of magic: Lux Asterum Phari (Wayfinder's Starlight in Gnomish), Opus's drive to push the boundaries of magic, technology, artifice, and the cosmos is nearly unparalleled. Their faith in the Wayfinder and ushering in an arcane renaissance after Tiamat's death held true through thick and thin.Family Found. After having defeated Tiamat in the epic battle at the Rift in her attempts to siege divinity at the @@Heart of Magic##The secluded extradimensional plane where all magic and divinity originate##, Opus stayed connected with their friends and fellow heroes the Astral Architects. Opus's wanderlust never dwindles, even through the ages, and they'll gladly take up arms again in an instant if it meant protecting those they care for the most.Opus married Ephram Wixwicket, the operator of the world's most powerful and advanced telescope at the Observatory in Magnis. They also found platonic (later romantic) love in their best friend and life partner Osprey Lorendiel, the budding archdruid of the newly established Circle of Stars and co-discoverer of the Wayfinder's Guiding Star. Together, the polycule face all of life's challenges, whether it's raising children as part of their odd, queer family, to working to circumnavigate impending cataclysms that endanger their world.Personal Growth. I played Opus for a 2.5 year D&D 5e campaign that started in 2019, from levels 2 to 20. Opus means a lot to me, and their growth through the turmoils and challenges they've overcome have encouraged the same such tenacity in myself. As I mentioned in my Always and Forever playlist, Opus represents a brilliant flare of creativity. They represent growth, healing, and failing forward until you get it. They represent being lost and alone, but the tempered ties of love, friendship, and family pulling you back up to the surface and not letting you drown in the darkness. Opus themself had lead me on a journey of my own growth and healing, and their character, though fictional, is a real, core inspiration to me myself as Frosty. It's ironic that some folks have actually mistook my name for Opus from how much they mean to me. I learned to play guitar entirely because I wanted to make acoustic covers from the perspective of Opus. I hope this biography can shed light on the centuries-long life of this gnome artificer that lives in my head way too much.

Origin

The character Opus was originally conceived around early-to-mid 2018. The prior year I had concluded my first ever D&D campaign of 3 years with Nozzy and began my journey as a novice DM for a new campaign (which would last until my college graduation). Yet I still wanted to also be a player, so I came up with the first draft of Opus and convinced a good friend to experiment with DMing a loose 1-on-1 campaign.Having more experience with D&D, I wanted to also experiment with homebrew. One of the main inspirations for Opus was to play a mage-like character that sought lost, esoteric knowledge and was deeply religious, so after some time browsing online I found the Archivist homebrew class. Think Wizard x Cleric with a focus on lore that was based on an official class in D&D 3.5e. At the time, Opus and their family were disciples to Ioun, the Goddess of Knowledge from D&D 4e.Opus came from a desire to be invested in a D&D world and its intricacies and lore from the perspective of a storytelling nerd. Nozzy, my first ever D&D character, had a bumpy beginning and a few change of DM hands before the group (mostly) solidified—with Opus I wanted to feel immersed and engaged from session 1. I put a lot of care into detailing Opus's personality, goals, fears, and backstory so that I could achieve this from the first moment of embarking on their quest. Where most of Nozzy's modern lore is retconned and fairly modified from his early non-serious backstory, Opus was written to be deeply intertwined from the start.I also wanted to experiment with myself and Opus became the conduit for that expression. Around that time I started questioning my own gender and built Opus to be nonbinary with a slightly feminine aesthetic. Roleplaying as Opus helped me be comfortable in my own skin as a nonbinary demimasc person and adopting they/them pronouns.Here's a few extra Opus concept tidbits:

Opus from the original 1-on-1 campaign

  • Opus's Southern US accent, mannerisms, and colloquialisms come from wanting to play a character with a wildly different voice than Nozzy, but also to mesh their politeness, kindness, and their queer identity with subverting stereotypical expectations of the real world regional equivalent. Opus is folksy, but incredibly inclusive that I wanted to embody to deconstruct harmful clichés of bigotry.

  • Nozzy's transition from 3.5e to 5e as a fullcaster Druid made me want to continue learning how fullcasters were like in 5e proper.

  • Opus loves trivia; I wanted to incorporate random bits of it in conversation and made a vast fantasy-esque trivia list to reference.

  • One of Opus's original goals was to build a portable telescope with several enchanted lenses to detect anything; and that required adventuring in the world to find components.

  • I loved the idea of Opus casting @@Guidance##A spell that adds a small bonus to the next skill check## with the visual of drawing their personal symbol of an O and a P (see the image above) to boost their self-confidence!

  • Partly inspired by Caleb Widogast from Critical Role's Mighty Nein campaign, I designed Opus to have "book holsters" on their knee-high boots to contain their spelltome and notebook and to show a sense of greenhorn exploration.

While the 1-on-1 campaign unfortunately fell through, I still wanted to play as Opus. In mid 2019, after having graduated, I put out this tweet and eventually found and put together the online group that continues to persist to this day! Opus's backstory was slightly tweaked to fit the DM's setting and I shifted Opus from the homebrew Archivist to the official Artificer class. At the time it was still in the Unearthed Arcana playtesting phase, but the concept of blending magic and engineering was fascinating and built off of one of Opus's core foundations of enchanting and tinkering from their Rock Gnome familial background.


Backstory. The Loregits are a wealthy Gnomish family that live on an expansive estate on a hill overlooking the quaint port city Sîal Gales on the continent of Arcadia. Many travel and visit the seaside town from all corners of the land for one reason and one reason alone: the Hall of Histories. As its curators for generations, the Loregit family has built, managed, and iterated on a massive museum of various artifacts, relics, fragments, archives, records, stories, tales, tomes, and much, much more. If one could imagine it, it might exist in some shape or manner, direct or indirect, at the Hall of Histories.Many wonder how the Loregit gnomes have acquisitioned such widespread pieces of the world’s histories and cultures. Several relate it to their patron fey deity @@Veldmir##The goddess of forests, invention, and the natural process of death## extending a guiding hand in their worldly explorations. Others believe their affluence pave the way to hiring multitudes of dungeon-delving teams on their behalf, placing bounties on unmarked ruins and paying members to recover anything of note. Perhaps the family associates with sanctioned guilds of archaeologists and anthropologists and came to a mutual, beneficial agreement. Whatever the case, the Loregits have come to be linked with a sort of motto: “Participes enim intelligere,” which is @@Gnomish##Really just Latin## for “a shared history leads to an understanding future.”Opus and their three siblings make the latest generation in the Loregit family. While twins have existed within their lineage, the family was surprised when they were blessed by four healthy gnome children—quadruplets—for the first time in history. The young gnome grew up a mostly sheltered life in their family estate. During the children’s 8th birthday, the family brought in skilled tutors from across the world, specialized in different walks of life. Their choice, their parents said, would shape their own unique discipline and perspective of the material plane. Having been inquisitive and curious their entire childhood about arcane energies, Opus selected to be partnered with Mrylori, an Elven spellcaster. Mrylori, a long-time friend of the Loregits, would mentor Opus for the next dozen years in learning the arcane art of harnessing and controlling magical energy. In turn, Opus would learn to weave this technique into their developing interests in tinkering and engineering.While their time was mostly spent studying old texts and undergoing rigorous, restless training in ascertaining the capability to safely direct magic, Opus also spent time with their siblings. Their eldest brother by two minutes, Moñu took up practice in swordsmanship, mentored by Sîal Gales’ very same captain of the guard. The second eldest brother, Scrim, was always fascinated with the outside world around him and the creatures that inhabited it. He was mentored by a renowned pathfinder and hunter, who taught him the ways of surviving in the wilderness and animal handling. Opus was particularly jealous of Scrim’s early adventures in the regions around the estate and the fact that he befriended and tamed a blood hawk he called Shaw. Most peculiarly, however, was Opus’s third eldest sibling, Alette. She refused a mentor and decided to take her own path in her studies.It was with their time studying as Mrylori’s apprentice that Opus learned a wide variety of Elven culture and their way of life. The young student felt their gender identity align similarly with Elven perceptions of gender as a fluid characteristic of the soul, and thus, realized they were nonbinary. Moñu was stubborn and couldn’t fully accept his sibling’s identity at the time, often bullying them for a supposed warping of magical energies that confused their soul. Even the family’s father, Rueinn, had believed the mentor was “brainwashing” Opus with pointless and unnecessary teachings. It took a stern reminder from the family head, Pýra, that Mrylori was a respected friend of the family who has done nothing but assist the gnomes in translating ancient Elvish texts for the Halls.Regardless, Opus holds fond memories of their older siblings. Being the youngest, they were often teased for being the last born of the four, but Opus would frequently triumph in trivia bouts. They pride themselves in knowing obscure knowledge and lore about their family’s Halls and the contents within. The young magical apprentice is easily excited by the unknown and dreams of exploring every nook and cranny of the world. Scrim and Opus would sometimes get caught sneaking out of the estate by one of their personal guards in their attempts to build a treehouse downhill. Although distant, reclusive, and calculating in modern times, Opus remembers times where they and Alette would prank Hall guards by sneakily swapping a few old scrolls with each other. It took a week for anyone to notice. She was shy and soft-spoken back then, and Opus would find themselves covering for her the one instance the group was caught.The Loregits hold a cultural tradition that’s persisted for centuries. When a new generation comes around, the family’s children set off on a rite of passage they call the “Itinere,” Gnomish for “journey.” When the youngest child reaches age 20, the family holds a celebratory festival to commemorate their 5 year travel across the world’s wonders in pursuit of exploration, self-growth, and knowledge. The children are encouraged to return with valuable gifts to decorate the annals of the Halls at the end of this five year period. There are tales of Loregit gnomes having perished during their Itinere, but the unknowns of the world fuel the gnomish children’s wanderlust enough to brush the fear away. At the end of this period, the gnome children return to their hometown estate, having officially grown from children to adults. A festival is once again held to celebrate their homecoming, and the family head judges the new additions they have brought before the Halls. The Loregit who has brought lore and knowledge that has most enlightened the family is thus named the new Loregit family head.Opus and their siblings have just turned 20. Whatever may have happened during their childhood between their siblings, they hold no grudge over now. The apprentice artificer is certain that their clever and witty attitude will hold them true throughout their journey, gaining an edge over their siblings. Competitive in nature, Opus believes that they will not only uncover a major breakthrough that unravels the world’s deepest and most well-kept secrets, but reign superior in their Itinere 5 years down the line. With a handcrafted violet shawl given to them as a farewell gift from Mrylori with a symbol of Veldmir sewn on the front, Opus knows they will become the next Loregit family head, the highest honor imaginable.

Personality

HeightGrew from 3'3" to 3'4" (101 cm)
Weight40 lbs.
LanguagesCommon, Gnomish, Elvish, Draconic
FaithVeldmir & Wayfinder
Sexuality++bi++ Bisexual (masc-leaning) & ++poly++ Polyamorous
D&D AlignmentLawful Good

Curiosity. There's no other word that can succinctly illustrate Opus other than curious. As a Loregit gnome they were raised to wonder about the world's workings and histories. They dove into books, tomes, and tales that consumed their time. When they chose to be tutored by the elven mage Mrylori, they tackled blending a taste of elvish magic with their father's gnomish engineering that they greatly admired. The Loregit's core foundational values of exploration, knowledge, and sharing is replicated wholesale in Opus. They engrossed themself in their family's Hall of Histories, memorizing the contents of their mother's precise curation every year. They never stop asking questions, wondering what's what, where's where, and why's why. This fact builds upon their wanderlust, a unique drive to explore the world and learn every facet of every crevice. With their fascination of the cosmos' link to the unknown leading to their discovery of a new god of the stars Opus developed an unabating want to learn and adventure. Everything is worth learning, from smallest details of fun, meaningless factoids to esoteric, fundamental laws of the universe and the existence of magic.
While deeply kind and caring, this inquisitive nature can be seen as prying to some, especially to sensitive information or knowledge.
Trailblazer. It's one thing to be curious, it's another to commit to bettering what you find through curiosity. For Opus, to be curious is not to be fascinated by a subject and simply discarded when the novelty wears off, it is a desire of improving the world (or themself) with it. Opus pushes to innovate, develop, and research methods and applications to make progress in bettering the world. Whether this be with their inventions, their new schools of magic, their teaching as a professor long after their triumph over Tiamat, or lending a guiding hand as an adherent of the Wayfinder. Opus intimately understands that bettering the world first comes from bettering yourself; always open to learning from others as well as themself through their actions.Empathic. Opus's devotion to the wellbeing and lives of people and their nonviolent upbringing makes them an empathic individual. As a staunch adherent to the Wayfinder, they see themself as a guiding hand and listening ear to those who need them, especially to family and friends. Opus will not hesitate to drop anything to aid a loved one even in trivial matters. This love is immense, leading to relationships with their life partner Osprey Lorendiel and their boyfriend (later husband) Ephram Wixwicket.
This love also lends to a deep-seeded fear of death and witnessing death. To Opus, every person has a story to tell and a path to explore. When that person dies, that path is snipped.
Trauma. During their 5 year Itinere to compete in becoming the next Loregit family head, Opus struggled with death and loss. Witnessing death was deeply traumatic for the budding gnome greenhorn, even to the highest offender. They naively believed everyone had a chance at redeeming themselves if they had wronged, and while that belief is still present to a lesser extent, it caused a dread when a person died when they didn't have to. Opus kept a list close to their chest of everyone they knew that died, a coping mechanism to remember the names and people of those whose lives were cut short.
During the first few months of their Itinere Opus's first real world companions died from a bheur hag who froze them to death as icy statues. This sparked a terrifying anxiety that spiraled into a PTSD-riddled depression and survivor's guilt. It took years and many relapses to overcome these challenges in their life, from their friendship with theology student Osprey Lorendiel to the compassion of their new friends that pushed past near life-or-death situations they caused as a result of these attacks.
Despite this, Opus represents growth and healing past the trauma. Learning from it and emerging from an ocean of darkness from the ties of love connecting them like a buoyant. Accepting their own flaws and learn to grieve and nourish once more.
Impassioned. Opus is fervent with their work and never gives less than 100% if they can help it. Their keen focus benefits their mechanical and magical prowess and with enough concentration and a willingness to experiment, Opus believes they can tackle any problem. While this has led to the pioneering and ushering of an arcane renaissance with the invention of two new schools of magic Lux Asterum Phari and Animancy as well as the revival of Arcadian Construct sentience, this mindset also plays a part in making problems worse. Their wish to share their work, passion, and knowledge with little desire to hide (many) secrets they know can lead to other nefarious folks exploiting this information for their own gains.
At least learning to play the banjo is probably harmless.
Colloquialisms. Conversing with the gnome artificer is an ordeal. Their speech and mannerisms are littered with rarely-understood colloquialisms and idiosyncratic slang. Every sentence is suffused with some hillbilly bumpkin phrasing making them much longer than what they need to be. Even Opus's life-long friends and loved ones can take a bit to process what they say, and it's a skill to swiftly translate their utterances.Faithful. Spiritually entwined with the teachings of Veldmir since their childhood, Opus takes the tenets of the goddess of forests, invention, and the natural process of death to heart. She is said to be one of the patrons of the family's Halls of Histories, the museum like a temple of shared knowledge. Experimenting, exploring, and improving their craft is a principle aspect of their spirituality. During their Itinere, however, Opus's faith was called into question. They discovered the Wayfinder and his Guiding Star and meshed with his beliefs and tenets, especially after the fresh grief of their friends' deaths. To act as a beacon of light to those who need to travel the road home and to protect the paramount bonds of family are true ideals they stick to. Opus even helped grant the Wayfinder additional divinity when Tiamat threatened to seize it for herself. The gnome wrestled with attempting to balance their faith with two gods or even if it was tolerable amongst the pantheon, but eventually learned to accept their spirituality for what it is—not divided, shared.
They also struggled with accepting the nature of one of their companions upon learning of his undeath. They initially viewed him as a defiling of Veldmir's tenet of never disrupting the natural process of death, but over time they came to understand their friend.

Mechanics

Character Sheet. Below is an embed containing Opus's level 20 character sheet on D&D Beyond following the conclusion of the campaign. It doesn't possess everything (especially inventory), but it's a great overview of Opus's mechanical workings.

Build. Though I could not use the Archivist homebrew class mentioned before, opting for Artificer with Opus was a good decision. Being my second full campaign character, I had no intention of multiclassing and introducing more complexity than a brand new UA class already did, so going simply full Artificer 20 was good enough. Plus, the capstone @@Soul of Artifice##Grants the artificer a cumulative +1 bonus to every saving throw per attuned item. Typically this is +5 to +6 at max level since artificers can attune to more magic items than every other class. It also lets artificers resist death by unattuning to one.## is completely busted to not take.
During this time Tasha's optional rule of swapping ancestral ability score increases wasn't around, but incidentally the Rock Gnome's +2 INT and +1 CON perfectly synergized with Artificer.
Being a @@SAD##Single Attribute Dependent; the class only needs to be good at one stat to be the best at what they can be## class, all I really had to do was max 20 Intelligence at level 8 and I was allowed to play around with feats and other features as I wished.

Playstyle. Opus was the catalyst to me embracing the "battlemage" or "spellsword" playstyle in TTRPGs. The classic @@gish##Sword and sorcery characters## archetype is one of my favorites in any fantasy. With Opus's setup being a budding tinkerer that mixes artifice with magic and a splash of martial, it was the perfect playground for the @@Battle Smith##These combat medic artificers can build a friendly Steel Defender buddy to join them## subclass.

Opus mounted on Magnum

For the time period in the campaign where Opus adventured with their stalwart Steel Defender Magnum, he acted as their greatest ally. As a medium creature, Opus (a small gnome) was able to mount him. Often they resorted to using a +1 Repeating Crossbow from range while Magnum protected in melee with his @@Deflect Attack##A reaction Magnum can use to impose disadvantage on an attack next to him##. In time, thanks to the Battle Smith's ability of using Intelligence for attacks and damage, Opus could tag-team with Magnum with their own longsword and similarly protect themself with the @@Shield##A reaction spell that adds +5 to Armor Class## and @@Absorb Elements##A reaction spell that mainly reduces elemental damage## spells and an @@Enhanced Breastplate##Adds a bonus to the wearer's Armor Class## infusion.
This inclination was further enhanced with Opus's magic. Spells such as @@Branding Smite##A spell that adds damage to the next weapon attack##, @@Warding Bond##A spell that functionally splits damage between two people, among other buffs##, @@Aid##A spell that temporarily boosts max HP##, and even @@Haste##A spell that significantly boosts combat ability and makes the target much faster## bolstered the duo's survivability and damage output. Not to mention the Battle Smith's subclass feature of Arcane Jolt that either boosts damage or provides healing.

Early on I took the gnome racial feat Fade Away, allowing Opus to turn invisible as a reaction to being damaged. That, along with finding an Amulet of Health that raised their Constitution to 19, really helped solidify Opus as being tanky. Having the Artificer's busted Flash of Genius feature of just adding their INT modifier to anyone's saving throw also rescued us in over a dozen situations.
Despite Opus's resilience, they often displayed moments of weakness and cowardice, especially after their first friends died in the first campaign. They would be distant from their party in combat, ready to turn heel on a moment's notice if the battle went south or something triggered their PTSD. A major character arc for Opus was overcoming their trauma and being much braver in fights—going as far as intercepting enemies' blows towards allies.
Opus gradually tinkered with Magnum to give him a soul core and develop nascent sentience. During the campaign Opus sacrificed Magnum so that the @@Arcon peoples##Arcadian Constructs; mechanically synonymous with the Warforged but setting-wise are more recent in origin and tied to Magnis## could rediscover the process of sentient awakening. Up until @@the final sessions of the campaign##Where Opus rebuilt Magnum as an Arcon and underwent a trial put forth by their god the Wayfinder to ressurect his soul##, Opus was forced to adapt without Magnum's protections despite his spirit lending +2 AC to them. Thankfully the feats @@Wayfinder's Boon##A reflavored Fey-Touched with the Bless (bonus to attack and saving throw rolls) and Misty Step (short-distance teleport) spells##, @@Tough##Boosts max HP##, and eventually @@Lucky##Allows you to reroll any of your d20s three times a day, or reroll an attacker's d20 against you## ensured Opus's spot as a frontline fighter with their clever engineering and magic to augment their prowess. Doesn't hurt to stock up on the Cure Wounds spell with their Spell-Storing Item artificer feature for juicy 1d8+5 healing 10 times a day.

Invention & Spellcraft. One aspect of Opus's mechanics that I loved exploring was them inventing and upgrading magic items, discovering new schools of magic, and creating new spells to use. After Opus helped discover the Wayfinder god with their best friend Osprey during a year-long downtime, the gnome was forever inspired by his Guiding Star and incorporating the cosmos into magic. This drive and inspiration was deepened after having met the god in the @@Heart of Magic##The secluded extradimensional plane where all magic and divinity originate##.

Opus invented many new spells in a new school of magic called Lux Asterum Phari, or Wayfinder's Starlight. Clicking on that link will take you to its homebrew section on this site. Check out the of the custom spells they developed that you can use in your game! This new type of magic utilizes the energy of the cosmos and prisms to manifest into various effects. Stored in vibrant, colorful crystals, this malleable, liquid light can be sculpted and flash-forged to suit the whims of the caster, taking the form of translucent bindings, radiant orbs, illusory mirages, holographic projections, and much more.Though the homebrew doc is non-exhaustive and continues to grow with experimentation, Opus had particularly invented the spells Prismatic Grasp, Maledict Mirage, Astral Arc Attack, and Astral Flare during the campaign; and the rest in their epilogue. It lets me explore 5e spell design with a ludonarrative connection via Opus.

Cover page of the Lux Asterum Phari homebrew

Zenith, the boltblade Opus invented

Another notable invention was the boltblade. I personally think gunblades, like in Final Fantasy, are such a rad fantastical weapon. So when our DM introduced a pirate BBEG wielding one, I set my eyes on replicating it for myself. However, Opus is fiercely anti-gun (having destroyed any they came across). My compromise was inventing a device that could switch between crossbow and longsword powered by starlight prisms: Zenith.
Ultimately, Opus used a variety of components, materials, and disenchanting their own magical items to create a +3 weapon with a @@cosmic luck point##Acts like the aforementioned Lucky feat, but for any visibly made d20 roll##, the @@Wounding property##Its damage cannot be healed other than by resting##, the @@Repeating property##Ignores the crossbow's requirement of reloading between shots##, a +1 to all saving throws, and infinite starry ammunition.

Flavoring. Whenever I casted a spell I always tried to flavor the description to evoke imagery of combining magic and engineering with a "magitech" vibe. I even went so far as creating a whole chart that had a paragraph description for every spell Opus was capable of casting. Thanks to Artificers being a @@prepared caster##Prepared casters can choose and swap between any spell in the game they're eligible to cast when they sleep and begin a new day; learned casters can only learn new spells upon level up and keep them indefinitely## (and Opus's additional spells from other sources), it ended up being a ton. Whenever a spell called for a material component, I always tried to incorporate it in the description somehow as well. (Side note: I've learned some material components were grandfathered in from archaic and silly references from the OG D&D era. Many were just outright ridiculous.)Some of my favorites include:

Faerie FireI light the fuse of a haphazard pyrotechnic contraption that bursts in an area, releasing violet particles that cling to everything around it. The particles pulsate with a glow.
Detect MagicI take a circular, bronze frame and attach a magically enchanted convex lens to it, creating a sort of magnifying glass. The lens is enchanted to be sensitive to magical energies and thus is muted to the mundane objects. When looking through it, it can detect magical glows, with anything else on a grayscale.
Dispel MagicA very agile machine built with varying metals of bronze, brass, silver, and iron, connect to four equidistant rotors that spin and allow it flight (like a drone), albeit sloppily. I can direct the machine to fly to an area and remotely activate it to unravel itself, giving way to a vacuum that senses for magical energies and suctions them up, subsequently causing the machine to consume it all.
Conjure BarrageI replace the repeating bolt cartridge of my crossbow with a mystical brass barrel on the flight groove etched with Draconic sigils for "multiply and strike true." The brass barrel scans the loaded bolt, dismantling it in the process, to which the canister that the barrel's connected to underneath via tube produce a magical, translucent mimic of the bolt. When fired, the bolt splits off into several dozen mini, but equally deadly pieces that pierce in a cone.
Aura of VitalityI build a temporary animated homunculus in the shape of a serpent pseudo-dragon. Although it appears rose gold in color, its make is patchwork and rusted. Its eyes are made of quartz, and it has two twisted horns akin to Magnum on its head, with a floating clear quartz gem in between them. When healing allies, the psuedo-dragon floats to them and uses the clear quartz to channel healing magic to the wounds.
RevivifyTaking a deep breath, I kneel before the dead and hastily retrieve a few items from my pack. I tie torn-off white fabric around particularly gruesome wounds. The fabrics are enchanted with the written Elvish word for "stall." Then I attach an adhesive pad, coated with a gel imbued with adrenaline-enhanced magic, to the area of the heart. Finally, I put together a large, patchwork metal resonation apparatus (that looks like oversized, curved defibrillators) that hugs the ribcage of the dead creature, inserting a diamond into a power slot. The silver wiring and leather tubes connect to my gloves, and I furiously channel magic to rev up the machine, crushing the diamond into powder and attempting to revive the dead creature.
FabricateI grab tools in one hand, and with my other, snatch a strand of pure magic from the Weave and line them over the grooves of my instruments, forming into arcane glyphs. Then, over the course of 10 minutes using the tools, construct several components of the desired product and magically guide them to form together. To the untrained eye, it appears as if the fabrication process is from thin air, almost like how fabricators work in Subnautica.
CreationI extend my arm towards the sky and usher forth a twinkling star's energy in the form of an amorphous, astral mist. After closing my eyes in focus, my fingers stiffen, its skin briefly reflecting that same cosmic color as I sculpt the mist betwixt my digits as if undergoing the semantic components of a ritualistic spell. Slowly, the shape of an object forms, like taking a fragment of creation and shaping it to my will.

Relationships

The Wanderers. The Wanderers were the first companions Opus made during their Itinere away from home and the first party of Player Characters.

  • Karenisse, an Aasimar Bard (Glamour) / Warlock (Hexblade)

  • Sonya Tamaril, a Human Cleric (Knowledge) of @@Valencia##The blind goddess of knowledge##

  • Valakas Verlor, a @@Tiefling##In reality, a Changeling who believed he was a tiefling## Rogue (Arcane Trickster)

Opus first met the Wanderers in Istandell, the trade capital of the world located in the deserts of Deist. There in the closed ports they aided in solving a series of murders and a jailbreak instigated by the head of the royal Shieldbearers. Afterwards they sailed with the crew of the Dueling Dragons to adventure in other regions of the world and pursue leads relating to their new friends, all leading to their deaths at the hands of a bheur hag.

Opus briefly reunites with the spirits of their first friends

Opus saw Sonya as their second mother, caring for her and her family even through their strong early homesickness; an intelligent linguist that inspired them greatly. Following after their early crush of her, Opus saw Karen as a sister, reminding them of their own cunning quadruplet sister and wanting to help protect her from a family seeking her for nefarious means. Opus saw Valakas as a close friend, wanting to unwind the mysteries following him and help him find a family, to help him figure out why he was a changeling that thought he was a tiefling.

The Astral Architects. Though named during Opus's wedding with Ephram years after their final triumph over Tiamat, the Astral Architects were the life-long companions Opus traveled with for the rest of their Itinere and the second party of Player Characters.

  • Amani bas Ulwande, a Water Genasi Cleric (Life) of @@Valdras##Elemental Lord of Water##

  • Iblis, a Dragonborn Fighter (Battle Master) / Rogue (Scout)

  • Glaadea Merro, an @@Elf##Originally an undead skeleton## Bard (Lore)

  • Alirrah Kali, a @@Dragonborn##Originally born aasimar (like the art above), whose wild magic transformed her into a Shadar-kai Half-Elf, then Dragonborn respectively## Sorcerer (Storm)
    —Later Additions—

  • Austice Rentalla, a Human Wizard (War) / Fighter

  • Alikkay, a @@Dragonborn##Though we've not seen it, Alikkay's fey magic has transformed her from her Aasimar birth to a Dragonborn, much like her sister Alirrah Kali## Warlock (Archfey)
    —Temporary—

  • Convergence of Clouds, an Air Genasi Warlock (Genie)

After a year of grieving at the Livingwood College, Opus set out to pursue an extraplanar lead in Astoria, an island chain continent in the southwestern end of Shambhala. There they reunite with the Dueling Dragons, meet with their friends, and set upon a royal-given mission to investigate concerns beyond the country's Elemental Rift to the Plane of Air. This kickstarts the party's time together, where they would later bond and grow stronger. Iblis and Kali would eventually swap with Austice and Kay through the campaign (until the final arc where they joined back up for the final fight), but they would always remain connected. The Astral Architects would go on to scour Tiamat's deserted Temple, recover her stolen divinity and bestow it upon their newly discovered Wayfinder, aid the Great Caliph of the Air Plane and the Djinni in the Citadel of Ice and Steel, be stranded in the forsaken Dragon Wilds, take down a Pirate King's prior incarnation and his simulacra, attend a Feywild wedding, deal with Tiamat's agents, eventually defeat the god-wannabe dragon queen, and much more.

Osprey Lorendiel with Opus

Osprey Lorendiel. During the aforementioned year of grieving, Opus wobbled and sought refuge at the Livingwood College, an institution of magic surrounding the largest tree in Shambhala. There they met Osprey, a short, pudgy elf wizard and 7th year theology student. Shortly after meeting him, both gnome and elf stumble across a strange lead that deals with recent fallout of the previous headmaster's mad plots. They open up the Pandora's Box despite the dangers it presented. After months of investigation, companionship, and mystery solving, they manage to crack the case of a splinter obscurantist faction using strange light-bending magic with intents to obscure the knowledge of arcana from the world. Opus and Osprey became best friends with a shared interest in stargazing; and Opus became inspired by the villains' light-bending magic. Osprey's fascination with the cosmos drove his religious and spiritual studies, where his thesis examined deific connections to the world through constellations. With Opus collaborating with his research, they both discover a new north star in the sky—the Guiding Star. A new deity and domain of the recently ascendant Wayfinder. Osprey graduated with a new spiritual purpose to follow this god and discover more. Though before they departed Opus confessed their romantic crush for him; a story of which you can read called A Star to Guide Us!

Osprey Lorendiel, according to Opus, is one of the gentlest people in the world with the most tranquil demeanor and serene voice. Adopting a mostly laissez-faire attitude, Ospy (Opus's nickname for him) uses both his inexperience as a young elf in his 110s and his experience in studying the cosmos to back his self-confidence. His thick skin lets him easily ignore any attempt of mockery directed toward his placid attitude or scant style of dress. Although kind, gregarious, and altruistic, Osprey doesn't take well to cruelty and bullying, preferring to use words to diffuse conflict than the destructive magic his wizardly peers might incline. His Dream magic specialization allows him to soothe and ease worries, enjoying any opportunity to connect to another during his elven trances and simply chill and relax.As Opus was the Wanderer, they also bestowed Osprey the superlative title of the Astrologer. Throughout the campaign the Astral Architects met Osprey investigating the Giants' new connection to the Wayfinder and exploring the cosmos with his telescope, a gift given by Opus before his graduation. The two were always bonded with the leathery friendship bracelets Opus crafted, inset opals for each of them acting as rechargeable @@Sending Stones##Pagers that can be used once per day to send a 25 word message##.

Opus unconditionally loves Osprey; he became a guiding beacon during their lowest point in their life and they would be together for the rest of the gnome's nearly five century life as their life partner. Though Osprey considers himself somewhere between ++grayce++ gray asexual and
++demi++ demisexual, his platonic love for the Wanderer eventually evolved into something romantic (after a decade or two) during the Epilogue.
The elf's magic slowly sculpted into something increasing astral-like when the Wayfinder took notice, and during the campaign Osprey occasionally aided the party as a high level Stars Druid. The Astrologer through the years and with Opus's aid became a herald for the god's faith. The two became guiding beacons to those lost from their families throughout the world and ensured that they would be protected under starlight. Osprey found himself taking a leadership role with other adherents of hopefuls, undergoing a rite-of-passage to become an archdruid-errant of the newly established Circle of Stars.

Osprey and Opus in fancy outfits attending a Feywild wedding

Fun tidbits about Osprey:

  • Osprey was an NPC I created during the 1 year intermission between the campaigns Wanderers of Shambhala and @@Skies of Shambhala##With the Astral Architects##. Essentially I wanted to create additional "backstory" for Opus that showed progress in healing their trauma with care from someone they loved.

  • I absolutely didn't initially intend for Osprey Lorendiel to be phonetically similar to Opus Loregit. Or have the same initials. Or both have "Lore" to start their surnames.

  • Osprey was born on a boat and named after the bird during a @@duet's##The collective name for ospreys## visit to the ship.

  • Ospreys are sometimes symbolic of the sun, which can be extrapolated to the Guiding Star that he discovered.

  • Osprey has a ton of freckles all over his body.

  • Osprey has a few platonic partners, coming and going throughout the years, and a very lax and open view on love and relationships. He originally thought romance wasn't for him, focusing on ++queerp++ queerplatonic relationships with several separate individuals, but eventually he came to terms (with the help of Opus and Ephram) that he truly did romantically love those two gnomes and recognized their polyamorous bond. It didn't help that almost every outsider already assumed they were all married anyway from how close they are! Even with his marriage to the two gnomes, Opus and Ephram are incredibly supportive of Osprey's other queerplatonic partners and relationships.

Ephram Wixwicket with Opus

Ephram Wixwicket. Also known by Opus's superlative title the Operator, Ephram is the engineer who handles the world's most powerful and advanced telescope in the floating city of Magnis at the Observatory. Born to an abusive family, the gnome found escape through daydreaming and stargazing, eventually fueling his drive to mathematically understand the fundamentals of the universe.Though somewhat of a recluse, Ephram found purpose at his station at the Observatory, his skills of handling the fickle device resourceful. His calm demeanor accentuates his analytical, disciplined disposition, but is prone to overthinking when at the center of attention. The Operator's primary hobby is chess, and he believes everyone's world view shapes their style of play, something he finds incredibly fascinating.

He met Opus Loregit during one of their trips to the hovering metropolis, where his aid in tracking Tiamat's movements and schemes through the stars proved invaluable. Their friendship kicked off from there, and eventually the two developed a romantic love for each other, with Opus marrying Ephram a couple years after their victory over the god-wannabe. This frequently flustered man adorably hides behind his goggles whenever doted upon by his partners. Unlike the other two in the polycule with Osprey, Ephram is often too nervous and believes himself ill-equipped to accompany their adventures, much preferring to admire his loves from afar whenever they embark on a lofty quest.

Fun tidbits about Ephram:

  • Although I didn't create Ephram, my DM allowed me to significantly flesh him out beyond his improvisational introduction as the telescope operator. Initially he was just a calm, smart, bright blue-haired, goggled gnome with long ears and black gloves!

  • I made Ephram a grandmaster at chess due to my growing interests in it at the time; I thought it a fun opportunity to have him and Opus become rivals with Opus being much less skilled.

  • Ephram and Opus have endearing chess-related pet names for each other. Ephram calls Opus "Rook" since it was the chess piece Opus used to solidify their first checkmate and victory over him at a tournament. And Opus calls Ephram "my Knight" since it's Ephram's favorite chess piece along with the fact that it's simply romantic and flowery to refer to your partner as your white knight in shining armor. Another cute aspect to this is that rooks and knights begin adjacent to each other, so Opus is the rook to Ephram's knight. Together.

  • Ephram's only amicable family member was his younger sister Esther. She was a talented engineer and single mother of two very young gnome twins.

  • Ephram's favorite flower, aroma, and color is lavender. Lavenders represent serenity, grace, and calmness, and he was greatly inspired by Esther who loved the flower. His favorite spot in the whole world is the highest hilltop in Shambhala, found in Magnis. The hilltop is a gorgeous lavender field and also provides an unfiltered view of the stars. It's quite obscured if you don't know how to climb the trail there, allowing Ephram to enjoy the lonely quiet. The flower reminds him of his sister's drive to hone her craft and only instance of familial love he's had for so long. The lavender field being lit by the stars at night felt like to him he was being watched and consoled by his calming sister. This hilltop is depicted in the We're Heroes animation!

  • Opus asked out Ephram atop this hilltop by playing a cover of the Legendary Theme from Gitaroo Man called With You Here. I did a guitar cover of it and added lyrics! Maybe one day I'll share it.

  • Even while habitually hiding behind his goggles while flustered, Ephram's blush is very red and spreads across his nose, cheeks, and ears. It'd be hard to not notice.

  • Ephram is ++pan++ pansexual.

Convergence of Clouds. Still a WIP :)

Convergence of Clouds
🎨OneTrueBears

Scrim Loregit with his bloodhawk companion Shaw

The Loregit Family. Still a WIP :)

The Next Generation of Loregits. Still a WIP :)

Ákos Kalnath

The Trailblazer

Oracle Bard

AncestryMountain Dwarf
ClassBard (Creation) / Warlock (Hexblade)
LevelLv. 16 (Bard) + Lv. 1 (Warlock)
Gender++enby++ Nonbinary (they/them)
Age44 (start of campaign) - 45+ (end)
WorldShambhala
Date CreatedMarch 2021
StatusCampaign concluded in Jan. 2023

Table of Contents

SummaryA quick, brief synopsis of Ákos the character
OriginHow and why Ákos was created and their backstory

(Side note: throughout this section you'll find some @@highlighted words##If you never hovered over me, you'd've never known that you're cool! :0##. Hover over them for more context, clarification, or supplemental info!)


Summary

hi I'm a WIP :)

Nos'akaze

Scion of Nos'Reu'Diz

Avatar of Nos'Reu'Diz

The Soulmender

Exalt of the Hidden City

AncestryCopper Dragonborn
ClassDruid (Land - Forest)
LevelLv. 20
GenderMale (he/him)
Age20 (start of campaign) - 23+ (end)
WorldImperial League (PC) / Worldwhen (NPC)
Date CreatedOctober 2015
StatusCampaign concluded in Oct. 2017

Table of Contents

SummaryA quick, brief synopsis of Nos'akaze the character
OriginHow and why Nos'akaze was created and his backstory

(Side note: throughout this section you'll find some @@highlighted words##If you never hovered over me, you'd've never known that you're cool! :0##. Hover over them for more context, clarification, or supplemental info!)


Summary

hi I'm a WIP :)

Roscoe

The Cursed Lycan

Ancestry"Human"
ClassBlood Hunter (Lycan)
LevelVaries (Usually Lv. 3+)
GenderMale (he/him)
Age@@5*##Roscoe's an adult lion at 5 years old; his cursed human form appears to be mid-20s##
WorldThe Multiverse
Date CreatedJanuary 2018
StatusSitting at 42 one-shots strong

Table of Contents

SummaryA quick, brief synopsis of Roscoe the character
OriginHow and why Roscoe was created and his backstory

(Side note: throughout this section you'll find some @@highlighted words##If you never hovered over me, you'd've never known that you're cool! :0##. Hover over them for more context, clarification, or supplemental info! Try it with Roscoe's age.)


Summary

hi I'm a WIP :)

Lýtingr Shyvrgand

Reghed Pariah

AncestryHalf-Orc
ClassBlood Hunter (Profane Soul)
LevelLv. 5
Gender++trans++ Trans male (they/he)
Age24
WorldFaerûn - Icewind Dale
Date CreatedSeptember 2020
StatusCampaign ended in Mar. 2021
due to @@TPK##Total Party Kill; every character (except Lýtingr) died##

Table of Contents

SummaryA quick, brief synopsis of Lýtingr the character
OriginHow and why Lýtingr was created and their backstory

(Side note: throughout this section you'll find some @@highlighted words##If you never hovered over me, you'd've never known that you're cool! :0##. Hover over them for more context, clarification, or supplemental info! Try it with Lýtingr's status.)


Summary

hi I'm a WIP :)

Xyʑʑy

Fey Envoy

AncestryFey (based on Forest Gnome)
ClassBarbarian & Sorcerer (Wild Magic)
LevelLv. 5 (Barbarian) + Lv. 1 (Sorcerer)
Gender@@yes##Xyʑʑy is ++agen++ Agender, mostly because they don't know what gender is. So they simply let everyone else give them a gender## (any pronouns)
Age@@4*##Feywild time shenanigans aside, Xyʑʑy was Awakened approximately 4 years ago and was made to be physically and mentally in their 20s##
WorldEristrea
Date CreatedMarch 2021
StatusCampaign ongoing

Table of Contents

SummaryA quick, brief synopsis of Xyʑʑy the character
OriginHow and why Xyʑʑy was created and their backstory

(Side note: throughout this section you'll find some @@highlighted words##If you never hovered over me, you'd've never known that you're cool! :0##. Hover over them for more context, clarification, or supplemental info! Try it on Xyʑʑy's gender or age.)


Summary

hi I'm a WIP :)

Taroo

The Navy Nightingale

AncestryStout Halfling
ClassAzurist (Navy Nightingale)
LevelLv. 9
Gender++const++ @@Constellimasc##Imagine male, demiguy, and nonbinary. For Taroo, these all form a single configuration, not unlike a constellation, that describes them best## (they/he)
Age28
WorldThe Realm
Date CreatedOctober 2021
StatusBig Bounty Elimination Guild member

Table of Contents

SummaryA quick, brief synopsis of Taroo the character
OriginHow and why Taroo was created and their backstory

(Side note: throughout this section you'll find some @@highlighted words##If you never hovered over me, you'd've never known that you're cool! :0##. Hover over them for more context, clarification, or supplemental info! Try it with Taroo's gender.)


Summary

hi I'm a WIP :)

Ptero / Tarot

Nevermore

AncestryTiefling
ClassMonk (Kensei)
LevelLv. 9
Gender++enby++ Nonbinary (they/them)
Age59
WorldKebsiir
Date CreatedOctober 2021
StatusCampaign dropped off in Aug. 2023

Table of Contents

SummaryA quick, brief synopsis of Ptero the character
OriginHow and why Tarot was created and their backstory

(Side note: throughout this section you'll find some @@highlighted words##If you never hovered over me, you'd've never known that you're cool! :0##. Hover over them for more context, clarification, or supplemental info!)


Summary

hi I'm a WIP :)

Lazulum Jasper Ambersand

Glimhaven Vagrant

AncestrySvirfneblin (Deep Gnome)
ClassRogue (Lapidarist)
LevelLv. 5
Gender++enby++ Nonbinary (they/them)
Age21
WorldUmber
Date CreatedSeptember 2023
StatusCampaign ongoing

Table of Contents

SummaryA quick, brief synopsis of Laz the character
OriginHow and why Laz was created and their backstory

(Side note: throughout this section you'll find some @@highlighted words##If you never hovered over me, you'd've never known that you're cool! :0##. Hover over them for more context, clarification, or supplemental info!)


Summary

hi I'm a WIP :)

Weaver

Runetailor

AncestryFirbolg
ClassThaumaturge (Runetailor)
LevelLv. 3
Gender++agen++ Agender (any pronouns)
Age46
WorldThe Library
Date CreatedSeptember 2023
StatusCampaign ongoing

Table of Contents

SummaryA quick, brief synopsis of Weaver the character
OriginHow and why Weaver was created and their backstory

(Side note: throughout this section you'll find some @@highlighted words##If you never hovered over me, you'd've never known that you're cool! :0##. Hover over them for more context, clarification, or supplemental info!)


Summary

hi I'm a WIP :)

Ðrex-Íjad

Sovereign of the Old World

AncestryElder Dragon (based on Kobold)
ClassBeastheart (Primordial)
LevelLv. 5
Gender@@no##Íjad is ++agen++ Agender because they believe themself above the mortal social construct of gender## (they/them)
Age@@Pre-Historic##Present day Íjad is allegedly the same Elder Dragon from pre-history millennia ago##
WorldEas
Date CreatedOctober 2023
StatusCampaign ongoing

Table of Contents

SummaryA quick, brief synopsis of Íjad the character
OriginHow and why Íjad was created and their backstory

(Side note: throughout this section you'll find some @@highlighted words##If you never hovered over me, you'd've never known that you're cool! :0##. Hover over them for more context, clarification, or supplemental info! Try it on Íjad's gender or age.)


Summary

hi I'm a WIP :)

Bermúda Cobaltongue

Ex-Armiger Company

AncestryHill Dwarf
ClassArtificer (Artillerist)
LevelLv. 3
Gender++enby++ Nonbinary (they/them)
Age"33 for a dwarf"
World
Date CreatedDecember 2023
StatusWestmarch server ended

Table of Contents

SummaryA quick, brief synopsis of Bermúda the character
OriginHow and why Bermúda was created and their backstory

(Side note: throughout this section you'll find some @@highlighted words##If you never hovered over me, you'd've never known that you're cool! :0##. Hover over them for more context, clarification, or supplemental info!)


Summary

hi I'm a WIP :)

Magnum

Wayfinder's Warden

Peaceforged

AncestryWarforged
ClassFighter (Echo Knight) / Cleric (Peace)
LevelLv. 3 (Fighter) + Lv. 1 (Cleric)
GenderMale (he/him)
Age@@~600+##Magnum was imprisoned in stasis for over ~580 years; he was 20 before##
WorldShambhala
Date CreatedOctober 2019 (Opus's Steel Defender) / September 2021 (Warforged Revival)
StatusCampaign dropped off early in Aug. 2023

Table of Contents

SummaryA quick, brief synopsis of Magnum the character
OriginHow and why Magnum was created and his backstory

(Side note: throughout this section you'll find some @@highlighted words##If you never hovered over me, you'd've never known that you're cool! :0##. Hover over them for more context, clarification, or supplemental info! Try it with Magnum's age.)


Summary

hi I'm a WIP :)

Lazarus
Forysthe

Ex-Overseer

ArchetypeMiscreant
OutlookMaverick
Gender++enby++ Nonbinary (they/them)
Age30
WorldMorley - World of Dishonored
Date CreatedAugust 2022
StatusCampaign dropped off early

Table of Contents

SummaryA quick, brief synopsis of Lazarus the character
OriginHow and why Lazarus was created and their backstory

(Side note: throughout this section you'll find some @@highlighted words##If you never hovered over me, you'd've never known that you're cool! :0##. Hover over them for more context, clarification, or supplemental info!)


Summary

hi I'm a WIP :)

EYEBALL

LANCER

BackgroundSpaceborn
LicenseSSC Swallowtail
LevelLL2
Gender++agen++ Agender (they/them)
Age@@111*##Chronologically 111 due to lightspeed travel, physically 24##
WorldThe Lost Planet of Ninue
Date CreatedDecember 2019
StatusCampaign dropped off early

Table of Contents

SummaryA quick, brief synopsis of EYEBALL the character
OriginHow and why EYEBALL was created and their backstory

(Side note: throughout this section you'll find some @@highlighted words##If you never hovered over me, you'd've never known that you're cool! :0##. Hover over them for more context, clarification, or supplemental info! Try it with EYEBALL's age.)


Summary

hi I'm a WIP :)

Miscellaneous


Hi! This page's still majorly a WIP but there's a few things included. Check back periodically for a whole bunch of new fun and neat things. I have way too much of them.


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Characters as Pokémon Trainers

🔀 Crossover / Alternate Universe

I don't play Pokémon much anymore, but I still keep up with the franchise and appreciate their designs. In late 2022 I started imagining my D&D characters as if they were Pokémon trainers with kitted teams. What would they be like in a Pokémon alternate universe and why would they have the pokémon they do?

  • First Published: January 30, 2024

  • Last Updated: March 9, 2024

  • Latest Character: Ptero

Characters as Pokémon Trainers


I don't play Pokémon much anymore, but I still keep up with the franchise and appreciate their designs. In late 2022 I started imagining my D&D and TTRPG characters as if they were Pokémon trainers with kitted teams. What would they be like in a Pokémon alternate universe and why would they have the pokémon they do?Guidelines
It may seem a little strange but I decided to self-impose a few criteria and limitations when translating my TTRPG characters as Pokémon Trainers. It's more fun to imagine them within the confines of the Pokémon world as if you could reasonably encounter them in a game.

  • Each character has a team of 6 pokémon as if they were post-game difficult battles. I don't play VGC so don't expect competitive teams. Just imagine them on the scale of a Champion battle or from the Battle Frontier. Secondary characters like Opus's husbands have less than 6 pokémon; they're not the main trainer.

  • Pokémon are chosen from the National Pokédex and across all generations.

  • Teams are limited to 1 Legendary / Mythic pokémon. They're not meant to be protagonist-level powerful. There might be the occasional exception for an additional Legendary if it really fits the vibe of the character.

  • The first pokémon on a team is that character's ⭐ace. Generally because they're the most pivotal in battle or they're the most representative of the character's nature.

  • Some pokémon might have 💥moves, an ✨ability, a 🍂nature, and/or a 🧶held item described if relevant.


Opus Loregit

🔎Overall. Opus is a character heavily themed around exploration, curiosity, and invention. Lots of the pokémon they gravitate towards are often associated with history, being artificial, or being innovative. As an artificer and a gnome obsessed with learning, I can easily imagine Opus bonding with pokémon forgotten by time (or even reviving them if they're a fossil), sprucing them up, and adventuring across the world. Just like Cynthia is the researcher of myths, Opus is a kindred spirit. With four Steel types Opus could almost masquerade as a gym leader.Bastiodon is one-to-one a parallel of Magnum while he was a Steel Defender. As a fossil pokémon, Opus would've specifically needed to revive a Shieldon at a lab, which is what they did do with Magnum to turn him into a Warforged / Arcon. Not to mention that Opus had built a prototypal Magnum before their Itinere journey. More encompassing however, Bastiodon's specialty is quite literally defending and is a staunch ally at that, something befitting Magnum to a tee. Some Pokédex entries also describe Bastiodon as a docile creature that feeds on grass and berries. Magnum too is very peaceable with a comprehensive nature-like aesthetic; he loves to grow plants and berries. I can't think of anything more apt as Opus's ace than something perfectly representing their best friend and son. Bastiodon's moveset was selected to be heavily defensive to mirror the Steel Defender's role in battle, but reflective in how it can retaliate with fierce attacks of its own.
— 💥Moves: Protect | Iron Defense | Magic Coat | Heavy Slam
— ✨Ability: Sturdy
— 🍂Nature: Brave (+Atk, -Spe)
— 🧶Held Item: Sitrus Berry
Cosmoem is Opus's legendary. It's not quite a powerful pokémon as its status might suggest, but I view it as a representation of Opus's budding new invention of Lux Asterum Phari, or starlight magic. It's a new school of magic they've pioneered that's gradually flourishing but not quite as broad as the traditional schools of magic in their world. Likewise, Cosmoem's nature is as a transitionary period between fully evolving into either Solgaleo or Lunala. The Pokédex calls it the Protostar Pokémon, and another in-universe title is the "cocoon of the stars". Both are evocative of Opus's goals and experiences in ushering in a new arcane age with their artifice magic in dedication to the Wayfinder god of the stars. Coincidentally Cosmog and Lunala are also represented here for other star-themed characters. Even though Cosmoem can't learn more than 3 moves, I like to imagine Opus creating new TMs to accomodate for it.
— 💥Moves: Cosmic Power | Stored Power* | Lumina Crash* | Dazzling Gleam*
Aegislash is a versatile pokémon with a Shield Forme and a Blade Forme, matching Opus's adaptability as a Battle Smith artificer. Though Aegislash's evolution line is sinister with its soul draining theme, I like the one Pokédex entry that makes mention of using spectral force fields to reduce damage. With its other Pokédex entries I can also imagine, with Opus's accomplishments and achievements throughout their campaign and epilogue, that Aegislash might recognize their leadership qualities. Yet Opus definitely wouldn't see themself a monarch, even during their time as the Head of Academic Research. Still, more reason for Aegislash to respect the gnome.
— 💥Moves: Sword's Dance | Shadow Sneak | King's Shield | Sacred Sword
Golurk is fascinating with its golem-like design and purpose as a guardian. For Opus, it digs into their archaeology and history buff side. The Loregit's Hall of Histories is one of the most famous museums in the world, and though I could see a conflict where many believe Golurk strictly belongs in a museum exhibit, Opus would be adamant in wanting to let it free. Golurk, after all, was made to protect both people and pokémon. Its Ghost typing is probably inspired by the Jewish story of the golem and how they contained spirits. Opus as a character is quite sensitive to death who strives to learn from the past to ensure that forgotten peoples and cultures are remembered.
— 💥Moves: Phantom Force | Earthquake | Stealth Rock
Bronzong is more of an artifact analogue than Golurk is. Bronzong is inspired by Japanese dōtaku, which are bronze bells used to pray for good harvests. It's why a vast majority of its Pokédex entries relate to summoning rain. Studying culture and how people worshipped Bronzong as a deity would definitely be something up Opus's alley. Opus would be keenly interested in how to translate Bronzong's cultural significance and its power into something usable and helpful today. And a pokémon able to conjure rain to cultivate harvests sounds just like the thing. There's also some fun hints in some entries about opening portals from other worlds, which touches on some of Opus's extraplanar studies too! Opus's mother Pýra also rigorously studied and visited many extradimensional planes of existence; subconsciously Bronzong is like Opus's extension of her.
— 💥Moves: Rain Dance | Future Sight | Extrasensory | Metal Sound
— ✨Ability: Heatproof
— 🧶Held Item: Damp Rock
Kingambit represents Opus's husband Ephram, a chess grandmaster. Kingambit and its evolution line is at least partially inspired by chess puns and strategy. King Gambit is a type of opener in chess too, which fittingly is one of Ephram's favorites to employ. I like to imagine Opus and Ephram bonding with their own Pawniards and Opus taking the knowledge they learn with their first husband Ephram to train and practice with their eventual Kingambit. Kingambit depicts Opus's keen mind with tactics and strategy, always wanting to make sure they can gain the upper hand in a combat.
— 💥Moves: Kowtow Cleave | Low Kick
— ✨Ability: Supreme Overlord
— 🍂Nature: Adamant (+Atk, -SpA)


Osprey Lorendiel

🔎Overall. Osprey is the first Archdruid of the newly established and budding Circle of Stars. As Opus's lifelong best friend and eventual second husband, the relatively young elf's pokémon team stems from his love of the Astral Sea and his power as a strong astrologer. Together with Opus, Osprey also is at the forefront of Starlight Magic research, and although he doesn't tackle the new field with a logical or technological perspective, his spiritual faith grants him the merit and trust to lead. I tried to reflect that in his pokémon team in a condensed manner—he's an inspiring man that seeks to aid and provide succor to others. He ought to have the pokémon to match, even if his team is smaller due to him being a secondary character.Lunala as Osprey's frontlining legendary ace demonstrates how powerful he is as the Archdruid. Despite the omionous description in its Pokédex entries of devouring light, I prefer to see Lunala as the story of how Osprey nurtured and bonded with a Cosmog to where it evolved into a fierce guardian of the stars. It's also said that Lunala was depicted as the emissary of the moon, in the same way that Osprey is now an emissary of the newly discovered Wayfinder god. When defending his adherents and/or those he loves, Osprey showcases the trainer skills he's picked up from his spouse Opus and the strong synchronicity he shares with Lunala. He isn't afraid to be swift to spring into action, which really fits how Osprey's Lunala is a bit speed-focused. As Osprey's primarily offensive pokémon, Lunala's build is definitely more of a powerhouse than any other on his team.
— 💥Moves: Moongeist Beam | Agility | Moonblast | Meteor Beam
— ✨Ability: Shadow Shield
— 🍂Nature: Hasty (+Spe, -Atk)
— 🧶Held Item: Power Herb
Cresselia is Osprey's second legendary. I think Cresselia slots in tremendously well in Osprey's team as a foil to Lunala. Both pokémon are intrinsically linked to the moon. Interestingly, Lunala has a Forme dedicated to the full moon, while Cresselia's design is based on the crescent moon, both in Osprey's portfolio as the Archdruid. As Lunala's counterpoint, Cresselia is Osprey's main method of support and healing. In one of her Pokédex entries she's described as the bringer of joyful dreams. Perfectly, one of Osprey's specialties is dream magic and soothing those in his care by shaping their dreams to their wishes. She represents Osprey's virtues seamlessly which is why I felt it necessary to make an exception to the "one legendary" limitation here. I wanted her moveset to be entirely support and defensive, complementing Lunala. In a double battle they'd be a great team.
— 💥Moves: Lunar Blessing | Light Screen | Reflect | Safeguard
— 🍂Nature: Calm (+SpD, -Atk)
Alolan Ninetales, like Cresselia, represents Osprey's tranquil and serene personality. Alolan Ninetales are also graceful and virtuous, and it is this demeanor that Osprey embodies when they're together. Rarely is Osprey perturbed or agitated to the point of breaking their calm mind and gregarious attitude. In the Legends: Arceus entry, an Alolan Ninetails is said to guide lost folk, which is one of the tenets of the Guiding Star and the Wayfinder god.
— 💥Moves: Aurora Beam | Aurora Veil | Blizzard | Dazzling Gleam
Absol's power in predicting disaster, protecting fields, and warning the people fits Osprey's role as leader very well. It's an often misunderstood pokémon—many mistake it as the cause of disaster. But Osprey is welcoming to many and inclusive as the Archdruid of the Circle of Stars. I can easily see him taking notice of a stray Absol trying it's best to warn a local farming community and wanting to help it flourish. Both him and the Absol being known for their calmness is certainly very complementary as well. While Osprey doesn't have the Mega Stone to cause Absol's Mega Evolution, I do find it interesting that its respective Pokédex says it really hates fighting. Osprey too is a pacifist at heart whenever he can be.
— 💥Moves: Detect
— 🍂Nature: Calm (+SpD, -Atk)


Ephram Wixwicket

🔎Overall. Unlike the other two in his polycule, Ephram is not a fighter. As the operator for the world's most advanced telescope, Ephram prefers to remain in his comfort zone at the Observatory, study the stars, and support his loves from home. He's a kind, domestic man, albeit shy and timid from time to time. Catch him playing chess and you'll notice his skills as a grandmaster. For his team I wanted to succinctly capture his interests and reflect his homebody personality in just a few pokémon.Rotom is Ephram's ace, and its sheer versatility in forms speaks to Ephram's expertise in operating advanced technological machinery, especially the Telescope. With Rotom represented in the franchise as a pokémon that embodies many different kinds of devices, I think it perfectly fits as Ephram's primary buddy. I can easily imagine Rotom assisting Ephram with handling telescope operations or at home with an energetic helping hand. Or, well, zap. Might give Ephram some trouble time to time for being quite vibrant too! Especially when Rotom possesses some of Opus's tinkering prototypes when they're not around occasionally, true to its prankster nature. For long nights at the Observatory, Rotom might take control of a coffee maker to cheer up Ephram.
— 🍂Nature: Naughty (+Atk, -SpD)
Bisharp represents Ephram's skill as a chess grandmaster. While Opus is the superior trainer and manages to evolve their Bisharp into a fierce Kingambit, Ephram's Bisharp is more domestic like his trainer and less battle-hungry. A companion to bounce ideas off of. Still, both his Bisharp and Opus's Kingambit, in my mind, evolved from the same Pawniard brothers. There's a cute brotherly relationship between the two pokémon and Kingambit absolutely teases Bisharp on all the adventures Opus goes on while Bisharp stays with Ephram at home.Solrock is Ephram's comfort pokémon and represents his love of the stars and the cosmos. Its expressionless, almost zen-like appearance relaxes Ephram and reminds him of his husband Osprey. I think Ephram is skeptical of Solrock's ability to read others' emotions, and yet is always surprised when it responds to Ephram's bashfulness. I like to imagine Ephram befriended Solrock after tracking a meteorite from the Telescope and requesting his spouse Opus to investigate it—where the result was this pokémon's appearance. Ephram's first instinct might've been to inspect and study it due to its relation to the sun, but it's domicile quiet nature eventually convinced him that Solrock deserved more. I also think that Solrock looks very similar to Ephram's boisterous Rotom, and having a counterpart helps balance out the two vastly different vibes these pokémon give off.
— 💥Moves: Rest | Solar Beam | Sunny Day | Morning Sun
— 🍂Nature: Docile (Neutral)


Kari Loregit

🔎Overall. Kari is Opus's adoptive daughter that they and Magnum rescued in the Deist deserts as an infant. As an aasimar, she was blessed by the Wayfinder god and in her adult years, Kari is a clever sorcerer who studied to become an anthropologist of various religions and faiths. I wanted to represent her team as if Kari followed in Opus's footsteps to become a pokémon trainer too. Her pokémon are those she resonates with most and keeps her company during grueling fieldwork days, but also those that pack a punch and synergize with her own magic.Gardevoir is Kari's ace as I imagine her evolving from a Ralts discovered around the same time Kari was rescued as an infant. With Gardevoir being with Kari for her whole life, they've developed a strong sisterly bond and the two would rarely be seen apart. As Gardevoir might give her all to protect Kari, the same could be said vice versa. They inspire and encourage each other to improve and strive to even higher heights, from Gardevoir's elegance to Kari's prowess and much more I feel. I can picture a teen Kari being comforted by Kirlia when the former couldn't muster her divine magic. Much like how Ash bonded with Greninja to form a special kind of form, I believe Kari would have a similar dynamic with Gardevoir here. Something beyond the Mega Evolution that Kari would only use in moments of dire need.
— 💥Moves: Psychic | Moonblast | Mystical Fire | Heal Pulse
— ✨Ability: Synchronize
— 🍂Nature: Quirky (Neutral)
— 🧶Held Item: Gardevoirite
Altaria is one of Kari's favorite pokémon. Although she's a wheelchair user, her parent Opus built a tricked-out, lightweight wheelchair capable of limited hovering. Thanks to Altaria's billowing, cotton-like clouds, Kari is able to fly and soar through the skies, something she would've never thought possible without Altaria. Altaria's kind disposition and gentle humming also calms Kari like a warm blanket.
— 💥Moves: Fly | Cotton Guard | Sing | Disarming Voice
— ✨Ability: Cloud Nine
— 🍂Nature: Gentle (+SpD, -Def)
Noctowl is Kari's best friend while performing anthropological fieldwork or delving into ancient religious ruins. Noctowl is, like Kari, a workaholic. It helps Kari in detecting the tiniest of objects and Kari's developed an understanding with Noctowl to the point where she can decipher its hoots as if they were intellectually speaking. One Pokédex entry mentions that if Noctowl's head is rotated 180 degrees, it appears to be deep in thought. I like to imagine Kari interpreting this as it figuring out something before Kari had the chance to. It can be mischievous like that sometimes. True to its owl nature, Noctowl keeps Kari company during long nights.
— 💥Moves: Echoed Voice | Extrasensory | Hypnosis


Ákos Kalnath

🔎Overall. Ákos was rescued by the Wayfinder god when trying to save their clan's grandmother. In the process, the god took a liking to the dwarf and blessed them with the gift of cosmic magic. These manifest as glowing constellations tattoos sprawled across the dwarf's body, with each constellation a different meaning attributed to some aspect of the dwarf's nature or birth. Not only were some of these constellation tattoo designs inspired by a few pokémon initially, but in this AU, Ákos's team is comprised entirely of pokémon that relate to their constellation markings. It all comes full circle!

Corviknight represents the constellation of Corvus on the left side of Ákos's head and the primary star sign that Ákos was born under. As a crow in side-profile covered in snow, it's commonly interpreted to be known for its cunning and adamant independence. As Ákos's ace, Corviknight shares in Ákos's guile and stubborn qualities. Corviknight should be so heavy due to the black steel that make its wings, and yet it flies with ease. In a similar way, Ákos's cosmic magic and blessing is to antithetical to the dwarven way of life in Shambhala, and yet they manage to make it flourish. Any to underestimate either Ákos or Corviknight are in for a surprise. Ákos's Creation Bard magic also lends well to imbuing Corvus with Gigantamax energy. Plus, Corviknight's Defog move synergizes well with Ákos's anti-magic theme and their Circle of Power spell.

— 💥Moves: Brave Bird | Defog | Steel Wing | Tailwind
— ✨Ability: Mirror Armor
— 🍂Nature: Adamant (+Atk, -SpA)
— 🧶Held Item: Life Orb

Heatmor represents the constellation of Vindir on Ákos's upper left arm. Vindir depicts a wild-maned, flame-licking anteater in side-profile, very much inspired by Heatmor! It's commonly known for its ingenuity and those born under it are said to be renowned for their stubbornness. Heatmor's flames can melt through solid steel and I imagine that Ákos and Heatmor both are stubborn enough that they'll keep chipping away at a roadblock until they manage to pass through one way or another.

— 💥Moves: Fire Lash | Fire Spin | Hone Claws | Lick
— ✨Ability: White Smoke
— 🍂Nature: Adamant (+Atk, -SpA)

Lycanroc Dusk Form represents the constellation of the Guardian on Ákos's upper right arm. It depicts a well-armored wolf wearing a shield and represents fierce loyalty to family. Those born under it are said to be steadfast and protective towards family and friends. Okay, so I must admit that the Guardian constellation was heavily based on Zamazenta's design back when Pokémon Sword/Shield was just released and Ákos was being conceptually created. It almost feels like a crime to not have Zamazenta be Ákos's pokémon representation. BUT I've elected to pick Lycanroc over Zamazenta for a couple reasons! For starters, Lycanroc's rock typing better befits Ákos as a dwarf. As a Bard, Ákos is a rather involved Jack of All Trades who's dabbled in many tools and crafts. Lycanroc's Dusk Form is a sort of combination between its Midday Form and its Midnight Form. Where Midday is calm and cautious and where Midnight is ferocious and reckless, Dusk balances all of these traits, much like how a Bard might. Lycanroc Dusk Form knows when to protect its family and pack as a loyal and staunch defender, and when to strike first and fierce. There's also something to be said about its Pokédex entry stating that Dusk Form is the most troublesome to raise—Ákos was certainly the same!

— 💥Moves: Stone Edge | Crush Claw | Quick Guard | Counter
— ✨Ability: Tough Claws
— 🍂Nature: Hardy (Neutral)
— 🧶Held Item: Assault Vest

Ampharos represents the constellation of the Lighthouse on Ákos right forearm. It's one of the most important constellations that's scrawled on Ákos's body, as the beacon represents the Wayfinder's Guiding Star, the brightest star in the night sky that represents true noth. Like a lighthouse, this constellation guides those who follow it to safety. One of Ampharos's defining characteristics is that its tail is treasured for being a shining beacon for lost people. As Ákos learned more about their purpose and devoted it to the Wayfinder and guiding the lost to their families from dark places, I imagine they easily resonate with Ampharos and see it as a loyal companion in their spiritual journey. One interesting aspect of Ákos's journey is that their constellation tattoos were originally cyan-colored; it's only after directly meeting with their god that he blessed them to turn gold-colored in a similar hue to Ampharos's body. The Wayfinder even taught Ákos the radiant Starlight Magic that Opus created in his name, which I like to see as Ákos synergizing this power with Ampharos's. If Corviknight represents Ákos's sly cunning, Ampharos represents their acute drive to help others in their dire, darkest moments. To this end, the dragon typing of Ampharos's Mega Evolution is iconic of this noble quality. It also looks quite majestic; Ákos would definitely train their Ampharos to harness that energy.

— 💥Moves: Dazzling Gleam | Discharge | Light Screen | Dragon Pulse
— 🍂Nature: Rash (+SpA, -SpD)
— 🧶Held Item: Ampharosite

Torterra represents the constellation of Lardinn on Ákos's left forearm. Lardinn depicts a river flowing from a mountain and represents the flow of life and adaptability and is most significant during the winter solstice when it appears high in the sky. Those born under it are said to have fiery tempers, which certainly describes Ákos aptly like any other constellation on this list! While Torterra certainly visually resembles Lardinn, one part of its Legends: Arceus Pokédex entry is fascinating to me: "Torterra roams the wilderness in search of clean water." I like to read this as Torterra and Ákos both being challenged to adapt to life's struggles and eventually emerging victorious. That's what Lardinn is about!

— 💥Moves: Earthquake | Shell Smash | Wood Hammer | Stealth Rock
— ✨Ability: Shell Armor
— 🍂Nature: Brave (+Atk, -Spe)
— 🧶Held Item: White Herb

Minior, while not directly resembling any constellation tattoo, finds a spot in Ákos's pokémon team as a general representation of the dwarf's awe of the stars. It might even be Ákos's first pokémon, depending on when Minior fell from the ozone layer. Before Ákos was blessed by the Wayfinder they loved to stargaze and wander the mountain paths at night. It was fascinating to them—the stars being so far above the ground and the depths of the earth, and yet they yielded so much meaning. It was disorienting as a dwarf, akin to vertigo at first, but they found comfort in seeing the same stars every night amidst the turmoil their clan of exiles faced in trying to survive. I imagine Minior's shell being shed when it fell to the ground and cracked to reveal the inner indigo-colored pokémon. Ákos must've been stunned to see this falling star take form as a conscious creature!
— 💥Moves: Cosmic Power | Power Gem | Ancient Power | Confuse Ray
— ✨Ability: Shields Down


Isnath

🔎Overall. Isnath is Ákos's initially-grumpy dragonborn husband who warmed up to them during their campaign's journey. He's the shipwright and carpenter of the Opulent Folley's crew and later became its boatswain. For a majority of the campaign Isnath wasn't a fighter, often lamenting that he couldn't help out his partner. While he did maintain the integrity of the ship, Ákos eventually devised an immensely powerful ritual that allowed Isnath to transform into the Lunar Dragon. All this I wanted to encompass with Isnath's pokémon team! He isn't a proper battle trainer, but he and his team symbiotically bond with his profession.Timburr, while a weaker pokémon, is Isnath's ace because it's been with him for a long while. Isnath is a builder at heart and loves to work with woodcraft. It's why Timburr refuses to evolve into Gurdurr, it doesn't think it needs to in order to be satisfied while building with Isnath. Both Isnath and Timburr are strong folk, and the two build off each other with equally strong companionship. I like to imagine Timburr is quite proud and protective of its work with Isnath! It might even come to odds with Ákos who enjoys teasing Isnath when his softer side slips out while he nerds out on the different types of lumber or carpentry techniques.
— 💥Moves: Hammer Arm | Bulk Up
— ✨Ability: Guts
— 🍂Nature: Sassy (+SpD, -Spe)
— 🧶Held Item: Eviolite
Kingdra represents Isnath as a dragonborn and more dives into that base draconic nature combined with his presence as the glue that held together Ákos's party's ship during their campaign. Kingdra's water and dragon typing perfectly fit this seafaring aspect of him. Although in the epilogue Isnath "settled down" with his spouse on land, Kingdra still taps into that primal part of him that he leans on when transforming into the Lunar Dragon.
— 💥Moves: Dragon Dance | Dragon Pulse | Hydro Pump
Dhelmise is an interesting part of Isnath's team. He has a fear of sinking, especially due to any self-perceived incompetence of his job. It was quite evident early on in the campaign when the party kept rushing into perilous encounters and endangering the ship. Dhelmise as the seaweed that clings to a deteriorated anchor symbolizes Isnath's fear, and I think him taming this pokémon equally symbolizes him overcoming that fear later on. If Ákos had the guts to continuously flirt with Isnath and ask him out, Isnath drew upon that same persistence as inspiration here to befriend Dhelmise.
— 💥Moves: Phantom Force | Power Whip | Brine | Anchor Shot


Nos'akaze

🔎Overall. Nos'akaze's team represents two eras of his life. The first is his early life as the Scion, where he was the surviving druid of his massacred dragonborn clan with a desire of revenge and a strong drive to resurrect his dying god Nos'Reu'Diz. The second era is his life post-campaign, where said god was revived and he became the Soulmender. Nozzy is a character themed around balance and self-reflection. His pokémon, in turn, represent his connection to the natural world and his growth from being fueled by blind rage to embracing zen harmony.Zarude sincerely represents both phases of Nozzy's life, even with not much being known about it as a Gen 8 DLC pokémon. Nozzy was born and raised fully in dedication to the primordial dragon god Nos'Reu'Diz. He based his entire life around gaining power so that he could be sacrificed to restore his dying god. When that dream was shattered by assassins, Nozzy became the embodiment of blind vindication. His sacred druidic circle and his god were violated in the worst imaginational way. And so Nozzy, like Zarude, would be incredibly aggressive, relying on sharp claws, quick wit, and magical prowess. But we know from the Secrets of the Jungle movie that Zarude has a soft side as well. In his later years, Nozzy restored his god, became an Avatar of him, and dedicated himself to healing the world's fractured soul. He became a father figure to many as well as an emissary of dragons and natural menders alike. His power stemmed from striving for personal and worldly growth, and his love for the people he cared for. Dada from the movie was much the same way. I can think of no pokémon more fitting for Nozzy's ace. Plus, the move Jungle Healing perfectly sums up Nozzy's druidic ability too!
— 💥Moves: Jungle Healing | Power Whip | Lash Out | Drain Punch
— ✨Ability: Leaf Guard
— 🍂Nature: Adamant (+Atk, -SpA)
— 🧶Held Item: Sitrus Berry
Salamence is often described as a destructive pokémon in its Pokédex entries, something which describes Nozzy's first era quite apt. I like to imagine Nozzy training a Bagon from its youth and the two sharing in their ferocious fighting habits. Salamence is strong and flame-headed. Nozzy too was known for his castings of a few very potent destructive spells here and there. Like a Fire Storm. That's basically Salemence's Flamethrower move. Adorably, it's also often mentioned that Salamence came to be due to its dream in wanting to fly causing it to grow wings. While a dragonborn, Nozzy wasn't able to fly until a silver dragon bestowed unto him a silver-scaled scarf-cape. They're quite similar! In the Ultra Moon entry, Mega Salamence flies at high speeds over all kinds of places; when Nozzy grows to be in their archdruid days I like to think he takes "joy flies" along with, both having mellowed out over the years.
— 💥Moves: Draco Meteor | Flamethrower | Hurricane | Earthquake
— ✨Ability: Moxie
— 🧶Held Item: Salamencite
Heliolisk is a frilled-neck lizard, which, coincidentally, were a staple in the forests where Nozzy's dragonborn druid clan was located! Heliolisk is also a pokémon that photosynthesizes energy from the sun into electricity and power. Nozzy was determined to be his generation's Scion due to him being a copper dragonborn with an affinity towards lightning instead of the typical acid. Thus, Nozzy's always favored lightning-based magic and would easily get along with the zappy nature of Heliolisk! It helps that both are quite zealous reptiles.
— 💥Moves: Eerie Impulse | Parabolic Charge | Thunderbolt | Dragon Pulse
— 🍂Nature: Hasty (+Spe, -Def)
Kommo-o is a companion I imagine comes later in Nozzy's life as the Exalt of the Hidden City. As the leader of this community of like-minded folk with the aim to heal the injured soul of the world, Nozzy is very protective and paternal of his people. Kommo-o is a pokémon who's completed rigorous training and has undergone an arduous journey. According to the old Pokémon Sun and Moon website, there's a prominent legend that Kommo-o "seeks to drive away a great darkness covering the world" and "this pokémon seeks out battle to gain the power needed to defeat this darkness". Kommo-o is certainly the valiant draconic companion that would bond with an older Nozzy. Both of them have shared goals, after all! Soulmender Nozzy also wears the Dragonscale Sleeve; it has a scale from every known dragon type in the world. Kommo-o's design and theme around sound also reinforces that aspect! Nozzy excels in addressing and solving challenges swiftly, never letting inaction take hold of him. Kommo-o keeps him practiced in this regard, and one of its moves is Upper Hand, allowing for quick retaliation of priority moves.
— 💥Moves: Clanging Scales | Clangerous Soul | Dragon Claw | Upper Hand
— 🍂Nature: Serious (Neutral)
Trevenant represents Nozzy's grief over his slain druidic circle almost too perfectly. To that end, Nozzy can be seen as a sort of surviving ghost of his clan. Nozzy wanted to be feared by chromatic dragons—he believed they were the cause behind the assassins that destroyed his people—so he did everything he could to achieve that effect. And yet, later on, Trevenant can also represent Nozzy's older years as a reformed man who's grown beyond blind ire. Many of its Pokédex speak to its character as a kind nurturer and guardian of the forest.
— 💥Moves: Shadow Claw | Will-O-Wisp | Ingrain | Wood Hammer
Gigalith represents Nozzy's druidic mastery not only with leaf and life (as others in his team succinctly do), but also with earth and terrain. I also like to imagine it as a protector of the Hidden City that Nozzy is the leader of in his later years, with its orange crystals absorbing solar energy and using them to blast any that would encroach and invade their home. Especially with its immense inner core.
— 💥Moves: Stone Edge | Rock Slide | Stealth Rock | Stomping Tantrum
— ✨Ability: Sturdy


Roscoe

🔎Overall. Roscoe is a werelion. He loves hunting, meeting new friends, and the crimson mark on his arm brands him as a fiery lycanthrope with blazing magic. He's a simple, feral, multiversal traveling himbo and his pokémon team matches that personality. They're the companions he's met along his many journeys and that resonate with his nature most. In fact, I can easily imagine him wanting to partake in battle alongside his pokémon.Pyroar is literally Roscoe if he were a pokémon. A fiery lion? Can't be much more Roscoe than that. Like Pyroar, Roscoe will protect his friends with no regard for his own safety, he prefers to eat raw meat (he can simply cook it with his fiery claws), and his mane is quite glorious. The Life Orb item in draining HP also resembles how Roscoe's Blood Hunter abilities work.
— 💥Moves: Fire Fang | Noble Roar | Overheat | Taunt
— ✨Ability: Unnerve
— 🍂Nature: Naughty (+Atk, -SpD)
— 🧶Held Item: Life Orb
Incineroar also represents Roscoe quite well. Roscoe too is motivated by strong opponents, bored by weak challengers, proud of his fighting spirit, and rough-mannered. Even Pokémon Shield's Pokédex entry of "but the way it helps out small pokémon shows that it has a kind side as well" exceptionally fits Roscoe, who has a weakness for cute things and must protect them at all costs. Incineroar fittingly is also a feline.
— 💥Moves: Darkest Lariat | Flare Blitz | Fake Out | Knock Off
— ✨Ability: Intimidate
Emboar, while not a feline, is quite accurate to Roscoe too. Like Emboar, Roscoe can throw a good fiery punch / claw and enjoys himself in dire situations and fights. Emboar represents Roscoe's musclehead and brawny qualities, but also his gentler character in how he deeply cares for his friends too.
— 💥Moves: Heat Crash | Hammer Arm | Close Combat
Obstagoon is a punk. So is Roscoe. The former's also kinda inspired by gnolls, which fit Roscoe to some degree. He and Obstagoon share a staggering roar and shout.
— 💥Moves: Submission | Obstruct | Taunt | Fire Punch
Luxray is an excellent hunter who can spot any prey and even see through solid objects. This is a useful ability not only for battle, but also for investigation and scouting. When Roscoe's keen nose fails him, Luxray's unbeatable sight can pick up his slack. Luxray being a feline justifies him being on Roscoe's predominantly fire-type team.
— 💥Moves: Wild Charge | Crunch
Lycanroc Midnight Form is a lycanthrope. Its eyes glow when it's excited and it loves to battle strong opponents. It is reckless, doesn't seem to be mind getting hurt, and loves to goad their opponent to making a false first move that's easily countered. Hey! These are all things Roscoe is too. Lycanroc's Rock typing also nicely balances out Roscoe's clear Fire type affinity. This is one of the rare instances where a different form of the same pokémon are on my characters' teams for wildly different reasons; while Ákos's Dusk Form Lycanroc represents them balancing offense and defense, Roscoe's Midnight Form Lycanroc is all about the thrill of the battle.
— 💥Moves: Fire Fang | Foul Play | Counter | Rock Slide


Lýtingr Shyvrgand

🔎Overall. Lýtingr was a pariah of the Reghed Tribes of the bitterfrost Icewind Dale region. When half their Bear Clan was slain by chardalyn-maddened clanmates, Lýtingr turned to the Blood Curse to attempt to rescue their spirit-trapped fiancé. Lýtingr is a character about turning to ancient lore and eldritch, forbidden magic to accomplish their goals. Even if said goal is as candid and straightforward as restoring their fiancé's soul to life. It leads to a campaign of ending Auril's Everlasting Rime in the region and making a pact with a temperamental ambitious goddess, but Lýtingr is a character about learning whatever necessary talent, taboo or not, if it means they can be embraced again by their husband-to-be. Many pokémon on their team reflect their nomadic hunter lifestyle, their region, and their delving into the Blood Hunter arts. They can even disguise themself as a Ghost or Ice-type gym leader!Decidueye, as I imagine it, is not originally Lýtingr's pokémon. Lýtingr's fiancé Ymir was the tribe's best hunter. By far. With the keenest eye in the frigid dale, I easily see Ymir raising and venturing with a Rowlet and evolving it into a Decidueye. Ymir's Rowlet was quite special too, being shiny-colored and a better chameleon in the arctic tundras of the north. When Ymir's bow was discovered without the half-elf in sight, it would've been Decidueye to have gone to Lýtingr and show them the perils of chardalyn. Thus, while it may have been a rocky relationship at first, the two joined in their mutual goal of saving Ymir. Decidueye being Lýtingr's ace also represents the latter's journey in perfecting the longbow and adapting to Ymir's old hunting techniques as they explored Icewind Dale in hopes of discovering a solution to Ymir's spirit being trapped in the bow they wielded. Decidueye is a superb hunter and marksman, concealing arrow quills in its wings and launching them with pinprick precision. In fact, I think in this AU, it would've done a lot of the mentoring to impart onto Lýtingr even a fraction of their fiancé's skill. While only Hisuian Decidueye can learn the move Triple Arrows, I simply choose to believe Ymir is just that skilled of a trainer to come up with the move himself for his normal Decidueye to learn.
— 💥Moves: Spirit Shackle | Leaf Blade | Aerial Ace | Triple Arrows*
— ✨Ability: Long Reach
— 🍂Nature: Hardy (Neutral)
— 🧶Held Item: Yache Berry
Weavile is likely Lýtingr's first pokémon that they had when it was a young Sneasel. Weaviles are cunning, intelligent, and adept hunters, having their own language of signals they use via carving claw marks and patterns on trees in their territory. When Lýtingr didn't end up being the expert hunter like they were expected to be at birth, Sneasel picked up the slack. After Ymir's entrapment, Lýtingr had learned to coordinate with Weavile, and the two make for a synchronized team of chilling hunters. Lýtingr was born with the Deadwinter Mark, which identifies them as one of Auril's Midwinter Children—a blessing that in actuality was meant to serve as fuel for the goddess's eventual rebirth. Their learning of the Blood Curse has allowed the half-orc to shape their innate ice magic from their mark to synergize with Weavile's swift and deadly ice moves.
— 💥Moves: Ice Shard | Triple Axel | Ice Spinner | Knock Off
— ✨Ability: Pressure
Runerigus represents Lýtingr's foray into the dark and forbidden arts of the Blood Curse. It is a cursed pokémon that has absorbed the spirit of a Yamask—a pokémon that arise from the spirits of the dead. How Runerigus is based on runestone paintings and serpentine mythology also conveys the sense of malicious eldritch knowledge that Lýtingr is attempting to wrangle and control to their own noble end of retrieving their beloved. I like to think that Runerigus is not exactly loyal like Weavile might be. Lýtingr made a pact to gain the primordial knowledge Runerigus possesses. It has a mind of its own and it keeps close / pretends to be on Lýtingr's team. There must be something that keeps its interest in the Blood Hunter, but we aren't privy to its mysterious reasons. Lýtingr's Hex spell might even be something taught by Runerigus, who has the same move.
— 💥Moves: Destiny Bond | Hex | Curse | Shadow Claw
— ✨Ability: Wandering Spirit
— 🧶Held Item: Spell Tag
Mismagius is the counter to Runerigus. Where Runerigus is an eerie eldritch pokémon with unknowing motives, Mismagius stems from Lýtingr's fascination with ancient lore and knowledge learned through legitimate means like old recovered tomes and codices. Less desperation to revive their fiancé. Lýtingr wasn't a great hunter before they took the mantle of Ymir. They were a minstrel who told rousing stories of old heroes to motivate their clan, sourcing their tales from books and material their tribe's hunters gathered from scouring ruins. In this, Mismagius is a perfect representation of Lýtingr's esoteric bardship and "ye olde" speech. In some Pokédex entries Mismagius is described as sometimes uttering incantations that bring about happiness. And that was certainly one of Lýtingr's skills as a minstrel. It would definitely accompany Lýtingr whenever they played their odd langspil instrument and their true-to-name mischievous nature is a lighthearted foil to Runerigus's sinister aura.
— 💥Moves: Mystical Fire | Poltergeist | Future Sight
Mamoswine is a wooly mammoth, abundant near the Bear Clan territories in Lýtingr's Reghed Tribe. As the Icewind Dale region is bitterly cold and equivalent to the arctic norths, it is the perfect climate for such a pokémon. An excellent strong companion that balances out the otherwise swift and agile pokémon. While Weaviles and other Reghed hunters would often prey upon Mamoswine, having a huge pokémon like it is clearly an advantage when the region is also home to ancient frost giants.
— 💥Moves: Earthquake | Ice Fang | Bulldoze | Takedown
Hisuian Avalugg, as I see it, is Lýtingr's most recent pokémon they obtained during their journey in ridding Icewind Dale from the Everlasting Rime. In part of their campaign they ventured to the Sea of Moving Ice, a series of ice floes. It was a treacherous, uncharted seascape with ice-locked shipwrecks scattered about. However, in order to reach Auril's abode of Grimskalle in the island of Solstice, Lýtingr had to cross the Sea. On said island there were gardens of statues of creatures petrified by the Frostmaiden's cruel ice magic. I imagine that Avalugg was one such creature that Lýtingr helped thaw. A creature so ancient that it had traveled centuries from the past of Auril's last period of activity. Its companionship, impenetrable defense, and pure immunity to the cold has proven to be a great boon to Lýtingr's team and quest.
— 💥Moves: Mountain Gale | Recover | Body Press | Stealth Rock
— ✨Ability: Sturdy
— 🧶Held Item: Chople Berry


Xyʑʑy

🔎Overall. Xyʑʑy is characterized by three major themes: food, fights, and fornication. They're a literal peach from the Feywild (Glamourtide and Dreamland in their setting) polymorphed into an exhilarating, glamorous, short, chubby creature. Think of a himbo, then expand that by 10x. That's Xyʑʑy, a fey who loves kindness, flirting, kissing, cooking, and adventuring as an envoy for their Archfey parent Gosh. The pokémon on Xyʑʑy's team are symbolic of their boundless positivity and their goals of making everyone happy and joyful. It's no wonder why Xyʑʑy would make an excellent fairy-type gym leader. They are, after all, borne from the realm of fairies!Alcremie is exemplary of who and what Xyʑʑy is. A creature with a love for sweetness in all things and who is sweetness incarnate. Fruit is Xyʑʑy's specialty in their pastry chefhood, and Alcremie's multitude of variations means the pokémon is a natural duet partner for the short fey peach in their mixing. You could tell me Alcremie came from the same garden that Xyʑʑy did and their backstory would still make perfect sense. As Xyʑʑy's ace, the cook would absolutely Gigantamax their closest companion every opportunity they could—making Alcremie a majestic towering cake that would rival any pâtissier's skill. Xyʑʑy's favorite appearance of Alcremie is her Ruby Swirl with heart sweets. Xyʑʑy's unconditional love pairs well with Alcremie. Not because Xyʑʑy wants Alcremie to produce the exquisite, cherished cream that she does when she's loved, but simply because Xyʑʑy loves to make her happy and delighted.
— 💥Moves: Draining Kiss | Sweet Kiss | Aromatic Mist | Decorate
— ✨Ability: Sweet Veil
— 🍂Nature: Sassy (+SpD, -Spe)
— 🧶Held Item: Sitrus Berry
Blissey is the embodiment of joy and happiness. It's in her instincts to nurture weakened and ill pokémon to full health with her eggs. With her very compassionate and unfailingly caring nature, she's wishes the best for any and all pokémon. Xyʑʑy, barring the egg-laying quality, is nearly the spitting image of Blissey. As a chef, Xyʑʑy would use Blissey's eggs to cook up a delightful dish that would put a smile on the dourest of people. Xyʑʑy would see it as a challenge! They are similar to a point where they are both sensitive to sad feelings and their first response is to rush over to them and make them happy by any means. It is very difficult to tear away Blissey from Xyʑʑy's side. One question remains: why does Blissey know Seismis Toss? Ever the gladiator and performer, perhaps Xyʑʑy's style rubbed off on her...
— 💥Moves: Soft-Boiled | Protect | Heal Bell | Seismic Toss
— ✨Ability: Healer
Togekiss is the bringer of kindness, sweet blessings, and is known as the Jubilee Pokémon! Ever since it was a small Togepi, Xyʑʑy's Togekiss has accompanied the travelling bouncy fey, granting good luck and delight to any who come across them! Xyʑʑy never turns anyone down, and sees the positivity in people to a fault—even if they've hurt Xyʑʑy before. While Togekiss is sensitive to conflict, and sometimes Xyʑʑy marchin' to the beat of their own drum can cause this conflict, the two ultimately strive to usher in an era of peace, fun, and delight. Xyʑʑy doesn't know much about the concept of time—an era is longer than a week, right?
— 💥Moves: Roost | Air Slash | Wish | Moonblast
— ✨Ability: Serene Grace
— 🍂Nature: Timid (+Spe, -Atk)
Lopunny is on Xyʑʑy's team for two obvious reasons. One: the internet memes and loves her. She's literally based on a playboy bunny. Xyʑʑy was awakened to be a sex icon and thus resonates with that vibe. Plus, Xyʑʑy has worn a playboy bunny outfit pleeeenty times before too. They love feeling sexy (it's all the time). Second reason: she's an amazing fighter. Her Mega Evolution transforms her into a powerhouse and an acrobatic brawler. Xyʑʑy's in awe of her graceful legs (Pokédex's wording by the way) being weapons of superdestruction and aspires to be just as sprightly and fierce as her. As a gladiator themself, Xyʑʑy is no stranger to theatrical combats. Lopunny evolves via friendship, so I imagine the two building a strong bond from reigning victorious in many colosseum doubles tournaments while in Dreamland. And of course, exactly like her trainer, her nature is naughty.
— 💥Moves: Return | High Jump Kick | Play Rough | Low Kick
— ✨Ability: Cute Charm
— 🍂Nature: Naughty (+Atk, -SpD)
— 🧶Held Item: Lopunnite
Grimmsnarl is a lot like Bayonetta if you think about it. The pokémon uses all the hair wrapped around his body to enhance his power and muscles to overwhelm foes. Grimmsnarl is no Gomorrah, but he's still demonic in aesthetic and vibe, especially considering his inspiration in oni and troll mythology. Plus, it's very fitting that Grimmsnarl is a lover of misdeeds and pranks, for it's in Xyʑʑy's nature too as a fey! I also really can't deny Xyʑʑy is a kinky character. Grimmsnarl, in a way, represents that aspect of them. Have you seen those strong muscles??? He can Spirit Break Xyʑʑy and they'd die content.
— 💥Moves: Bulk Up | Spirit Break | Crunch | Substitute
— ✨Ability: Prankster
— 🍂Nature: Naughty (+Atk, -SpD)
Tinkaton is a hilariously accurate pokémon for Xyʑʑy's team. When I first saw her reveal in Scarlet / Violet I immediately knew she required a spot. She's got this larger-than-life bubbly personality. Also a huge screw-off hammer. She's probably based on the character trope of small innocent girls with colossal weapons, a trope I think represents Xyʑʑy quite well too! She's reckless and loves to fight. AND she steals whatever the heck she pleases with a carefree attitude? Yeah, that's Xyʑʑy. She's an absolute gremlin and I love her. Her item is an Air Balloon not because it's competitively sound in VGC, but simply because the idea of her dropping in a battle from dozens of feet high is amazing.
— 💥Moves: Gigaton Hammer | Knock Off | Encore | Play Rough
— ✨Ability: Own Tempo
— 🍂Nature: Brave (+Atk, -Spe)
— 🧶Held Item: Air Balloon


Taroo

🔎Overall. Taroo is three things: a kinesthetic learner, a stargazer, and a good friend. Ever since they were blessed by their celestial spirit guardian Alnilam, the furry halfling's been able to call upon Azure Magic to mimic abilities from creatures they've bonded with—either via friendship or battle. Taroo's pokémon team is split between these qualities of reflection with their cosmic imitation magic and their brotherhood comradery with their fratmates in the Blue ΦβΦ.Smeargle is so obviously Taroo-coded that it would've been a crime if the pokémon wasn't the Azurist's ace. Smeargle's whole gimmick is learning other pokémons' moves, something that represents Taroo and Blue Mages perfectly! I also see Smeargle as a pokémon who loves exploring and discovering as much as it can, making it a faithful companion to the halfling whose whole drive is gaining experience by mimicking others' powers to overcome adversaries and obstacles. Smeargle is an expressive, creative artist, a trait very fitting of my halflings' culture. In one Pokédex entry, "once Smeagle becomes an adult, it has a tendency to let its comrades plant footprints on its back". I honestly think this is quite sweet—the pokémon always wants to keep the memory of its loved ones close with them wherever they go on their journey. Taroo's first Blue Bonds they gained with their Azure Magic was their best friends and fratmates in the the Blue ΦβΦ fraternity, meaning Taroo always travels with their mates even should they be separated. I think Smeargle gets along quite well with Taroo—Smeargle is based on a beagle and my version of halflings faintly resemble otter-like people! I also imagine that Smeargle's moves are always cycling out; it's too stubborn to ever forget Sketch. There's a few moves that Taroo might've taught it, but Smeargle isn't satisfied with a static move pool.
— 💥Moves: SketchIcy Wind 🗘 Mystical Power 🗘 Spore 🗘 Signal Beam
— ✨Ability: Own Tempo
— 🍂Nature: Rash (+SpA, -SpD)
— 🧶Held Item: Focus Sash
Ditto is another perfect Taroo pokémon. Where Smeargle mimics moves, Ditto mimics the entire pokémon itself. Taroo is the type of Azurist that when mimicking abilities, they transform parts of their own body to resemble that of the creature they're borrowing from. Very much like Ditto! There's something about Ditto's devil-may-care smile that's relatable when Taroo discovered a shiny Ditto. It's a similar coloration to their Azure Magic, so perhaps it was even fate...
— 💥Moves: Transform
— ✨Ability: Imposter
Cosmog embodies the spark of cosmic magic that Taroo's celestial spirit guardian bestowed upon them, unlocking their latent potential for Azure Magic. Cosmog in ages past was called the "child of the stars", a phrase similar to what Alnilam called Taroo for having noticed the latter stargaze for most of their life. Such phrases seem like common parlance for ancient beings. In Shield's Pokédex entry, "Cosmog is very curious but not very cautious, often placing itself in danger". As a curious halfling, Taroo is reckless and leaves caution as an afterthought. They leave the caution to their preparations, letting their whim and inquisitive spirit take the reins when they're out adventuring or resolving bounties. I also see Cosmog as a small spirit that will eventually transform into something magnificent and legendary if nurtured well. Though Taroo has been accumulating much experience, they've still much to learn before they can become the legendary Navy Nightingale! Unlike Cosmoem and Lunala also in other characters' teams, I don't think Taroo uses Cosmog in battle. They don't want to put it in harm's way!

Perrserker represents Taroo's battle-hardy thrill-seeking dwarven barbarian fratmate Wayward Wayfarer by the Wayside! While Wayfarer is not the Berserker subclass, Perrserker's Steely Spirit ability does aptly describe the dwarf's agile swings with his dual scimitars! Plus he can take any hit that comes his way, complementing the pokémon's great resistances from its pure steel typing.
— 💥Moves: Iron Head | U-Turn | Fake Out | Steel Claw
— ✨Ability: Steely Spirit

Delphox represents Taroo's dramatic showman tiefling bard fratmate Dreamer of the Azure Curtain! Most Delphox aren't as emotive as Dreamer, but the bard's focus on expressive performative magic complement the witch fox quite well.
— 💥Moves: Mystical Fire | Calm Mind | Psychic | Fire Spin
— ✨Ability: Magician

Magnezone represents Taroo's ingenious energized goblin artificer fratmate One-Who-Claims-Victory! Don't be fooled by the Final Fantasy Tactics Dark Knight art, Victory is a nimble creature with a deadly Lightning Launcher. Magnezone is a strange pokémon of strange make that emits strange signals and evolved via strange methods. That's a lotta strange; Victory's circumstance as an dabbler of artifice differs quite radically from his old goblin clan. Adapting from his exile, Victory's keen genius resorted to odd dark metallic materials and wild magics to hone his craft to be the cunning artificer he is today. I can easily see him building a Magnezone of his own!
— 💥Moves: Flash Cannon | Thunderbolt | Eerie Impulse | Toxic
— ✨Ability: Analytic


Ptero / Tarot

🔎Overall. Ptero is a very nuanced character looking to overcome past trauma and seek some form of atonement as a former assassin. Their decades as a supernatural killer for the Nevermores haunts the older wayfarer as they struggle to pay repentance. But in their journey they come across kind souls who break through that cold shell and motivate them to reunite with their estranged daughter and try to dismantle their former, clandestine organization that sought to puppeteer the world through manipulation and precise target elimination. Ptero's pokémon team is a reflection of the phases of their life—their youth as a fire dancer for their tribe, their adult life as a grim assassin, and their elder years as an atoning monk. Ptero is drawn to these pokémon, relating to how they're usually pariahs, seen as malicious, or otherwise unwanted. They want to use their own skills and the skills of their team to improve the world around them as a protector, rather than a killer or a haunter. Even if it means they must take up the heavy burden that redemption may never be possible. It's quite fitting that Ptero has five ghost-type pokémon, and the only one that isn't is a representation of Ptero's pacifistic attempts to atone.Urshifu Rapid Strike . . .
— 💥Moves: Surging Strikes | Fire Punch | Aerial Ace | Close Combat
— ✨Ability: Unseen Fist
— 🍂Nature: Adamant (+Atk, -SpA)
— 🧶Held Item: Protective Pads
Ceruledge is . . .

Big Bounty Elimination Guild is a public D&D 5e Discord server with a focus on asynchronous combat-based one-shots that plays like Monster Hunter with no commitment requirement and is new player & homebrew friendly. We're a welcoming, inclusive community dedicated to exploring and pushing the boundaries of 5e combat through fun and interesting encounter design.


Server sidebar

Here's how Big Bounty Elimination Guild (BBEG) works at its core.

  1. You create a character by following the process in #📋member-registration. This will be your sole character as you play in BBEG, emphasizing meta progression. Your starting rank and level is @🐣Fledgling (Lv. 1).

  2. Bounties are the mainstay of BBEG. They are one-shots centered around combat encounters of myriad kinds. Bounty Coordinators (BCs) are the DMs for these, and whenever they want to run a Bounty, its information will be posted in #🔪bounty-board for your perusal.

  3. Find an interesting Bounty you're eligible for? The BC for that will have also made an LFG post in 🗪👥lfg. Check that forum out and send a message expressing your interest! The BC will also note down any quirks or details that a Bounty might possess.

  4. Once enough folks have expressed interest, the BC will create a When2Meet or similar scheduling table. Scheduling is the biggest battle of D&D, so it's up to the whole team + the BC to figure out the best time slot to run the Bounty.

  5. When game time comes, the team will congregate in the 🔊︎🏹Strike Squad voice channel. The BC will introduce the Bounty and have your characters travel from the in-universe hub location (lovingly called HUB, or Hunter's United Bastion) to the combat encounter! Roll intiative!

  6. Should your team prevail, you will be awarded with XP and gold. Enough XP, you'll be able to level up and ascend the ranks! Enough gold and you can browse through #💰mercenarys-market, 🗪💠catalysts-crystarium, and more to provision better equipment and gear!

Of course, there's more, but this is the foundational gameplay loop of BBEG. Ever played or watched Monster Hunter? Then you get the idea. The #🤝onboarding-program channel provides an excellent bundle of details about the overall functions and features of the server.

Combat comes in all sizes, and Bounty Coordinators are encouraged to explore all sorts of unique encounters! Bounties can range from a singular boss monster, to hordes of smaller enemies besieging a small village, and much more. Bounties might often have the simple objective of defeating your quarry, but they could very well also have other twists and turns, like search & rescuing, capturing creatures, or retrieving a particular item. Monster Hunter was a huge inspiration in BBEG's conception, but teaming up and hunting large beasts and behemoths isn't our only specialty!

An example of a Bounty post

Hunter's United Bastion, or HUB, is the center city-state of our in-world operations, situated in the fantasy world of The Realm. This setting is amorphous, flexible to suit the needs of our game. Places, regions, peoples, cultures, and anything that fits the worldbuilding scope exists when we need it to for the purposes of serving a Bounty. Other than HUB, nothing else is truly written in stone. Pantheons of gods may come and go. Cities and regions may spring up overnight. And even other planes of existence may spawn if a Bounty calls for it. Bounty Coordinators designing Bounties and combat encounters are granted vast creative freedom to explore their ideas. Lore doesn't even have to exist for a Bounty if it's too bothersome! As long as Bounties are relatively fantasy-adjacent, you'll find a great variety of missions and tasks on the Bounty Board. On the flip side, this also means members are free to write their own creative (optional) backstories for their characters!

BBEG members wrangle a dragon tamer's rowdy wyrmlings

Naturally, this extends to our fondness for homebrew. I love core 5e as much as the next person, but I often see the shortcomings of official monster design in the system. As a keen enthusiast of homebrew, BBEG was infused with it from the very beginning. You'll find homebrew in all facets of play, including encounter design, a creature's statblock, items sold in the shops, and even in PC classes. Bounty Coordinators are encouraged to homebrew their Bounties to give them a unique and memorable edge. If a recruit wants to use homebrew during character creation, all they need to do is but ask and we'll evaluate it together to ensure our server is balanced towards a fun experience for all. We don't want one member outshining everyone else, after all. Heck, even my own character in BBEG, Taroo is a Blue Mage-esque class I homebrewed based on Final Fantasy's incarnation!

If homebrew doesn't appeal to you, you will not enjoy BBEG.To that end, I understand that tons of homebrew building over time can be overwhelming. A Bounty Coordinator might have a team where everyone is a homebrew class, or the local Wizard has a good deal of homebrew spells. Conversely, a player might find a Bounty's main enemy to be steeped in complex mechanics difficult to keep track of.
BBEG has a few systems to help alleviate this:

  1. All player-used homebrew is publicly catalogued in the #🧰homebrew-hall channel and all such homebrew should be easily accessible for anyone.

  2. Bounty Coordinators have access to our internal resources that compiles every character's stats, info, and where to find their character sheets.

  3. For players, BBEG introduces a new learnable skill called 🔍Analyze. It represents a character's ability to discern the combat capabilities of a foe, augmented by their knowledge of battle, martial skills, strategy, warfare, and instinct. Analyze is a catch-all skill when it comes to determining what a creature can do in combat, such as identifying a dragon's Breath Weapon, a skeleton's weakness to bludgeoning or radiant damage, or a kobold band's Pack Tactics. It can even be used to determine more statistical abilities of a creature, like armor class or a saving throw bonus. Analyze is designed to allow tactical thinking and strategizing during Bounties. To not punish player action economy, the Analyze skill is a free action that can be used once per character's turn. And a second Analyze can be performed at the cost of an action. Whenever an Analyze check is successful, the Bounty Coordinator posts the respective result in the #🎬voice-chat channel so that the team can freely refer to it.

An example of an overall Analyze

BBEG is a community where you determine your level of participation. All members' time is valuable. We do not hold anyone to complete a sort of Bounty quota per arbitrary period. Sometimes life takes us away from the sword and no matter the reason, those folks are valid. Members can participate in as many or as little Bounties as they wish, and even choose to retire if they find BBEG work too much to handle. Participate in over 30 Bounties or in just a couple, our community welcomes you!

BBEG members battle against the Phoenox

When I say that we're a community, I want to emphasize that as a pillar of what BBEG is. From the start, inclusivity is the backbone of who we are and I don't ever intend to change that. As a queer person, I wanted to foster a community that's welcoming to folks like me. Bigotry is never tolerated on our server in any shape or form. Indeed, the first rule of the server is that we're the Big Bigot Elimination Guild too. Bounties are never made with a premise that aims at othering. We're here to enjoy 5e combat in the company of friends, not to worry if some tool might passive-aggressively complain that they can't be fantasy racist.Free speech does not mean you're exempt from consequence.

On that note, there's more to BBEG than just participating in Bounties and dispatching your foes. Though roleplaying is totally optional, there's a dedicated space for it in the 🗪🎭role-play-parlor forum. Boast about your successful exploits in #🎤boasters-balcony with anything creative to get further rewards like Inspiration for your next venture. Trade with other members in the #🎪traders-tent. Occasionally we even have seasonal server-wide festivals that anyone can partake in, like #⛄winters-wishlight or the PvP oriented #🌀battle-of-the-blue! Many of these feature mini-games.Anyone can become a Bounty Coordinator upon spectating or participating in a Greenhorn Bounty; there's no other requirement than your enthusiasm to add to our ever-expanding Bounty list!

Want to join a friend but their character is off defeating adult dragons and you're but a smol 1st level character? Or are you wanting to join a friend who recently signed up, but you yourself are the dragon slayer, too competent to participate in a 1st level Fledgling Bounty? We've gotchu covered. BBEG employs a Guest Character system, allowing members to create a temporary, one time use character to participate in such Bounties. While BBEG focuses on progressing through the ranks with a single character, level gaps like these are inevitable and we still want to play with our buds!

BBEG members protect a canine wizard from zombies; note the blue-bordered Guest Character Bori'quen

Should any of this interest you, why don't you check out the server and browse through our channels? We'd love to add your story to our brandishing tales of heroism!

How to Spot a Frosty D&D Character


The Lineup

⚔️ Mix of Martial and Magic ☄️

Additional commentary:
— Starlight magic, or Lux Asterum Phari has homebrew spells you can use for yourself at this Homebrewery link
— Opus's magically shifting weapon is called Zenith, a boltblade, the combination of a longsword and a crossbow. Aka a gunblade but not. Gunblades are rad.
— Roscoe wielded a gunblade himself for the one-shot he was a Gunslinger. He called it his boomblade.

🌈Queer

Additional commentary:
— Opus is also polyamorous. In the epilogue of their campaign they married Ephram Wixwicket, and decades later Osprey Lorendiel found romantic love with both gnomes.
— Ákos is dating Isnath now!

💫 Body Markings

Additional commentary:
— Ákos's constellation tattoos have changed since then. After meeting their god the Wayfinder in a vision, he imbued their constellations with a gold color to ward off death. In addition, in a side adventure with Opus, Ákos released a family of fire giant ghosts from the seething hatred of a dwarf wraith and vowed to protect them, gaining them Tessidrack's constellation on the back of their left hand. Tessidrack is the original god of the giants who died fighting Tiamat ages ago, his symbol being six eyes of the primal elements. In Opus's campaign, the Wayfinder took the lost giants under his wing.

🔗 Earrings

🧔 Facial Hair

🧵 Outfits with Patterns

💬 Accents and/or Other Speech Idiosyncrasies

🪕 Plays an Unusual Instrument 🥁

🌟 Newfound Faith

Additional commentary:
— Ákos met the Wayfinder in a vision! Both Ákos's and Opus's meeting their god sparked a crisis of faith in the two. Still, their expression of faith is still polar opposite, even after having met each other.

💖 Immensely Values Love (of many kinds)

Additional commentary:
— Opus married Ephram post-campaign! As well as Osprey decades later.
— Guess who asked out Isnath? That's right. Ákos. Hell yeah.

👤 Profession Changed From Adventuring 🏃

🔤 Meaningful Names, sometimes w/ diacritics

📜 Big Backstory

🛠️ Tool Proficiencies

🕊️ Good-Aligned

🎯 Meet EYEBALL
My old Lancer character when I was in a campaign for that!

🌱 Starts off Young

Miscellaneous - 🐲 Part 1

Additional commentary:
— "It will happen😡" well it did :)
— I'm wearing a tanktop right now developing this website, so it still holds true, huh

Always and Forever


Preface

Heya! For those reading that may be unfamiliar (which should be a vast majority?), Opus Loregit is a Rock Gnome Artificer that I play in an ongoing Dungeons & Dragons 5e campaign called Skies of Shambhala, ran by my good friend Jay. Over the past couple of years, Opus gradually became an incredibly meaningful and special character to me. Ever since they set out on their family's rite-of-passage, they've experienced a lot of character development. They went through the highest highs of making new friends, finding love, nurturing the soul of their robotic yak companion Magnum, discovering a new god, and even inventing two new schools of magic. But they've also gone through the throes of the lowest lows—seeing death for the first time, watching their friends die, struggling with PTSD, survivor's guilt, and sacrificing the spirit of Magnum.
Yet in all of this, Opus grew and matured more than I ever imagined. They've learned to truly love and cherish the bonds of friendship and family. They've learned to heal and grieve. They've learned to open up, and that it's okay to be vulnerable. They've learned to keep nourishing the spark of genius that nestles within to new heights, and to act as a faithful guide to the god Wayfinder. As once a lost Wanderer who needed guidance in the path they walked astray, they too will follow the Guiding Star, hoping to give the same guidance to those lost from their families and paths.
Opus represents a brilliant flare of creativity. They represent growth, healing, and failing forward until you get it. They represent being lost and alone, but the tempered ties of love, friendship, and family pulling them back up to the surface, not letting them drown in the darkness. It's my hope that this playlist can act as but a small window into the eyes of Opus "The Wanderer" Loregit.The tracks that I've selected can generally be sorted in a few ways.
1 Opus was taught how to play the banjo by their best friend Osprey, so many songs heavily feature it or a similar stringed instrument like the guitar. I can imagine many of these being played by the gnome by the licking of a campfire's flame, whether as a tune they've composed or a tune they've heard.
2 Many of these don't feature lyrics and rather focuses on the instrumental or the melody of a song, mostly out of personal taste. Experiencing emotion through melody is a big part of how I enjoy music, and I hope that you can feel the same things I feel when listening to them.
Tracks with lyrics are marked with a ⛯ symbol.
3 The playlist is placed in a rough chronological order of the D&D campaigns' events, telling a narrative story of Opus's character development through the 18 tracks.
Thank you so much for spending your time here, and I hope you enjoy.


1. Seeing Gales from Sîal Gales

Sugar Maple - Noam Pikelny

For all of Opus's childhood, they've trained, read, built, scrapped, and built again the idea of their family's heritage and their role in it. Being one of four quadruplets and vying for the honor of family head at the end of their rite-of-passage meant the world to the young artificer. Not only does this track represent the quaint life of the port town of Sîal Gales, but the lack of true hardships Opus experienced with their wealthy status. In a way, it embodies the gnome's idiosyncrasies, their quirky phrases that many don't seem to understand, and their naivete towards true life outside their family's estate and in the world, beyond the books and lessons they've learned from their mentor Mrylori.


2. Tales from the Dusty Pages ⛯

Vagrant Song - Pyre

Being an avid bookworm for the entirety of their childhood, Opus is well versed in the tales of yore and the fables of eld. Vagrant Song is a solemn song about such stories that enticed and fostered the young gnome's wanderlust. Not only igniting a want to replicate the bardic legends of the world's mysteries in strum but to explore them as well. Why did the moon cry? Where is the corpse of the titan? Opus's curiosity leads them wanting to understand but to also immortalize their sorrowful tale as they cross the vast oceans at the beginning of their 5 year long rite-of-passage—their Itinere.


3. Battle Buzz

Knights of the Sea (Acoustic) - Pyre

Fantasizing about battling a damned foe with a hearty, haughty tune to match, Opus imagined awesome skirmishes against evil villains, putting them in their rightful place as the hero of the story. To solve any dastardly crime as the hailed detective! The laureled artificer who fuses magic and engineering both!Does this child's fantasy shatter when they witness their first tinge of reality? Of death? Perhaps. But perhaps a tiny sliver of that battle buzz remains within the gnome.


4. Death, ⛯

My Long Lost Friend - We Are All Fossils

Missing the memories never made. Missing the friends they never got to fully know. Missing the stories they never told. Missing their family they couldn't go back to.
Why did they have to die?
Why did the hag spare them?
Scarred.
Alone.
Afraid.


5. A Nova That Lasts Forever ⛯

Alone - Alan Walker

Alan Walker's Alone is so incredibly inspiring (its lyrics even inspired a later track's name in this playlist), and I feel that Opus meeting Osprey at the Livingwood College post TPK and befriending him is representative of that inspiration. That truly, they didn't have to be alone. They didn't have to grieve alone. And every day and every night with that elf scholar was something the coping gnome never wanted to forget. If I were to emphasize one central line that Opus clung to throughout that year of healing, it would definitely be "never let me go."


6. Twilight Memories of a Woebegone Wanderer

Orewell, Beneath the Crags - Octopath Traveler
Metal arrangement by FamilyJules

A woeful track backed by a distant swelling of hope, this song was the first that Opus learned when Osprey taught them the banjo. Rather, it was something they both composed as a tribute to the lost Wanderers of Shambhala. It took months in the year following their old friends' deaths to learn it, but they eventually grew to fancy its tangle. The song's a curtain of sunsetting dusk, a wrapping on the memories that will linger forever, but to also continue in their name as the Wanderer. Opus on the sorrowful strings, with Osprey on the uplifting winds, sporting a gentle, encouraging smile.


7. Event Horizon ⛯

Alone, Pt. II - Alan Walker & Ava Max
Cover by ZERØ

If there's one infallibly true statement about that weird, quirky gnome Opus Loregit, it's that they unapologetically love Osprey Lorendiel. They couldn't deny they crushed hard on the elf, almost unhealthily so. Nothing they've read in their childhood about love stories prepared them for the butterflies, the burning knots in their stomach, and the fumbling of their duo adventures. Being around Ospy was simultaneously soothing and a tumultuous tempest of emotions and feelings. From being rescued by the mage from obscurantists under the Livingwood College that sought to keep secrets hidden, to discovering a new god—the Wayfinder and his Guiding Star—to helping him write his thesis, to spending nights watching the stars and playing music together; Opus was ensorcelled by him in every way.
Alone, Pt. II builds on the first Alone track featured in this playlist, a nova that lasts forever, where Opus crosses the event horizon and finally gathers their courage to confess (you can read that story here!). Though Osprey is a gray ace of sorts, there's no refuting that the platonic love between their best friendship is perhaps stronger than the toughest metals in the world. These two queer kids deserve each other.
ZERØ's cover of the song better resonates with the chemistry between these two over the original, fully capturing the complex emotions Opus felt.


8. I Know I'm Not Alone

Main Theme - Outer Wilds

A simple, short, homespun melody that reminds Opus that they aren't alone. As the tune grows slightly more complex beyond the first third, the gnome remembers that each new bit is a friend that's there with them, and a friend that they'd travel with to the ends of the earth if it means they're safe.


9. With You Here

The Legendary Theme (Acoustic) - Gitaroo Man

"I reckon everythin'll be alright s'long as we've got each otha's backs, right?"


10. Wayfinder's Will ⛯

In the Flame - Pyre

Resolute. Resolve.
Tiamat hunts the Wayfinder, seeking to seize that spark of Divinity that she once held. That allowed him to Ascend. Blessed by the Wayfinder and under his Guiding Star's beacon, Opus sets forth to thwart her nefarious plan.
Strands may break alone, and Opus knows they cannot do this by themself, for they are hunted by Arkhan the Cruel, the five-headed dragon's vilest general.
But together, twisted, they and their party make a braid.
And the journey shall be made.


11. A Web of Shared Sorrow

Waveland - Noam Pikelny

To truly care is to share in the sorrow of another. To empathize with their pain and their suffering. To offer a shoulder and lend an ear.
Waveland is such an intricate, interwoven piece that I never thought was possible for a banjo, but Noam pulls it off masterfully, a tangled web of grief and melancholy that Opus feels for their friends and family.
For slaying Ardanaste, the last guardian angel of Shambhala, in the necessary trial to release and redeem Kaeman from his eternal prison. To free Merro.
For the people that suffered eons ago from Kaeman's tyranny.
For the countrymen that lost their nation, their families, their livelihoods.
For the lost leader Rentalla, ripped from her time to one of a derelict home.
For the strong Kali and the wise Amani, wishing to keep their families safe from danger.
For the friend who lost contact with her son.
For the friend that was scared of who he really was.
For the friend who felt only two-thirds of a whole.


12. Magnum Opus ⛯

For the Widows in Paradise, for the Fatherless in Ypsilanti - Sufjan Stevens

Sufjan's song is steeped in religious overtones. While it's possible to compare the lyrics to Opus's newfound faith and purpose of following the Wayfinder, it's much more appropriate to relate to Opus's love for Magnum, the robotic yak companion they built.
The title I crafted for it, Magnum Opus, and the whole inspiration for their initial character, Opus and Magnum were a synchronous unit. Ever since they were a young child mentored by the elven scribe Mrylori, Opus kept tinkering with a yak construct, hoping to animate it, hoping to gain a new friend. Shortly after they set off, Magnum sprung to life, and the two traveled together, feeling invincible as artificer and steel defender.
Opus did everything for Magnum like a parent for their son. They rebuilt him after every scrap, upgraded him to hover and fly, and even developed a soul core that awakened a spirit. Their love and bond was unbreakable, and it felt that there wasn't anything they couldn't do by each other's side.
But then harrowing tidings came, and Opus had to make a choice. The Warforged would perish if Opus's miraculous invention of the soul core couldn't be dismantled and reverse-engineered. Magnum had to be taken apart; one soul to save a family of hundreds.
His final words were "I don’t fully understand everything, but I believe in you. You can fix me."
And so, like the lyrics say, "if there's anything to do, I'll do anything for you," Opus examined the self-sentient, infinitely unraveling soul core of Magnum and decided to begin remaking him as a Warforged with the help of Magnis and the world's best tinkerers. Anything to bring him back. The first step? By inventing Animancy—magic of the soul.


13. Astral Arc Attack!

Field of Hopes and Dreams - Deltarune
Banjo Cover by BanjoGuyOllie

A wave of determination fills Opus with a track that fuels their will to fight to protect what's right! Always protect the bonds of family, and they'll use whatever skills at their disposal to secure their wellbeing! Opus isn't a naïve kid anymore, and the upbeat, valiant tune of this song represents their progress along this road of growth, but also indicates their worth as a clever and competent combatant. The days of cowering are gone (mostly), and despite the traumatic fear of death always rooted in their skull, they'll do everything they can to shift the battlefield under their control.They may be timid, but you best not provoke them. For your sake.Also check out this rad as heck symphonic metal cover of the same song for extra intense battles!


14. Home Is Wherever I Roam ⛯

Reach for the Stars - Sonic Colors
Cover by Emi Jones ft. Skye Rocket & Jesse Pajamas

This beautiful guitar cover of Reach for the Stars is a relaxing rendition of the original. While the original boasted a fiery, upbeat electric track that the Sonic franchise is known for, this slower cover presents a unique rhythm that's even more uplifting, something I think fits Opus and their life's purpose quite well.
Their ambition to roam the world, continue to invent, guide those in need, and experience life under the Guiding Star with their best friend Osprey Lorendiel is all summarized in this serene piece.
They're going to reach for the stars, and nothing will stop them from finding their way.


15. Home's Hearth

Travelers - Outer Wilds

Outer Wilds is one of my top 3 favorite games of all time, and I think its themes resonate extremely well with Opus's entire premise. Opus wrote this song as an ultimate homage to their family, both blood and found, their friends, and those they love. Ever since Opus expressed interest in wanting to learn music (even as far back as the first few sessions of the campaign of them asking Sonya—a late companion they saw as a second mother—to help them build a banjo), I've been ruminating on how I could express Opus's empathy and drive to protect the bonds they cared so much about. The answer was this: Home's Hearth, based on the Travelers theme from Outer Wilds.
With Opus's banjo, Osprey's ocarina, the instruments of their friends and siblings, and a style reminiscent of their home of Sîal Gales (even accounting for some of the instruments being out of tune based on Opus's inexperience), this track represents everything Opus strives to live for.
Learning to play guitar through late 2020 and 2021 and finally playing it in place of Kain White's cover when reuniting with Osprey and Scrim (one of their siblings) is one of the most memorable moments I ever had in D&D.
Come and sit by the hearth, friend. Let's play a tune.


16. Observatory

Timber Hearth - Outer Wilds

When they're not reminiscing on the past, there's aspirations to hold for the future. Sometimes it's okay to take a break from the hard work, the breakthroughs in science and magic, and sit down for a spell to relax. This tune, another one of my favorites from Outer Wilds, is just that. A soft, gentle yearning for what the future may hold in store, a glimmer of hope that shines from the brightest star in the cosmos, just waiting to be observed.
To Magnis's trove of likeminded gnomes, inventors, wizards, and artificers where they can settle and work on Lux asterum phari (Wayfinder's Starlight) or Animancy.
To Ushkult's giantkin and their rejuvenating culture thanks to the welkin of the Wayfinder. To all other regions and places in the world that they itch to set foot with Osprey. To deeper friendships with Ephram and other new, budding folk. The future is where the heart is.


17. Live,

End Theme - 5 Centimeters per Second
Piano cover by Theishter

First, I want to say that 5 Centimeters per Second is my absolute favorite film of all time. It was the last thing I watched with my late best friend before he passed away in 2012, and ever since that memory has never left. The movie is a masterpiece, and it was a struggle to single out one piece from it to put here. A good majority of it represents not only Opus's journey but my own with grief.5 Centimeters per Second is a film about distance causing drift amongst those who were very close, feeling empty and chasing something unreachable. In a way, that is the life of Opus. Ever since the start of their Itinere, a rite-of-passage to discover something new for their family's world-renowned Hall of Histories, Opus chased the prospect of new. They had ambition, they had drive, they had motivation to become the next family head of the Loregits.
But a lot of that fizzled. They were alone. Away from family, away from their siblings. Away from everything they loved. Their first friends died to a horrible hag who relentlessly pursued them. It all was desolate.
Then they learned to live. To live is to move on and to accept. When Opus reunited with the spirits of their late friends in the Heart of all Magic, they finally realized they were bottling up their will to move on. That they were loved, not only by them, but by Osprey, their best friend. That they would become someone that they would be proud of. That they themself could be proud of.
I particularly love this cover of the song; the beginning is played with hesitation, signaling a sense of reluctance to take the first step—to move on. But as the melody progresses, the song is played with increasing confidence. Reaching maturity.
That, no matter what happens, you continue to Live.


18. Always and Forever

End Credits - It Takes Two

Sometimes words cannot express emotion. Sometimes it can't express the all the pain you've endured. Sometimes it can't express the growth you've experienced. Sometimes it can't express the love you have for those you cherish.Sometimes it can't express the weight of the past, the friendships made, or the friendships lost. The people, each with stories to tell, each a beautiful tale. Sometimes it can't express the fleeting present, how things come and go. Sometimes it can't express the hopes and fears of the future.Sometimes it can't express what Opus had learned, nor can it express what Opus had taught me. In and out of the game. With friends. Loved ones. Memories.In these moments, you don't need words—just heart. The doubts, the desires, the dallying. The evermoving ripple of time. Of friends that have drifted away. Of friends you love so much. Of friends that you will make. Of loved ones past. Of loved ones future. Of many achievements you will make. Of many mistakes you will learn from. That the cruel moments that burden you now will come to pass. That the light will come.That you don't need to be perfect to be loved.
You just need to be you. Always, and forever.

A Star to Guide Us


“Congrats Ospy! I’m so happy fer ya!”“Opus! I’m glad you came to my class’s graduation. Was nice seeing you and Magnum out in the crowd, hehe.”“How’s it feel? Havin’ graduated ‘nd all.”Osprey smiled, pulled a hand to scratch an itch behind his head, and took a good look at everything around him. Many folk gravitated towards the trunk of the absolutely colossal tree the Livingwood College was built around. With the autumn season in full swing, beautiful, vibrant leaves layered the outdoor auditorium stage in a plethora of colors. It was a time of pride and a time of celebration. Many of his classmates were here with their families, several having traversed the span of the world in order to reach the solitary campus underneath the realm’s largest tree. It was a time to be hopeful towards the future.He looked back towards his bright-eyed gnome friend, clad in their usual violet swirls that contrasted the navy sea of graduation robes. “Certainly surreal.” He laughed, almost in disbelief to having gone through the whole ceremony. After removing his cap and unfurling his curly red hair, he felt the slight wind brush against the back of his neck. The rush of folk stepping off the stage and speaking with professors and fellow students was in full swing, and the two certainly felt constricted by the lack of space.“Is your metal buddy alright?” He asked Opus, noting their brass four-legged construct sticking close to his master, albeit a bit more quivery than normal.“I reckon he’s a li’l antsy havin’ to stay still for a few hours ‘nd listen to all yer profs’ speeches.”The hefty short elf put a thumb to his chin and closed his eyes for a moment, “c’mon, let’s head to our spot. You can ride him on the way.”A surprised Opus shook their head and instinctively ruffled the artificial foliage they built their metallic companion with, “huh? But ain’t it early afternoon? Don’tcha wanna talk to yer profs or somethin’?”“Nah,” the taller of the two started, turning his back to Opus and getting a start on the journey, “everyone wants to talk to them right now. I got some time tomorrow to say my goodbyes. Plus, they have to prep for the Arcanacraft’s graduation in an hour. I’m not privy to subjecting you to that.”“Hey…!” Opus exclaimed to an elf who wouldn’t take ‘no’ for an answer, “didn’t you minor in Arcanacraft?”They mounted the leather saddle on Magnum, strapping their spell tome and notebooks in their appropriate holsters. It wasn’t uncommon for Opus to get curious looks at the Livingwood College; after all they were a gnome far from home with a mechanical construct blending engineering and magic. Many of their conversations on campus the past year started with an innocent “so what courses did you take to build that thing,” believing that they were a fellow student. And while that did net the lonely gnome a few acquaintances, they did have to push past a few unsavory types looking to tap into the artificer’s mind for nefarious purposes.Maneuvering around crowds, the duo made their way through administrative buildings of tanned wood and clockwork and trendsetting cafes that smelled of mint. One of the many benefits with building the world’s largest magical college underneath the world’s largest tree was the never-ending span of shade it provided. Perfect in the summer season, but in autumn, its vicious winds required even most wizard apprentices to shield themselves from leaf storms. Despite minor inconveniences, Opus still found an awe-inspiring sight every time they strolled campus, finding beauty in the pattern of the Tree’s enormous roots or the self-sufficient ecosystem it seemed to provide. It was an explorer’s dream, and that first month of befriending Osprey was a lengthy one, considering the gnome’s incessant desire to sketch every slight detail of the Tree from all angles.They stopped by Osprey’s apartment flat on the eastern edge of campus for just a few minutes. Opus mentally noted the last time they might see the teal and black feathers that adorned the doors and windows of the small building’s spiritual common rooms his companion had attached. Finally, after long moments of what seemed like lamentful reminiscing of every tiny detail of the oaken-built, creaky flat, their elven friend reemerged outside, ready in his cheery white and blue loose robes that highlighted his inviting and calming nature. He always looked good in that, Opus thought, more so than the modest navy graduation robes plastered with the College’s gaudy crest.Despite Opus’s pride and happiness towards their closest friend’s graduation, they masked a sense of nervousness. That feeling crept to the surface on the two’s silent journey out of campus and through the woods. As they traveled further southward, the Tree’s canopy increasingly broke through beams of light, where bundled vines, brush, and potpourris of flowers wildly flourished.Then, right at the edge of the Tree’s shady grasp, they found their spot. A spot dotted with hills and waterfalls descending tall cliffs towards the Zadyne Strait and its shimmering, reflective waters. A spot where a friendship was forged and memories were made.Opus rolled up their detached violet sleeves and dismounted Magnum, petting him and tuning the etherite crystal levitating between his twisty horns to power him down. “Do ya... want me to set it up?” They asked with a raised eyebrow, unfastening their patchwork Bag of Holding and lending it to a lonesome tree’s side atop the hill.“Nah,” the elf said, “not yet at least. Let’s just chat.”The platinum blonde-haired gnome raced through flashbacks of their companionship. Their spot evoked several memories of the past four months of observing the newfound Guiding Star in the night sky as part of Osprey’s stressful thesis and of the first few months of grieving and loneliness.Osprey’s face lifted, his freckles accentuating his smile as he sat by the tree and straightened his legs, resting a hand on his exposed belly. “I owe it to you,” he said, calmly looking towards the drifting clouds in the blue sky.“Naw naw. It’s fine, Ospy! Ya needed yer time, I understand.”“Still, I’m sorry. Hope that a week of shutting myself in my apartment can be made up with a self-care day like this, hehe.”The artificer sat next to their wizard friend, “I heard from Eris that Miss Enyorel hated yer revised thesis worse’n she hated her children. Like, worse’n the time she kept try’na say the device I built fer ya ‘ain’t a valid measurement o’ the star’s alignments.’”A tiny white bird landed on the tip of Osprey’s finger, pecking at it before moving on with its day. “Meh. Ms. Enyorel was just looking out for me. It’s not every year that a stranger to the College comes in and builds one of the most accurate instruments to chart the stars. I* wasn’t* surprised she was suspect of you.”With a calm smile on his face, the elven graduate pointed out the slew of sea vessels crossing the Strait towards the Livingwood College’s port. Even from far up atop a cliff, their multicolored sails and multinational flags flew firm and bold. Never on a boat past his birth, Osprey wondered how sea life was like. How it must have felt to live in wooden ships of wonder, sailing across a vast blue stretch of waves. Was it the life his parents intended for him, having been born on such a seafaring vessel? Or was it because his family was inspired by a group of sea hawks patiently hunting for prey in a connecting river the day before, and it was their way of bestowing the bird’s blessings on their child?Whatever the reason, his gnomish companion observed his distracted stare towards the skies. “I’m glad things worked out fer ya, though,” they said, their quiet and uneasy tone betraying their relief, “y’ain’t deservin’ o’ that stress.”Osprey chuckled softly, putting a robed hand over his mouth, “it would have been irresponsible of me to simply lose myself to the joys of stargazing when the brightest star in the sky was birthed in our lifetime.” However, he couldn’t deny feeling relieved, “of course, now that I’ve graduated, I can worry less on having to defend my thesis to the Theology Board and focus more on following my heart.”Opus shifted a bit, bunching their lips and taking their gaze away from the cloudy skies and towards the grassy hilltop. A peaceful silence took over them with the only sounds being the swaying branches of trees behind them. Minutes pass, and though Osprey revels in the tranquil vibes, his shorter friend fidgets with their swirly detached sleeves in nervousness. “I… I’m scared o’ bein’ lonely again without’cha. I just—I just get the naggin’ feelin’ I ain’t ever seein’ ya again when ya move out t’morrow ‘nd leave to go back.”The elf parted a strand of hair in front of his eyes and crossed his legs, seeing how the emotional artificer struggled to hold their tears crushed him. “Opus…” he began, fighting through the gnome’s sniffles and looking at their glossy violet eyes with a serene look, “you’ll be okay.”He gestured to the sky, where the daylight gradually reddened and the clouds slowly dispersed. “The world is huge, just waiting to be explored by you. And even though we might be apart,” he pointed to a precise spot in the sky above them, “the Guiding Star’s light will always burn bright and keep us connected.”Although he didn’t give the violet-clad gnome a chance to respond, he ushered them on their weary feet with a gleeful smirk, “c’mon, friend, let’s get it set up.”While normally Osprey kept their dress tidy, he never minded getting his white and blue patterned robes dirtied when helping Opus do their magic. The worst of it was just getting soot and grease on their exposed midriff and open-toed sandals after all. Nothing spells dedication to a friend’s craft than getting down and dirty with them to ensure their inventions don’t blow up.Though having configured the setup over several months has taken the process less and less time, it was still a meticulous arrangement. Opus gathered the necessary parts from the infinite extradimensional space of their Bag of Holding, retrieving copper tubes, metallic components, glass lenses, and other instruments that definitely seemed too large for the jerrybuilt satchel to contain individually. The artificer planted the embellished tripod at the normal spot, three indentations atop the hill apparent of its frequent use. Though Osprey had to shoo away curious small birds, he assisted with placing connecting clockwork so that Opus had time to install the adjustable and extendable copper tube that funneled outward towards the sky.After placing a few enchanted lenses at the end of the tube, mounting the appropriate celestial sextant and its angular mirrors underneath it, and doubly checking for smooth joints and rotations, Osprey wipes a developing bead of sweat from an eyebrow and crosses his arms. He twirls a teal feather affixed to his left sleeve. “Alright, ready for me to power it up?”“Ya bet’cha. Didn’t prep the See Invisibility lens t’night though, so that possum’s stayin’ in the pen.”The elven astral mage clasped his hands together, tensing his fingers and focusing intensely. It was one of the rare times he frowned, as glowing strings of white, dim light emerged from the joints of his fingers and conjoined into a lengthy ribbon of magic. Breathing a sigh of relief and relaxing his hands, Osprey directed the ribbon to overlay the elven inscriptions carved on the copper tube’s sides, the singular cursive phrase now fully lit with a magical battery. Opus couldn’t help but admire the nearly nonsensical wind blowing their friend’s hair in a powerful way during this step. It must have been an added prestidigitatious effect to make him look cooler, they thought.Both Opus and Osprey looked up and saw the sky dominated by darkening oranges and decorated with miniscule white dots. A dark blue night was approaching.“Hey, Opus,” the taller one said after a belligerent breeze died down, “let’s enjoy this. Twilight is ours to see.”With their fully configured and magically powered telescope, the two friends began to stargaze. It was odd for the duo, having been to this spot for the past month purely for the purposes of measuring alignments, celestial data, and magical resonance. Not having a thesis to continuously iterate and refine was a huge burden off their shoulders. Recalling earlier times in the year where Osprey was developing his thesis, the artificer retrieved a chart from their notebook on preliminary data the two gathered on the Guiding Star’s birth.“Remember this?” they said, holding up the parchment with neatly drawn sketches of their favorite hilltop spot complementing the margins, “remember how they said this ain’t a valid research source since I had ‘no credibility?’ And outright told ya the all-nighters we spent ain’t gonna fly?”The hefty graduate gave a knowing, deep laugh, “hehe, well, I remember reminding them that you’re from the Loregit family in Arcadia and it wouldn’t do right by them to disrespect a patron of the College’s archives.” He gave Opus a wink, “the Board straightened up after they recalled they were loaned some artifacts from your family’s Hall of Histories.”“Only a li’l, I reckon. Miss Enyorel still kept bendin’ yer ear ‘bout me.”“Ah, well, she always saw your family as an oddity she couldn’t pin down. That annoyed her.”The Loregit gnome stepped closer to Osprey as he adjusted the telescope to be at eye level. Looking away towards the earthly colors of the ground, their breathing quickened slightly and their gaze wavered. Thoughts scrambled in their mind and butterflies spawned in their stomach; it took several minutes for them to muster the courage to open their mouth. They kept reminding themself that this was perhaps the last day they might ever see each other. “Can-Can I… hold your hand, Ospy?”“Huh? Oh! Sure.” The elf responded, unfazed by the nature of his shorter companion’s request.For but a moment, Opus’s senses cut off the world around them, and all they could feel was the satisfaction of their closest friend’s hand wrapped around their own. Ospy’s hand was warm and soft. It was smooth and delicate with ensorcelling swirls on his palms.“Are you alright? I don’t recall you wanting to hold my hand before.” He added, grounding Opus back to reality.Embarrassed, Opus recovered from their tongue-tied state and managed a sentence, “oh... y-yer okay wit’ me holdin’ yer hand?”“Hehe,” they chuckled, as if the answer were obvious, “of course, friend. Why wouldn’t I let you hold my hand?”Opus’s heart raced. So many other theology students were over-the-top with how snobby and pretentious they were. They’d make nasty remarks of even one student challenging the status quo of spiritual views they dubbed “common sense.” They were afraid that Ospy would suddenly turn out to be like that… despite the adventures they had, dangers they’ve overcome, and mysteries they solved. They feared rejection. “I-I dunno, I reckoned…”The wizard cut them off, a droopy, sad look to his eyes when he saw his shaking friend, “Opus… can you tell me what’s on your mind?” He took Opus’s other hand and tightened his grasp, causing the nonbinary gnome to turn red. It took them a minute of darting their eyes to everywhere but their companion’s face before they could take a deep breath.“I just… I just… felt like I oughta say somethin’ ‘fore you move out t’morrow. It’s just… tough fer me to spout…”Osprey raised a single hand and twirled it, articulating his fingers with a whispering incantation that caused the low hum of the telescope to power down and lose its magical shimmer. He led his anxious companion back to the lonesome tree, where they sat down abreast. The earth and dirt below them felt strangely soothing to the rock gnome, but that feeling doubled when Ospy held their hand again, almost massaging it.“Take your time, friend. Know that I can wait all night if you need it.”With his elven, keen eyes, Osprey pays close attention to Opus, watching them thoughtfully and patiently. Tears drop on the artificer’s purple shawl as they absentmindedly rub the three earrings on their right ear.

“Hey,” he whispered softly, a voice that felt like it could calm the most enraged of beasts, “I never had the chance to touch your earrings. May I? They’re beautifully crafted.”“O-Oh. Yeah, ya can.”The sounds of crunchy leaves perpetuated the air as Osprey shifted closer, gently placing two fingers on his friend’s ear. He focused on the memories the earrings stored, the painful memories of Opus’s late friends. He focused on the brown wing, feeling the memories of a divine and simultaneously elemental pulse. He felt the memories of a cold nose. Gingerly rubbing the blue bear, he felt the uncertainty of their past actions, a welling of regret. He felt a changing presence, as if a supernatural shapeshifter were nearby. Finally, he concentrated on the gleaming eye, slashed with a scar, where an overwhelming sense of safety rushed through his mind. He felt the memories of motherly protection wash over him, and of a shared grief.“They really meant a lot to you.”You mean a lot to me,” Opus added, “you… helped me cope…”Osprey smiled, a tear rolling down his own face as he recalled the memories of meeting a grief-stricken Opus a year ago. The night sky stole his glance for a second, where he spotted the constellation of Ursuus’s bear face just underneath the Guiding Star, signifying the solemn change that autumn brings.Scratching an itch behind their neck and gathering the bravery they needed, the Loregit gnome turned to their friend, “I… I reckon I fancy you, Ospy… a lot,” a slow, wobbly drawl built their words, “l-like… I feel more’n a smidge o’ green in the gills when I think ‘bout ye movin’ away…”Despite the gnome’s peculiar language sugarcoating it, the chubby elf realized what Opus was trying to say and hugged them. It was a tight hug that coerced sobs from them. He squeezed on his friend’s shawl, feeling the rugged and worn texture it endured for so long. “I truly appreciate that I mean so much to you, Opus,” he whispered, his own soft voice cracking a bit. No longer having the will to keep their tears held back, Opus began to cry, turning the valve to let the waterworks flow.“I-I-I don’t know why I love you, Ospy. T-This ain’t feelin’ like anythin’ o’ the stories I read when I was younger. I’m-I’m so sorry Ospy.”“Don’t be sorry for loving me, Opus!” Osprey was normally a calm and serene person that was infamous for his permanent, relaxed aura, but this was the second time Opus ever heard him this riled up. “It’s okay! It’s okay to feel like that.”“Ospy…”A determined expression formed on the graduate’s soft face, the light of the stars highlighting his wide jaw and round cheeks.“Can… can I ask ye fer somethin’? Somethin’… weird.” They looked away, lowering their chin as if they were already convinced they’d be rejected and prepared to be emotionally devastated.Osprey nodded.“Can you kiss me?” The shock of hearing their voice crack under pressure caused them to shudder and hastily hide themselves underneath their shawl. They muttered numerous inaudible apologies, feeling it was the most absurd request in the realm. Yet, when their warm elven friend lifted up their face and pulled the shawl down, they saw nothing but a cheerful smile on his face and heard a stifled giggle. It felt like Osprey painted their cheeks with red paint.“Would it be your first kiss?” He asked.“Y-Yeah.” They felt ashamed and vulnerable, like revealing a dark secret that could be manipulated.Delicately placing a hand under his friend’s chin, Ospy lifted it gently once more. “Then let’s make it special.”The world disappeared, everything a black void save for Osprey’s soft lips that came into contact with Opus’s. The elf felt the insecurities of his closest companion fade away when they finally accepted reality and shut their glossy, violet eyes. It was soft. And it felt too short.They both took comparatively short minutes to catch their breath and re-attune to the calm hill around them. Osprey giggled when a stunned Opus couldn’t find words to speak as if the entire common language escaped their grasp. “So? How’d it feel?” He tilted his head to the side and held the gnome’s shivering hand.“I-I… Over the moon…! Ospy… you… ye kissed me! A-Am I dreamin’? Oh gosh… please don’t tell me…” Opus grabbed a surprised Osprey’s shoulders and rattled him violently, “Yer not usin’ yer dream magic on me, right?”“Hehe, no, Opus! The only magic is the magic your heart’s feeling right now.” Osprey said, accompanied with a rumbly chuckle and a grin, “and it burns very fervently… I can feel just how much you love me.” He embraced the blush across his freckles, almost drunken by the experience. “That means more to me than what you can imagine, friend.”The sounds of burrowing owls of the night made their way to the two as they propped themselves back against the tree, still riding the high. “When did you first fall in love with me, Opus?” Osprey asked, never letting go of his close companion’s calloused hand and rubbing the swelled swirls tenderly.Opus found themself huddling against the chubby elf’s warmth with Osprey happily accepting the invitation to cuddle and wrapping a softly covered arm around them. They needed this. “I… I dunno.” They started, still struggling to believe this isn’t a dream he was working on them, “I reckoned... maybe when ye shielded me from an animated greataxe nearly slicin’ me in two.”“Really? From the obscurantists’ secret archives below the plaza?” The elf blushed, feeling almost nostalgic for the months the duo spent unraveling a series of deadly mysteries underneath the College.Yet the smaller gnome sighed, unsure of where to look but adamant in their refusal to never stray from their best friend’s warmth, tugging on his hand like it was the last thing they’d ever feel. “Ospy… I feel like I can’t tell if this is real o’ not. Why’re ya lettin’ me get this close to ya? Why’d ye kiss me? Why’d ye let me feel so… giddy?”Almost as if he were spoiling Opus with affection, Osprey began to stroke their hair, feeling the weathered strands. “May I?” He asked, curious if he could continue. Though they had a forlorn look in their eyes, they just couldn’t say no to their crush.“Opus… don’t feel bad for falling in love with me. You followed your heart, and because of that you’re one of the strongest folk I know.”“B-But… y’ain’t feelin’ likewise wit’ me, r-right?”Osprey played with his gnomish friend’s light hair and earrings but his movements slowed. He thought about all the grief they had to endure and how much he meant to them when they first met and befriended each other.“I guess… I love a bit differently.” He said, trying to piece together the right words. Never having to explain it, he had some difficulty figuring out what he meant; the silence of which became obvious to his cuddle buddy like the location of the Guiding Star in the night sky. “I do love, but… I suppose it’s tough for me to show it.”“Even when ye were swell wit’ kissin’ me…?”The wizard of cosmos covered a soft chuckle with a hand, “hehe, well, love comes in many ways, I would think. Just like the stars.” He continued after a minute of gazing at the sparkles blanketing the black ether above. “I do love you, Opus. I cherish you… incredibly so. You’re the closest companion I’ve ever had the pleasure of befriending.”Those words rang through the artificer’s head. They repeated like a faulty recording box that never overwrote its prior phrase, and the one it stuck with was ‘I do love you.’ Like the cogs sprung out of their invention and went missing forever, but they were the only gears of its kind and thus the gadget couldn’t be fixed, a permanent reminder. A reminder they dared not to ever scrap.“But… I think… hmm, how do say this?” The elf grunted, absentmindedly scratching an itch, “this is harder than rewriting my darn thesis, heh.” Not wanting to let his Loregit friend lament further from the wait, he started once more, “I don’t see myself with a singular partner. And I don’t know if that’s because I’m an elf with so much of his life ahead of him, but I believe my path is one treasuring the love of many, rather than pinned to the love of one.”“Whaddya mean?”Osprey stroked Opus’s cheek, feeling the lingering grease and dirt from when they built the telescope. “My love’s a bit grayer than how most see things; romance for me is admittedly weird. And that’s okay. What matters now is that we can cherish each other and enjoy the night.” Smirking, he gave the younger gnome a smug grin, “and don’t we both want more kisses?”Opus felt their chest stiffen. Someone suddenly stuffed a dozen iron ingots underneath their leather gear. “I-I, umm… y-yeah.” Melting under the elf’s smile, the violet-donning Opus hesitantly closed their eyes as their crush drew in. With a delicate hand, the handsome hefty elf basked in the light of the stars as he pressed his lips to Opus’s.Oddly, the gnome rushed away mid-kiss, feeling bewildered. “H-Hold on. So ye wouldn’t date me… right? B-But if I... if I ain’t told ye ‘bout my feelin’s, then…?”“Well…” The elf inhaled and idly rubbed his chin, “not many people understand that peculiar gray love; I barely understand it. I’ve had many close friends over the years at the College, but I just kept things to myself. I suppose I convinced myself that revealing anything to them might tarnish our deep bond… something I didn’t want.”He reminded himself of the love his gnomish friend had for him, “hehe, but knowing that my deep bond with you is reciprocated in your own unique way means the cosmos to me. I don’t have to hide anything for fear of losing your precious friendship.” He felt tears dampening his loose garments. These weren’t tears of melancholy or anxiety, these were tears of relief, a rush of sobs and cries that demonstrated Opus’s final acceptance of everything. That this was truth.They nestled closer to Osprey, resting their face under his chin. “I’ve… I dreamt lots o’ snugglin’ wit’cha.” A distant shooting star passed overhead, a long tail of purple and cyan following behind it that the both of them watched in serene silence until it crossed over the watery, sparkling horizon. “When ye were workin’ yer dream magic ‘nd told me ‘dream the dream you most desire,’ that was it.”“Really? Even over your Itinere? The whole reason for your adventuring? Not even triumphing over your siblings?”The inventor shook their head, realizing how strange it was, reflecting back on it. Their desire for closeness with Ospy overpowered their desire to return home with an uncovered artifact or fundamental property of the realm that they’d share with the world and gain renown for.In silent solitude, Osprey invited Opus to a warm, seated snuggle by the lonesome tree. Where they could hold hands and watch the twinkling of the night sky. “Well, then let’s make that dream come true.” The elf said to a bright-eyed gnome flushed with red.They spent hours enjoying each other’s company, pointing out stars, constellations, and reminiscing on the hurdles they’ve overcome this past year. Without worrying about a hidden group of wizards with their nefarious plots, stressing about thesis writing, or having to work a part time job at the College’s library, they felt serene. A tranquil night of laughter and smiles.It was also a time to process the tangled concoction of emotions Opus sifted through. The crush they had built up for their best friend over the year they spent staying at the College. The uncertainty of how he would feel about it, but knowing the regret that they would feel for not confessing before he departed. They couldn’t imagine a better outcome, but some fraction of them felt like they were floating in the Astral Sea with nothing but their garbled emotions entangling them.Eventually, Opus reminded themself of their best friend’s departure, causing them to sigh longingly. “What time’re ye movin’ out t’morrow?”The elf thought to himself, similarly suddenly aware that he’s departing and that he graduated. “Late afternoon, I think. The journey home is a long one, so it’s not set in stone, really; not like it matters if I leave one hour later than anticipated.”Feeling preemptively dejected about Osprey needing to return to pack up his apartment, the Loregit gnome shifted uncomfortably, their grasp on his elven hand tightening. They hate saying goodbye and didn’t want to start that process just yet. “W-What do we oughta do now…?”“Hehe, there’s a few things, I would imagine.” Ospy’s smile was infectious. “We could use the telescope we set up hours ago. I can carry you back to my flat and I can work my dream magic while you drift off to sleep on my bed and I’d pack up. We could pull an all-nighter like we used to and stay here and strum Twilight Memories for the last time. We could uncover *another group of manipulating mages underneath the College. What did you have in mind?”“Then… can we do li’l o’ all the above? I… I wanna be there when ye leave, Ospy…”The red-haired mage extended his hand, helping the gnome on their feet. Gently, he guided them back to the telescope configured beside them, where he adjusted a few panels and mirrors to account for the sun’s now rising rays. “Of course, Opus, but I don’t think there’s much of an opportunity for the last option.” He winked.The gnome laughed as they shifted the telescope to get a view of the rippling waves battering the morning vessels soon to arrive at port. “I s’pose it’s a shame ye ain’t gonna trip over another stray book like in’at secret archive when that sorcerer trapped me in a soddin’ anti-magic cage.”Memories flooding back to him, the graduate laughed from the lighthearted jab. “Heheh, well then that makes for another awkward moment successfully avoided, huh?” He snaked his arms around Opus’s shoulders and rested his head atop theirs as they adjusted a mirror to the side of the copper tube.“Well ye look pleased as a pig,” they said in response, angling the mirror to get a clear, zoomed in sight of the tranquil, smiling face resting atop them. Though with a smug look, they totally felt fuzzy and teeming with warmth, relaxing into their partner’s hug.“As do you, friend.”After some time passed idly catching the last sights of stars in the morning sky, the two resolved to retrieve their instruments from the gnome’s Bag of Holding. Opus’s banjo had immense meaning; their late friends helped them build it and Ospy was the one to teach them how to play it. The pinks grasping the underside of the gray passing clouds overhead provided a calm backdrop to their playing. It was odd at first, knowing this may be the last time they might ever play together, but when they saw their elven best friend whip out his wooden ocarina and comfortably join with their classic duet, they felt at ease. Though they only played one song together, every strum and every breath emanated a bounty of emotions. The hopeful highs and lamenting lows of Ospy’s composition fueled Opus to play slowly, their fingers moving on their own as the sounds of their crush’s woodwind instrument join to a crescendo of honoring reminiscence. They opened their eyes as the sounds faded and echoed, casting their gaze to the names of their late friends that they had carved on the banjo’s wooden rim. Finally, they sat there, downtrodden and frozen, mouthing the song’s title to themself. Twilight Memories of a Woebegone Wanderer.The elf hugged them and squeezed tight, setting aside their instruments. He saw them spiraling down a lane of regret that he felt compelled to pull them out of. “It’ll be okay. You played beautifully.” He said.“T-Thanks fer composin’ that song ‘gain… An’ fer teachin’ me how to play it.”“Of course, Opus. It was a joy watching you fumble your way to success after all, hehe.”

They talked about love. Osprey was curious about how Opus felt about what type of person they saw themself with, if any. It would have been easy to stare at the golden growing sun and reply with “you,” but the inventor wanted to reflect and give an honest answer. Did they really think so many of the people they saw in their travels were attractive? Or was it some form of infatuation as a result of being sheltered for most of their life, their only idea of romance stemming from reading novels and books? Perhaps they were truly attracted to people they shared a bond with. Were they like Ospy in that way? They didn’t have a solid grasp on how their mind worked, and though they felt ashamed of that, the elf was quick to remind them that people change all the time. It’s not like the first draft of a gnome’s blueprints are necessarily their… ahem, magnum opus.Whatever the case, Ospy cited his confidence in Opus discovering a significant other should they choose to pursue for one. Their Itinere may be the most important journey of their life, but if their mother found the love of her life in the elemental realms of all places, then surely her children must be blessed with similar luck too, no? Besides, if all else, the two will surely meet again one day. Be it during their Itinere, after their Itinere and they’re declared the next Loregit family head, in 10 years, or even in 100 years, the elf will be there for the gnome and he will still love them. “Some feelings don’t die,” he said.“A-Are ye sure I can’t come wit’cha?” The gnome mumbled as they began breaking down the telescope into pieces in preparation to leave. They knew the answer, but they were hoping for that sliver of a chance that things were different.But things weren’t different. “Opus… You know I can’t take you along with. I sincerely wish I could, but you know my family wouldn’t allow that.”“I know…” They shielded their eyes from the growing light of the sun as the gnome dismantled the mirrors and fully depowered the magical glyphs on the side of the copper telescope tube.Osprey held their hand, wanting to look towards the future. “Are you still thinking about that lead in Astoria? Their rift to the elemental realm of air is sure to be hiding a breakthrough with that light magic theory of yours.”The gnome nodded, retracting the tripod and taking in the autumn morning breeze. When the two friends finished dismantling the telescope, Opus haphazardly wiped a bead of sweat from their face, twiddled with their pierced ear, and looked at the array of organized components near their Bag of Holding. “Y-Yea. Well… I ain’t be needing the ‘scope’s company way’s I’m goin’.” Nervous, they scratched an itch on their neck, “reckon ye oughta use it wit’ yer mission—wit’ the Guidin’ Star ‘nd all.”“Hehe, really? For me?” The elven graduate scooped up the tinkerer with his arms and pressed them to a warm hug, nuzzling their nose with his own through a toothy smile. “Thank you, Opus,” he looked at the complex components that he slowly learned to configure on his own this past year when the artificer eagerly demonstrated its workings, “I will cherish it greatly.” The tinkerer couldn’t keep down a smile when it was their best friend that was happy.As the two were packing up for the return journey, Ospy looked back at the earthy hilltop spot they spent so much time together, curling the edge of his mouth into a smile and feeling nostalgic for the memories they made. Pulling taut the strings to keep their detached sleeves in place, Opus gathered a parked mechanical Magnum down the hill under the shade of a tree, powering him to life by magically fueling the amethyst etherite crystal hovering between his twisted horns. They ruffled his foliage as he shook off a stray, sleeping bird that nested itself on the saddle during the night. “Nice to see ya again, partner,” they whispered as they double-checked for damage and tear on their brass yak companion.The elf approached with an inquisitive look to his face. “I had a thought.” He proudly announced.“Is it one o’ ‘em thoughts akin to where ya decided to add a whole dozen pages to yer thesis?”“Thankfully not!” He said, “remember at the graduation ceremony where they honored the ‘most academically inclined’ students from the major and awarded them superlatives? Where they’re traditionally meant to carry these titles for the rest of their lives?”The gnome nodded slowly, mounting their metal companion. They remembered the particularly strange titles that the professors awarded like “The Eye of Valencia’s Tomes,” or “The Warden of Atlea’s Pennant.”“Let’s give each other a neat title! One that isn’t superfluous and won’t be forgotten in a week from today. A name we could boast to the world and have the stars remember us by.”A personal title, huh? There were certainly other Loregit gnomes in past generations that wore prestigious titles like laurels. That piqued their interest. A title might give them sway over their siblings in their Itinere, too. And what better to have it originate from your best friend? “What were ye thinkin’?” They asked, their tone cracked with curiosity.“Seeing as you have the wanderlust of your family in your blood... how about ‘The Wanderer’?”Just like the song he composed for them all those months ago. “Just like yer song…” They said, immediately appreciating the meaning behind the title, “I like it, Ospy. Sounds like it’d fit right in me deck o’ cards.”They crossed over a large, winding branch as they passed by the woodlands on their way back under the Tree’s enormous shade, thinking of a title that would fit the aesthetic of their best friend’s mantle. Something to do with his astral magic—his dream magic—his thesis and now mission with the Guiding Star.There it was.Flourishing their inspiration, they took an exaggerated bow, “I, Opus Loregit, an esteemed companion o’ the recipient, grant him, Osprey Lorendiel, the budding title of ‘The Astrologer,’ may ye wear it wit’ pride.”They both laughed. “Hehe, I think I will wear it with pride, if you don’t mind!” Osprey draped an arm around an elated tinkerer, pulling them closer as they navigated the woodlands, “I expect to hear tales of The Wanderer while I’m pursuing my mission in the coming years.”“And I reckon I oughta hear stories of The Astrologer while I’m out there, followin’ the Guidin’ Star’s light.”Another cheerful laugh. In a fit of joy, the chubby wizard of cosmos pulled Opus closer, almost hauling them off their mount, and kissed them on the lips. Their cheeks flared in fiery red as any feelings of drowsiness from the all-nighter vanished immediately.“C’mon,” the Astrologer said, ushering to hasten their pace, “there’s a long day ahead of us. A flat to pack up. Professors to say my farewells to. Textbooks to return. I would love your company, Opus.”Opus looked at their best friend’s face. A face of pure happiness. A face that, despite having endured many ordeals and dangers hidden throughout the Livingwood College, still smiled. A face that comforted them through their grief and was there to support them. A face that revealed to them a type of deep, platonic love they never knew existed. A tear streamed down their cheek, and wordlessly, they uttered ‘thank you.’

Lux Asterum Phari


Lux Asterum Phari is a D&D 5e homebrew consisting of an entirely new school of magic that draws upon the energy of the cosmos, stars, space, and prisms to manifest into various effects. Stored in vibrant, colorful crystals, this malleable, liquid light can be sculpted and flash-forged to suit the whims of the caster, taking the form of prismatic orbs, chromatic mirages, protective halos, twisted light, and much more.Check out over 80+ spells of unique mechanics and interactions to introduce to your game, alongside the new Lightsmith Artificer subclass!

Check out the first link for a more thorough introduction and the homebrew itself!
The Homebrewery site works best on Chromium browsers like Google Chrome. For other browsers, you can check the PDF file on Google Drive.
Who Can Cast. Though these Starlight spells all exist in a nice flavorful wrapping of a new school of magic, their classification still follow traditional 5e mechanics. Introducing an actual new school of magic mechanically is unproductive and uninteractive with existing mechanics!
Following that, Lux Asterum Phari does not restrict any of these spells to certain caster lists. The original character who invented and crafted these spells is Opus Loregit, an Artificer. If these were all limited to Artificers, that'd severely limit the use and appeal of the homebrew! It's only fitting that these spells be expanded to suit any class whose magic derives or draws from the energy of the stars. As this is homebrew anyway, it's expected to communicate with your DM and/or players about how these spells are introduced and who has access to them.
Additionally, the max spell level you'll find on the homebrew is 6th level (with the rare 7th). I found that it's more productive and exciting to design spells for the more common tiers of play. Everyone ought to experience the vast majority of these spells, rather than agonizingly wait until the higher tiers to learn 'em!
Beyond Spells. A recent addition beginning in v4 is the inclusion of thematic subclasses! Starting off with the Lightsmith Artificer subclass, I hope to add more than just spells in Lux Asterum Phari. All that explore uncharted territory in 5e design and mechanics.Feedback and Iteration. This is a living homebrew; it'll continue to receive updates, changes, adjustments, and even completely new spells, subclasses, and the like! Just like the cosmos, Lux Asterum Phari is ever-expanding, and I'm determined to make it the best it can be!
In order to do so, however, I need your help! Feedback is the best way to express your experience with these spells, and I welcome all sorts of it! It's my desire to host as many playtests as I possibly can to further iterate and transform these spells into unique, memorable aspects of any D&D game. If you're interested in leaving feedback, check out the Google Form!
With One D&D around the corner, I fully intend to make this compatible with the new upcoming edition as well.
Tips Appreciated. I poured a lot of myself and my creativity in fleshing out these Starlight spells, pushing and exploring unknown territories in 5e spell design. A lot of passion was similarly channeled in designing its subclasses too. This homebrew is free and I hope to keep it that way. If you enjoyed this homebrew, I'd greatly appreciate any tips of any amount. It helps your friendly disabled enby survive in today's unforgiving environment. Consider leaving a tip at my Ko-fi! :)

Spell Design Commentary

Homebrew spell design is hard. For anyone who dives into the vast realm of homebrew for 5e, it's easy to tell when something hasn't been thought through or looks unbalanced. It can take time to sift through the dirt and find the diamond in the rough.

To that end, it doesn't help when the author or creator doesn't provide insight to why or how they came up with those particular designs. This section is to help alleviate that. For all of the spells in Lux Asterum Phari I sought to pen my reasoning, intents, design philosophies, inspirations, and ideas that brought me to create the spell as it exists currently. Hopefully someone might find it useful in learning why these spells came to be and/or how they're balanced this way!In an effort to avoid bloating the Homebrewery doc and the PDF with numerous, wordy commentaries, I thought it best to instead list them all here. If you're wondering why you were brought to this site from the Homebrewery, this is the reason! Also thank you for even being interested. Keep in mind that the spells listed here are in a different order than that on the Homebrewery, for my sake of not needing to adjust large amounts of text each time I edit the latter's formatting. If you're looking for a specific spell, it's best to Ctrl+F search its name.


Quick Navigation


Cantrips (0th level)


Astral Arc Attack

Evocation Cantrip
last commentary update: v3

Green-Flame Blade and Booming Blade are awesome spells that are identifiably gish / spellsword in playstyle. There's definitely more design space in the realm of "weapon attack + magic effect" for cantrips and Astral Arc Attack was a very early homebrew creation meant to explore that idea. Green-Flame Blade and Booming Blade are both scaled in a way that adds extra damage plus confers a rider effect. Of course, Green-Flame Blade is the fire jumping to an adjacent creature and Booming Blade is the target taking more damage upon their own movement. Both of these rider effects have their own condition that doesn't necessarily always trigger, so these spells have ideal circumstances that they're most effective.To follow in that philosophy, Astral Arc Attack must have something similar. Currently, it's that the target takes an additional 1d6 radiant damage upon enduring another melee attack by the end of the caster's next turn. Green-Flame Blade and Booming Blade's rider effects are both 1d8 in damage, but Astral Arc Attack's rider effect is typically easier to trigger, being simply "hit the target again with a melee attack", therefore a lower damage die would suitably balance that. I think there's a fun playstyle in strategizing how to effectively utilize Astral Arc Attack's rider effect (which is part of the fun for Green-Flame Blade and Booming Blade in the first place!). Since Astral Arc Attack's a cantrip, you can't use Extra Attack with it nor Two Weapon Fighting. So an ally would need to successfully hit it or you'd need to be lucky and hit it with a melee attack on your next turn. Plus, there's some subclasses, feats, and magic items that confer bonus action attacks! They would work exceptionally with triggering Astral Arc Attack's rider effect.I also think there's an interesting, albeit minor parallel between Astral Arc Attack and Guiding Bolt being both radiant spells that "prime" the target for further damage, in their own respective ways of course.

Astral Flare

Evocation Cantrip
last commentary update: v3

Previously, Astral Flare was simply 1d10 damage melee or ranged spell attack. It was just a better Fire Bolt and a better Primal Savagery. Being one of the first homebrew spells I created during the campaign my character invented them, I thought then that simply replacing Fire Bolt's firestarting secondary effect was a reasonable balance. Now though, in order to distinguish it more from these two cantrips, I nerfed Astral Flare's damage to be 1d8 across the board. Most damaging cantrips have a secondary effect, like Shocking Grasp taking away reactions or Chill Touch nullifying healing. 1d10 is a decently high damage die for a cantrip, and the reason Fire Bolt and Primal Savagery can maintain that is because they don't really have mechanical secondary effects (since the firestarting effect of Fire Bolt is mostly a ribbon). Astral Flare's identity and secondary effect is its flexibility between melee or ranged, so it shouldn't trump either of these in terms of raw power.

Tenebrous Torment

Enchantment Cantrip
last commentary update: v3

The main idea with Tenebrous Torment is a cantrip that specifically exploits a target's worst saving throw! Since the likelihood of the target failing the saving throw is decently high, Tenebrous Torment's damage must be very low for the benefit its unique secondary effect brings to the table. The only other 1d4 damaging cantrips are Sapping Sting and Vicious Mockery. Though Sapping Sting is already subclass exclusive, its secondary effect of knocking the target prone is powerful. Likewise, Vicious Mockery's exclusivity to the Bard class allows its secondary effect to be similarly powerful with its disadvantage on next attack. That's any attack! Unlike Frostbite's disadvantage on next weapon attack. Starlight spells are meant to be esoteric in nature as well, only permissible and learnable at the DM's discretion, so it fits with the arguable theming of "exclusivity = higher potency." Looking at you, Eldritch Blast.Fun lil tidbit! This spell used to have a 2nd level variant where the creature would take variable damage and suffer an additional effect based around which saving throw they failed, such as a lethargic effect for a failed DEX save and more. I felt like this was too gimmicky on top of an already unique idea and scrapped it. Plus it was quite difficult to come up with secondary effects for the mental stats without being ableist or otherwise unmindful.

Revitalizing Glow

Transmutation Cantrip
last commentary update: v4

A healing cantrip! I had to approach this very carefully, since there's a certain notoriety around homebrew healing cantrips being horribly unbalanced (and they're right!). There's quite a lot of restrictions on this cantrip for it to find its very specific and balanced niche amongst the already existing methods of healing.

  1. The creature needs to have at least 1 HP so as to not powercreep Spare the Dying or even the Healer feat or a Paladin's Lay on Hands.

  2. The creature must use its own Hit Dice to heal; this doesn't benefit from adding the CON modifier like with a short rest to solidify it as a "we need healing quick" option (but not powercreeping Catnap). This spell also has a sort of diminishing return at the end of long adventuring days where the party has less and less Hit Dice to spend, though rarely have I seen such in modern 5e.

  3. Even with that option, the cantrip has a cast time of 1 minute to prevent it from being a combat spell.

  4. A creature can only benefit from this spell once per long rest to prevent the exploit of simply casting this spell to use all of a creature's Hit Dice for easy and swift healing. This also enables the scaling for multiple castings at the standard cantrip progression levels. At 5th level, a creature can use 2 out of 5 (going up to 10 by level) hit dice with this spell. This progression is reasonable for each of the tiers of play.

[✨v4 Update] Why does Revitalizing Glow need to have a 1 minute cast time? What's wrong with it being a combat spell? Point one already mentions why this cantrip requires the target creature to have 1 HP minimum. And realistically, because the creature only rolls one of its hit dice at maximum, the spell isn't a viable combat spell at levels 5+. 1d8 healing isn't going to be very useful when you're taking a lot more damage in battle and when your fullcasters have access to 3rd level spells. The cantrip's scaling affects how many times the spell can heal a creature, not how many hit dice they can spend upon a single casting. This change enables Revitalizing Glow to be much more useful in tier 1 gameplay, where every HP matters. Suddenly, your level 2 party will scramble and plead for this cantrip's invigoration when the support's exhausted their precious slots from Healing Word or Cure Wounds. It makes the earlier levels more bearable and less precarious from one good damaging hit, or even a crit.

Sparkle

Conjuration Cantrip
last commentary update: v3

There's very little in the way of cantrips dealing damage in a selectable area. Sure, there's the "deal damage around me" cantrips Sword Burst, Word of Radiance, and Thunderclap, but pointing and choosing a select area to deal damage in is only explored in Create Bonfire. Even then, Create Bonfire's scaling is by damage. I wanted to create a cantrip that scales by area. Such a cantrip's secondary effect would need to be applicable for most, if not all tiers of play, even if the damage will always be 1d8.A lesser variant of Faerie Fire works here. A creature can resist the cantrip with a DEX save, but the area will always reveal invisible and Hidden creatures for a round. Because the area is small, a creature can simply and easily move away (as opposed to Faerie Fire sticking to them for the duration) but this enables Sparkle to be a sort of detection spell. And, as the area grows upon scaling progression, it becomes a better detection tool and area denial cantrip against invisible foes.

Red Sprite

Evocation Cantrip
last commentary update: v3

Unrelated to the mechanics of this cantrip but when I first discovered the existence of red sprites in the atmosphere, I was enamored. They look so eerie! I definitely had to homebrew something using that rad imagery. I was partially inspired by their nomenclature and how they were named after mythological sprites for their elusive nature. Plus, other similar atmospheric electrical phenomena are named after fantasy creatures like elves, trolls, gnomes, and pixies.Mechanically, making a lightning cantrip gave me the excuse to explore more damage types under the Lux Asterum Phari umbrella other than the dominant radiant damage. Due to the real life phenomenon's eerie nature, I decided the cantrip's secondary effect to be related to something similarly supernatural. Like spellcasting. What if a spell could force disadvantage on concentration saves? 95% of instances of concentration are via spellcasting and the only other method I know for disrupting concentration is the Mage Slayer feat. With Red Sprite, we give another tool for spellcasters to harry an enemy's spellcasting. Can't Counterspell something? You can always hope they don't resist your Red Sprite. DEX saves are typically a weakness for mages after all.

Gamma Flash

Necromancy Cantrip
last commentary update: v4

There's not many necromancy spells in Lux Asterum Phari. As of v4, there was only Crystalline Preservation and Aurora Vitalis before Gamma Flash came along. Some time ago I had an idea to utilize gamma radiation as the visual flavor for a spell, fitting for both the space theming of the homebrew and to add another deserved necromancy spell to the roster. But gamma radiation felt a bit too scientific to use in a fantasy TTRPG, especially when the rest of the Starlight spells lineup represent similar phenomena in a mystical manner (like Blacklight Blade representing ultraviolet radiation and the inverse spells being closely tied to dark matter or dark energy). Side note, it might be the name; gamma isn't exactly the most setting-agnostic friendly term and assumes a lot of the scientific process (more so than names like this homebrew's Pulsar and the solid starlight forging flavor that could be handwaived, but this is a tangent).Still, gamma radiation being strongly affiliated with the concept of decay (both in physics and its withering effects on life) made it perfect for a necromancy background. I was motivated to build something that works.Anyway, let's move onto the mechanics. I've researched on Gamma Ray Bursts since they were quite interesting from an astrophysics perspective and translating that to D&D, but them being described as "the most powerful explosions in the universe" felt like 9th level spell territory. I'm not trying to design 9th level spells! So what's the next best thing? That's right, a cantrip. It'd save me the headache of trying to make something that was conceptually distinct from the similar Pulsar.So when thinking about the idea of mechanicalizing the concept of decay, my mind jumped to the notion of an effect becoming more potent against critically injured targets. That's a niche not really explored in 5e. Making a cantrip of that would allow it to be relevant in all tiers of play, especially when damage numbers increase during progression. If a target is in critically low health, then this cantrip capitalizes on that and saves future action economy by forcing them to hit 0 HP. It's an effective tool for finishing off weaker mooks and allowing you to move onto the next. And even if the criteria for its secondary effect isn't applicable, the additional d4 of damage helps you reach your goals anyway. It's not flashy (get it), but it gets the job done.Numbers-wise, a d6 and a d4 are equivalent to a d11 in damage, making it decently potent. An earlier draft of this cantrip was making it two d4s instead, equivalent to a d9. To balance out the d11 damage being on the higher side, I decided to make Gamma Flash a melee touch attack. It also works nicely since the other two necrotic damage cantrips Toll the Dead and Chill Touch are ranged spells. I still hate Chill Touch's naming scheme by the way.

Perturb

Transmutation Cantrip
last commentary update: v4

Lemme get this out of the way first, Perturb is a reference to the astronomical term perturbation, not the more common definition of annoying someone haha. It's a celestial object's deviation in motion caused by the gravitational force of something else.Which was the perfect idea to explore an ally-based movement-centric cantrip. Those don't really exist. And Lightning Lure, Thorn Whip, and an Eldritch Blast tricked out on Eldritch Invocations like Grasp of Hadar or Repelling Blast are dangerous due to damaging your party. The closest we have is one of Gust's options of pushing a Medium or smaller creature away from you.Gust costs an action. In terms of action economy you almost never want to use your action to reposition allies in a very specific "5 ft. away from you" scenario. You more so want to utilize Gust to capitalize on the opportunity of pushing an enemy off a cliff or bridge. I wanted Perturb to be an effective combat spell that promotes strategy in repositioning. Which means it needed to be a bonus action and its effect needed to allow movement to any unoccupied adjacent space.Because Perturb is focused solely on readjusting allies, I can make it a bonus action. I can make it scale. I can make it target your Large-sized Rune Knight Fighter. Why? Because if it wasn't, it'd be too easy to move enemies without a saving throw. And if it had a saving throw to allow it to target enemies it'd be too powerful as a bonus action (especially with scaling). What I'm describing is the Telekinetic feat's bonus action shove but supercharged for your team.Here's how: forced movement. Forced movement breaks grapples. Forced movement allows you to escape a foe from reacting with Opportunity Attacks. And depending on the cantrip's scaling, you can move a creature 5 ft., 10 ft., 15 ft., or 20 ft. more on your turn. Perturb lets you yourself move in, make your Attack(s) or cast a blade cantrip, then swoosh yourself away. You can safely use your melee attacks and escape away when you know your party's Barbarian's engaged with four different hostiles and any of them leaving the Barb's range would provoke their Opportunity Attack. Perturb lets you extend an ally's movement at very low cost both in resources and action economy, allowing for superior battlefield control. You can nudge your Beastmaster Ranger's companion closer to an enemy or encourage your melee Rogue to continuously use Steady Aim while you break them away from the woes of being a melee Rogue (that being the enemy just bopping the Rogue on their next turn). Your party's Fighter can even Ready their action to Attack your adversary after being moved by you to just within their reach. Perturb enables you to secure an ally to safety beyond difficult or hazardous terrain without the issue of needing to use your own movement to drag them yourself (it bypasses difficult terrain rules due to forced movement).There's two very specific and intentional drawbacks of the spell. One is that it's got a range of 30 ft., so you'll have to be nearby to effectively utilize it. The next range increment is 60 ft., and at that point I felt Perturb was too powerful of a positional tool. The second flaw is that Perturb's scaling was written very carefully: "you can cause this spell's effect to happen 1 more time on the same creature". Should it have been written, for example, like this: "you increase the distance you push a creature by 5 ft.", then by level 5 we're allowing casters to push creatures 10 ft. and scaling entire building floors with a bonus action. 15 ft. by level 11. Using Perturb as a movement tool, while creative, does break the bounds of its power budget for a cantrip. Restricting the wording so that you're only ever moving a creature 5 ft., and the scaling merely lets you bump a creature additional times was required to reign in the cantrip's potency.


1st Level Spells


Prismatic Grasp

1st-level Evocation
last commentary update: v3

Prismatic Grasp was the first Starlight homebrew spell I created during the campaign my character invented these spells. It was also my first foray into homebrew spellcraft. My idea at the time was to create a variant of Guiding Bolt so that said Artificer character could synergize it with their Battle Smith subclass and their faithful Steel Defender. In contrast to Guiding Bolt, Prismatic Grasp has a saving throw, less damage, less range, and imparts the restrained condition. STR saves are uncommon compared to the likes of DEX and WIS, but you're still less likely to pull this spell off on Big Burly Monsters™ or dragons. Against meek or frail mages, however, getting them restrained is a big benefit for everyone in the party as opposed to only the next attack roll being granted advantage from Guiding Bolt (and such mages are likely to have the Shield spell as well to protect against attack rolls). With that in mind, Prismatic Grasp has its own niche compared to Guiding Bolt. Guiding Bolt works well against lower AC targets, such as the aforementioned Big Burly Monsters™. Prismatic Grasp is most effective against physically weaker enemies and can also be used as a tool to prevent escape akin to Hold Person.

Spectrum Shroud

1st-level Abjuration
last commentary update: v3

The second Starlight homebrew spell I created. Spectrum Shroud is a defensive utility spell useful in actively hostile environments like dungeons or enemy fortresses. My main inspiration was taking Hellish Rebuke and transforming it into a briefly passive shield. Though it has less damage and imparts the blinded condition, it's entirely possible the spell could be wasted if not triggered within the 10 minute timeframe. Spectrum Shroud also acts as a light in dimly lit areas, but it also makes you an obvious target with the visible shroud of starlight. Additionally, it's also entirely possible that Spectrum Shroud is simply wasted on a trap; the spell does not distinguish the source of the damage, it just retaliates against it. With Hellish Rebuke, you have the choice of damaging your attacker even if it costs you your reaction.

Irisation

1st-level Evocation
last commentary update: v3

With Irisation I wanted to homebrew a support spell that bolsters another spellcaster's spellcasting. I think it enables awesome combos and synergy between party members, like if the halfcaster Paladin or Ranger augments the Wizard's Fireball by 1 spell level. There's so many combinations one can do with this.For example, if a Wizard previously expended their only 5th level spell slot and there's two powerful enemies on the battlefield that are in need of Banishment, their Sorcerer ally can react with Irisation to upcast that Banishment at 5th level—and able to target both enemies.Though Irisation is a very potent and versatile tool, it needed to be limited somehow. You cannot use Irisation to make another spell be upcast to a spell level the caster doesn't have, which is a fair trade-off for disallowing, uhh, an 16th level Delayed Blast Fireball. It's also worthwhile to keep in mind that you can upcast Irisation to further upcast the augmented spell. Fireball + Irisation at 2nd level = 5th level Fireball. Useful if the fullcasters are drained on spell slots but the halfcasters are still juiced up.I do think, however, that DMs will have to use discretion when Irisation is cast on NPCs with statblocks that don't have traditional spellcasting. Such as with most modern statblocks in 5e. Since these statblocks typically come with "1/Day", "3/Day", "at will", etc., there's no direct upgrade and Irisation can't work RAW. You will have to make the judgment call if such a spell is able to be upcast with Irisation. I would personally lean on Rule of Cool.Non-mechanically, Irisation's name stems from an optical phenomenon surrounding a type of vibrant pastel-colored clouds. It's the process of making something iridescent! I like to think the spell is augmenting another by heightening its magic and making it lustrous!

Stardust

1st-level Conjuration
last commentary update: v3

Stardust is an attempt to borrow the mechanics from Crown of Stars and translate it into a purely support spell. The main purpose and identity of Stardust is granting dis/advantage on attack rolls to control the tide of battle. It's easy to conclude upon first impression that Stardust is busted for its ability to grant 6 instances of dis/advantage for a 1st level spell. Here's what I think balances it out:

  1. You have to concentrate on Stardust to maintain the dis/advantage benefits, meaning you can't concentrate on more powerful, directly effective spells.

  2. You can only send two motes per turn. That's a minimum of 3 rounds to expend all motes. This is a decent chunk of any modern 5e combat with an average of 4-5 rounds. The spell's 1 hour duration tells us that one of its intended purposes is to be effective for multiple encounters.

  3. Any mote's imbuement lasts until the end of your next turn. If a mote's dis/advantage isn't triggered by then, it's wasted. You have to be diligent in sending motes in situations where they're most likely to be utilized.

  4. The mote only triggers on the first attack made against a target akin to Guiding Bolt. A dragon's third claw in their Multiattack against you could be a critical hit. Or your Fighter's second attack in their Extra Attack could be a critical failure. Like with Guiding Bolt, you have to strategize on the best attack to take advantage of… the advantage.

Dark Matter Vortex

1st-level Evocation
last commentary update: v3

One of my favorites in its uniqueness! Dark Matter Vortex marked the first of a subset of riskier spells that deal with unpredictability, themed with the flavor of "inverting" starlight into dark energy (hence the different coloring in the title!). I was inspired by Pokémon's Magnitude move, where its power is randomly determined between magnitudes 4 - 10. Here, Dark Matter Vortex is very variable and chaotic. You must upcast the spell to roll more dice and determine your magnitude, which then will determine the spell's array of effects. I love this spell's design because you can absolutely cast the dice and gamble for higher results—and thus more damage and potent secondary effects—but simultaneously misfortune might smile upon you and you roll low.The balance of this spell is meant to be erratic, but not so in a way that's entirely overpowered. To aid with balancing I drafted a probability distribution chart that expresses the chances of each magnitude for every possible spell slot used to cast Dark Matter Vortex. Sans 9th level, because… why would you? I then compared these damage numbers with other spells in their respective spell level and determined if the highest probability for each spell level was appropriate for the tier. Fittingly, upcasting Dark Matter Vortex at 3rd level yields a ~53% chance of returning the Flame magnitude, which is similar to Fireball's damage. I admit that the damage numbers could use more adjustments, but I feel they're in the right ballpark for now.Here's the final results of the chart! Maybe it might be interesting.

Spell LevelMagnitude Chances
1st level75% - 2d8
25% - 3d8
2nd level18.75% - 2d8
62.5% - 3d8
18.75% - 4d8
3rd level1.56% - 2d8
29.7% - 3d8
53.13% - 4d8
15.63% - 5d8
4th level5.86% - 3d8
35.55% - 4d8
44.93% - 5d8
13.28% - 6d8
0.39% - 7d8
5th level0.59% - 3d8
11.23% - 4d8
38.18% - 5d8
38.18% - 6d8
11.23% - 7d8
0.59% - 8d8
6th level0.02% - 3d8
2.03% - 4d8
16.4% - 5d8
38.62% - 6d8
32.66% - 7d8
10.25% - 8d8
7th level0.22% - 4d8
4.27% - 5d8
20.8% - 6d8
37.69% - 7d8
37.02% - 8d8
8th level0.01% - 4d8
0.72% - 5d8
7.06% - 6d8
24.23% - 7d8
67.98% - 8d8

Aperture Magic

1st-level Evocation
last commentary update: v4

There's rarely any spells that empower others, mostly because this is the domain of a Sorcerer's Metamagic. Aperture Magic is partially inspired by the Sorcerer's Empowered Spell and meant to be even more potent for the cost of a spell slot and your reaction. With Metamagic you must utilize the resource before you know if the spell will deal its full effect, therefore presenting a risk and reward element. For options like Careful Spell or Distant Spell, this isn't a problem. And many Sorcerers are probably using Quickened Spell anyway. But for options like Empowered Spell, Heightened Spell, Seeking Spell, or Twinned Spell, there's a distinct possibility your spell will still be resisted, and/or your Metamagic makes the spell somehow less effective. Such as in the case of rerolling damage dice with Empowered Spell and getting lower results. Or using Seeking Spell to miss the attack roll again.While Aperture Magic won't bestow good luck on attack roll spells, it's a direct upgrade for damaging spells with saving throws. Dissonant Whispers bolstered by Aperture Magic does a minimum of 9 psychic damage. A Fireball bolstered by a 3rd level Aperture Magic does a minimum of 24 fire damage. Even when resisted, the minimum damage of such spells is nothing to laugh at! And unless you roll below the minimum threshold of half for all dice, you're going to get even higher numbers.Aperture Magic is a surefire method of packing a greater punch in situations where you're confident in a spell's execution. If you're casting Inflict Wounds and have advantage on the attack roll, 3d10 is suddenly a much more dangerous dice notation when the minimum is 15 damage. You can even bolster healing spells with this too! No longer must you be disappointed in rolling a 1 on a Cure Wounds.To not powercreep a Sorcerer's Metamagic, Aperture Magic needed to have limitations to fit its role as a proper spell. Concentration spells can often have a damage-over-time effect. Bolstering those would be overpowered, so this spell cannot be used in tandem with them. Aperture Magic also requires your reaction as well, an arguably greater cost than Sorcery Points. If you use your reaction and still miss that bolstered Ray of Frost, then you're fresh out of reactions for Shield or Counterspell. Speaking of cantrips, Aperture Magic remains relevant at higher tiers of play thanks to cantrips being 0th level and their unique cantrip scaling progression. At 11th level and 3 dice, your cantrips empowered by Aperture Magic are even more deadly.There's also something to be said about combining Empowered Spell with Aperture Magic to greed for that high potential damage, since even if your rerolls are low, the minimum threshold is the halfway value.The inspiration for this spell's name was the fact that apertures, or openings, are used in optics to focus light traveling through it. By adjusting the diameter of a telescope's lens, you can sharpen the focus on faint objects. The spell is sharpening your spell's focus and magnifying its power!As a final note for this already lengthy commentary, you're allowed to cast a reaction spell on your own turn when you've already casted a level spell. This interaction already exists when a spellcaster casts a spell, provokes an Opportunity Attack, and casts Shield to defend themself. The rule about being unable to cast two leveled spells on your turn applies only to bonus action spells.[✨v4 Update] After some feedback I decided to re-increase the power of Aperture Magic to its original draft variant of maximizing all damage. My original concern with this variant was how it causes spells like Chaos Bolt to infinitely jump and activate their secondary effects. All you needed to do to win a fight was cast Chaos Bolt, bolster it with Aperture Magic, and hit with all your attack rolls. Even in Lux Asterum Phari, Flickerburn grants all damage dice against its target the ability to explode and compound. Aperture Magic in combination with that would be a surefire way of guaranteeing even more damage without much effort. It was the reason why Aperture Magic needed to be limited in some way. But through testing I've discovered that, in most cases, Aperture Magic was simply too weak and inefficient for a 1st level spell slot. Earlier in this commentary I mentioned bumping Inflict Wounds to half damage would be valuable—it wasn't. You'd just cast Inflict Wounds again on your next turn to get more value. And while understandably it requires more action economy (two turns with two actions instead of one turn with one action and one reaction), it's way more statistically likely that you'd reach higher damage just by pure chance of 6d10 than 3d10 minimum 15.So thus, to address the original concern while maintaining the original's potency, I decided to add the clause that prevents Aperture Magic from activating any secondary effects more than once. I still want players to feel powerful when they cause Chaos Bolt to jump or Flickerburn to explode, but anything beyond once would cause 5e's already delicate balance to simply collapse haha.

Resonance

1st-level Transmutation
last commentary update: v3

A spell that mostly benefits gishes and spellblades, Resonance really meshes with frontline combatants. I wanted to create a spell that rewards the defender / tank playstyle and shines in situations where one might be outnumbered. It's a niche spell to be sure, especially since it can't block non-physical damage, but when a Paladin captures five attacks' worth of damage from a boss's minions, that boss is in for a world of hurt when that Paladin waltzes up to them and unleashes a full smite's worth on top of that +5d4 damage.I've added the upcasting option of upgrading the stored energy die to higher values as a way of making Resonance more enticing at higher levels of play. It might be costly for halfcasters, but melee-oriented subclasses like Bladesinger and Swords Bard also exist for fullcasters. If they can survive the onslaught, then that Steel Wind Strike looks mighty tempting with a 5th level Resonance. Why cast Shield to nullify Magic Missile when you can rather obliterate the Wizard who did it instead? That's a powerful message.Resonance's name comes from the quality of being deep, full, and reverberating. In physics, this relates to amplitude, and I think it fits the nature of this spell capturing and amplifying attacks!

Dazzle Dart

1st-level Evocation
last commentary update: v3

The mechanics of Magic Missile are fascinating—not the guaranteed damage mind you—but the way you launch multiple missiles simultaneously. I wanted to build upon that foundation and explore a niche where a missile can be sent towards a foe or towards an ally, where the target receives either a debuff or a buff respectively. Anyone who knows me knows that I'm a huge enthusiast for flexibility and versatility. I suppose that's why one of the biggest characteristics about my 5e characters is that they're gishes who can fill any role.Dazzle Dart was made with versatility at its core. Each dart can damage an enemy for a negligible amount, yet it primes the target for further damage much like Astral Arc Attack. For one dart, an enemy might only take 4 radiant damage now, but the Fighter's next strike against them will deal an additional 8. If both darts hit it? That's double of 2d4. Likewise, you also have the option to send a dart to an ally to instead imbue them with the doubled d4 damage without harming them. While this loses out on minor damage, it's helpful in situations where a foe's AC might be high and you're not confident in your spell attacks. Plus, if you bestow this buff upon an ally, a critical hit would double the initial d4 from a single dart. Meaning a critical hit is double the result of 2d4!Unlike Magic Missile, Dazzle Dart possesses but 2 darts initially. When comparing damage numbers using 2 darts, it aligns more with the average damage of Chromatic Orb, Inflict Wounds, and Guiding Bolt. Magic Missile's lower-than-average-for-it's-level damage comes from its guaranteed nature. Dazzle Dart requires every dart to be made with an attack roll.And though this spell only generates 2 darts at 1st level, upcasting grants more, which brings us to the secondary effect of the spell: the CON save. This acts as both a boon and a bane. Hitting all three attack rolls on a 2nd level Dazzle Dart also imparts the chance of blinding the target. But you must also be aware that you can't simply supercharge an ally with all darts for risk of blinding them too. For enemies, this encourages focusing on a single target, but for allies, this encourages spreading out the darts' buff. Imposing this shared risk pushes the caster to strategize and think about how flexible they want to bend their darts and who to aim them at.For those worried about the spell bloating damage numbers and needing to keep track of the darts' lingering bonuses, I see it more akin to a floating, temporary Hex.
Why would you use this spell instead of opting for a more direct and damaging approach? Mayhaps the enemies are hidden and you wish to prime your allies for when they seek them out and attack. Perhaps one of your party members is built to crit-fish; priming a foe with a few darts could boost a critical hit for even higher damage. The possibilities are limited to your creativity!

Astral Parser

1st-level Transmutation
last commentary update: v3

Astral Parser is thoroughly weird; it's undoubtedly one of the most complex spells in this homebrew (though Tesseract might take the cake). When first designing this spell the main concept was to relocate active effects. But that's kinda vague and the spell itself can be somewhat ambiguous on what's eligible to be relocated. "Effects" could refer to difficult terrain caused by Spike Growth, heavy fog produced by Fog Cloud (or just weather even), or magical effects present in an area such as Healing Spirit, Spirit Guardians, Sickening Radiance, or even Arcane Gate. But things can be muddy when spells create solid objects. What about things produced by Creation, or even much bigger objects like Galder's Tower? A lot of the interpretation of this spell is meant to be at the DM's discretion. Personally, I feel it's impossible and unproductive to list all eligible and ineligible candidates. If a caster wants to use this spell to temporarily relocate a dark crusader's Circle of Power to later throw down potent damaging spells upon them, I'd say to lean on Rule of Cool and allow it. If a caster attempts to use this spell to relocate an acidic geyser from an aboleth's lair, that might be tougher to sell considering its physical nature. Even such acid spewed by the geyser could be interpreted in either direction. Is an acid pool an effect?Though this spell can easily be seen as murky and unclear, it's intended to be a creative means of battlefield control. Astral Parser being a bonus action reinforces that idea, allowing a caster to capitalize on the results. Besides, 5e already has official material with multiple interpretations and busted yet probably unintentional flexibility. Like Creation Bard. How I love Creation Bard's complete and utter absurdity (sorry Jay).Additionally, Astral Parser being a bonus action prevents it from being eligible for the Ready action. The Ready action is only available for spells with a 1 action cast time. Not having this spell use an action minimizes bizarre circumstances of trying to relocate something as soon as a trigger occurs, such as moving a spellcaster's Wall of Force as soon as they cast it upon your group. I personally thought these sorts of situations are difficult and potentially frustrating to arbitrate, and left the spell as a bonus action.

Stargaze

1st-level Divination
last commentary update: v3

Most divination spells that aid detection deal with pinpointing specific things. Detect Magic, Locate Animals or Plants, Locate Object, Locate Creature, Detect Evil and Good, Detect Poison and Disease—they all have a specific target and use. Rarely are these spells used as a general boost to navigation. Mostly because I believe they were originally designed with these niches so that players have tools to solve those specific situations in-game; like a hiding thief being detected with Locate Creature or using Detect Evil and Good to out a disguised fiend. With these Starlight spells, I wanted to explore surprisingly uncharted territory in the form of a generic navigation aid. This was partially done with this homebrew's A Star to Guide spell, but even that has its niche too, along with being 5th level.
I created Stargaze to greatly help with the exploration pillar of D&D. And, like with A Star to Guide, astronavigation is a traditionally huge theme with the stars and cosmos. Stargaze grants advantage on Survival checks to determine location and following a route, prevents you from being lost except by magical means, and grants you knowledge of true north. All these benefits would amazingly bolster a Ranger's toolkit as a leader of exploration and gives parties with a lack of a Ranger the ability to mimic one for a brief time. When designing these benefits, I asked myself two questions, 1) how could this help both Rangers and non-Rangers without making the former obsolete, and 2) what would most relate to astronavigation?

  1. The first benefit—always knowing which way is north—is easily linked to Polaris or the North Star. This is already given through the feat Keen Mind, but I intentionally made it so it was the only thing I borrowed from that feat to not powercreep its use. A 1 hour spell is not supposed to be as powerful as a permanent passive feat. However, I did find this part of the spell essential to emphasize the fact of asking the North Star for help in navigation. As a fun tidbit, the equivalent to Polaris in Opus's setting (my character who invented these spells in-universe) is the Guiding Star, which influenced the name of this homebrew's A Star to Guide spell.

  2. The second benefit—being prevented from being lost except by magical means—relates to the concept of using the stars as a guide in geolocation. Typically, the stars remain fixed in location when viewed from another celestial body's surface, allowing one to determine their geographical position with that as a reference. Sextants were historically used as an instrument to determine this, which is why it's a material component! Of course, many malicious methods might throw off celestial navigation; a specific example being an evil entity twisting the stars in odd patterns and shapes through illusory means (looking at you, Sam).

  3. The third benefit—having advantage on Survival checks to determine location and follow an outdoors route—greatly coincides with the second benefit in astronavigation. Knowing which way is true north is a considerable boon, but it doesn't confer the knowledge of every surface location in the world. Even with such magical aid to navigation, it would still require a decent foundation to build off of. If you're a hermit without much wilderness experience, then you might be out of luck.

It's for all these reasons why Stargaze requires sight of at least one celestial body to function. The stars can't necessarily help if you're in a deep cavern. Unless there's a cave-in and you can see the sky above.


2nd Level Spells


Photon Bomb

2nd-level Conjuration
last commentary update: v3

Sticky grenades. That's the spell. I wanted to design something that emulated the fun of classic Halo plasma grenades. Not only does Photon Bomb stick to creatures on a failed DEX save, it also acts as effective area denial. With the caster being able to detonate any launched orb during any of their turns, it presents a threat to enemies and can potentially even cause them to panic and hurriedly try to scrape off the orbs if the caster is intimidating enough. They can't succeed on a DEX save to resist an orb's damage if it's stuck to them after all.Comparing this spell to other area damage 2nd level spells, Photon Bomb averages higher with its 6d4 total. That being said, it's spread out through a minimum of 3 turns at 2nd level and it requires committing your bonus action for these turns. Luckily, it doesn't require concentration, meaning the caster conjures the orbs and can do with them as they please.Recently I buffed the spell to now have a 10 minute duration, resembling a blend of Produce Flame and Crown of Stars with its ability to keep hold of the orbs and hurl them as desired. Both example spells don’t require concentration either and Photon Bomb's previous 1 minute duration made me question "what if a caster doesn't want to immediately throw the orbs?" I feel this change benefits adaptability during combat by throwing orbs at strategic locations or creatures per turn as opposed to the foresight that could be previously required by hurling them all simultaneously.

Luster Matrix

2nd-level Transmutation
last commentary update: v3

Luster Matrix is a great spell that emphasizes combo potentiality and synergy. Imagine Hex or Hunter's Mark. Then imagine: instead of targeting a creature, it target's a space and amplifies the damage done within that space. Archers will love a caster who summons a Luster Matrix right before their volley of arrows. If you know you're going right before your party's Warlock and they've got a Hex maintained on the boss, casting Luster Matrix boosts their upcoming Eldritch Blasts by acting as a double Hex bonus.This spell was partially inspired by Baptiste's Amplification Matrix in Overwatch where it functions very similarly. Unlike the Overwatch ability, however, Luster Matrix is equally a risk if improperly placed. You might be enhancing the Barbarian's strikes, but a whole mob of goblin attacks might be aimed directly at them in retaliation. Luster Matrix must amplify every instance of damage done within its area, and because there's a limitation to how many times it can amplify (so as to not be completely overpowered), it's only wise to place the spell in strategic locations to maximize ally benefit and minimize hostile exploitations. The upcast scaling on this spell is also unique in the sense that you can expand the matrix's area, enabling more interesting rotation configurations when moving it as a bonus action.

Blacklight Blade

2nd-level Transmutation
last commentary update: v3

I designed this spell to emulate the flavor of weaponizing UV light and attach an interesting "poison+" condition to it. As a side note, while I enjoy spells like Flame Blade and Shadow Blade (which I based this spell's foundation on), I didn't appreciate those spells forcing you to conjure the appearance of scimitars and swords respectively. Blacklight Blade, flavor-wise, allows casters to conjure any reasonable melee weapon as its appearance. I realize this is a minor nitpick, but I nonetheless strive for inclusivity and allowing players to RAW summon whatever they wish.Flame Blade deals 3d6 damage upon a hit. Shadow Blade is 2d8 but emulates an actual weapon with weapon properties by contrast. Blacklight Blade's 3d4 deals the least amount of damage by average of the three. To make up for this, the spell has an additional effect. Upon scoring a critical hit or rolling max damage, you inflict the poisoned condition with the added debuff of preventing invisibility. Scoring a critical hit is normally just a 5% chance. But rolling max damage on three d4s? That's barely 1.5%. It doesn't seem like much currently, but it gives us an excellent base to build upon.
Unlike the other two Blade spells I decided to go in a different direction for Blacklight Blade's upcasting instead of a straightforward damage increase. When you upcast this spell, it really buffs the probability of achieving that poison+ condition.
At 4th level, the chance of rolling maximum on at least half of 4d4 is 26.2%. With the added 5% chance to critically hit, that's 31.2%.At 6th level, the chance of rolling maximum on at least half of 5d4 (rounded down, so 2 of 5) is 36.7%. The chance of not rolling a 1 on any of the damage dice is 23.7%. With the added 5% chance to critically hit, this all totals to 65.4%.Blacklight Blade might not the be most useful damaging spell compared to the other Blade spells also at 2nd level, but upcasting it clearly shows its strength as a means of controlling and debilitating enemies.

Cosmic Effusion

2nd-level Transmutation
last commentary update: v3

Cosmic Effusion's gone through a couple iterations. Its first iteration had its secondary effect cause the target to lose a spell slot of equal or lower level. 5e NPC and creature statblock design has been steering away from complex spellcasting traits in modern times, simplifying the way to run these creatures by focusing more on the "1/Day", "3/Day", "at will" system. This put Cosmic Effusion in an awkward spot. How can a creature lose a spell slot if it doesn't have any?Upon realizing this I came up with the spell's second iteration which was a bit more friendly to the new design philosophy. The spell would deal more damage depending on how many non-cantrip spells the creature had cast since its long rest. Still, I was unsatisfied by this for a few reasons.

  1. The DM would have to guesstimate how many spells a creature might've casted before being inflicted by this spell. That's just too much pressure to put on a DM on the spot.

  2. This could serve as unintentionally useful information gathering by knowing just how many spells a creature did cast based on the amount of d6s you would roll for damage. This could be a clue on what potential spells a creature casted prior to combat, like Death Ward or Contingency.

  3. Lastly, many newer creatures designed with this philosophy simply possesses spell-like abilities that aren't classified as spells themselves. Remember that whole thing in 3.5e? RAW, those wouldn’t be considered for Cosmic Effusion even if logically they would. Nowadays creature statblocks can sometimes feature actions that are literally replicas of existing spells but under a different name. Looking at you Bard from Monsters of the Multiverse. It's like we're back to 3.5e's Spell-Like Actions. To add onto that, creatures have been receiving more non-standard magical options to attack with. While I personally think that's fine, an Archdruid from Monsters of the Multiverse using Wildfire is not eligible for Cosmic Effusion's criteria even if it is a ranged spell attack.

That leads me to the third iteration. Its balance is still something I'd wish to see further tested, but I based it on the second iteration and replaced "spell" with effectively any non-passive magical ability. In order to (mostly) remove the information-seeking aspect of the spell, I changed "since last long rest" to only count instances of magic made in the last minute. A DM would have an easier time determining if a creature had casted any magic in the minute before a combat starts, especially if the PCs can visibly see them. With this in mind, and considering how some magical actions can be part of a Multiattack, I've reduced the damage die to d4s. It might be easier to reach the maximum in this way if a creature is brazen with their use of magic.

Rainbow

2nd-level Evocation
last commentary update: v3

Fun fact! Any queer person is immune to this spell's damage. It says so in the text. Can't see it? Try looking for a comment in the HTML.Rainbow summons a multi-stringed ranged weapon. Like Blacklight Blade, I wanted to ensure inclusivity with how a caster might portray their weapon, as it might not necessarily be a bow like the pun suggests. If you cast this spell and sculpt it to be a rain-slingshot, please tell me.The concept of this spell draws from taking the powerful multi-colored effects from Prismatic Wall and Prismatic Spray and incorporating them into a conjurable ranged weapon accessible at lower levels. I also wanted to add the idea of the weapon gaining power upon successful consecutive hits as a snowball / momentum mechanism. Both Prismatic spells have analogous damage types for most of the colors except for Indigo and Violet, to which I translated as necrotic and radiant respectively in my attempts of assigning damage types to those effects as close I could.Rainbow deals a base of 2d6 damage, lower than both Blade spells and even Blacklight Blade. If you hit, you add 1d6 more. If you miss, it resets to 2d6. Either way, making an attack consumes that color string. Additionally, Rainbow can be used to seek out resistances and vulnerabilities with its myriad damage types. Comparatively, Rainbow's max of 7 ammo limits its potential when Flame Blade and Shadow Blade can be used infinitely for their whole durations. The former compensates with its momentum mechanism. To further compare with a spell like Scorching Ray, Rainbow is meant to be more of a gamble—a risk / reward play that… you see a lot of in here. Scorching Ray is three different attack rolls for a total of 6d6. Rainbow at its very best is 35d6, assuming all attacks hit over the course of 7 rounds. That scenario is a miracle (that I hope happens one day) and the chances of that is effectively 0%. You could deal more frontloaded damage with Scorching Ray, or distribute it over several rounds with Rainbow in hopes to deal more damage and banking on the momentum mechanism. Even Acid Arrow does guaranteed damage on a miss; you could miss all your shots with Rainbow and/or lose concentration.Range-wise, a normal longbow is 150 feet before disadvantage; Rainbow's range is 120 feet max. This was to match spells like Scorching Ray, Magic Missile, Guiding Bolt, Chaos Bolt, and even Phantasmal Killer. The only single-target damaging spells greater than these in distance (to my knowledge) are Chain Lightning and Feeblemind, possessing 150 feet range.All in all, I wanted to turn a pun into an actual functional homebrew spell that pulls from my apparent and subconscious desire of having a risk/reward effect. Personally it's quite hype to see a PC rack up the damage and truly get their worth from a 2nd level spell.

Protospell

2nd-level Evocation
last commentary update: v3

More in the realm of flexibility, Protospell has it all! Well, not all. It has quite a few restrictions when mimicking a spell; the spell must be 1 spell level lower than Protospell, it can't require concentration, it must use either a bonus action or an action, and it must be from the Evocation school.Taking inspiration from the formation of stars, or protostars, this spell's primary purpose is to mimic and form other spells to suit the situation. Of course it can't be as powerful as the original spell and you're restricted in a few senses, so you're still encouraged to find ways to cast the original spell. But in a pinch? Protospell can offer healing by way of Cure Wounds or Healing Word, exploit an undead's radiant vulnerability with Guiding Bolt, or bypass powerful defenses with Magic Missile. Even upcasting Protospell to 3rd level grants access to the powerfully non-concentration Spiritual Weapon.You also need to have seen the spell cast before in order to mimic it akin to a Druid using Wild Shape. If you don't have a Cleric in your party, the chances of seeing Guiding Bolt are significantly lower. Like Druids, Protospell for spellcasters can be heavily influenced by background. A Druid from the desert might transform into beasts native to the dunes. Likewise, a caster with access to Protospell having grown up at an abbey is more likely to have seen Cleric spells than Wizard or Sorcerer spells. Though all Starlight spells ought to be discussed collectively to see if they're appropriate for any game, Protospell in particular is one where a DM and a player should hammer out the possibilities. A prepared caster would have access to all eligible spells on their list when preparing Protospell, thus giving it more weight and potency. A learned caster would be reliant on external spells for Protospell to be more flexible.On a particular note, the act of having the mimicked spell be 25% weaker has not been explored in 5e spell design before. Percentages in spells are almost always in reference to two things: the penalty on consecutive castings of divination spells like in Commune or Augury or teleportation mishaps like Teleport. For Protospell, this is odd. It calls for using mathematics after resolving the spell to make it weaker, using mechanics that you don’t see in a typical 5e game. This might not always be possible on the fly and may slow down the flow of the game. For example, if you had cast Chaos Bolt and resulted in 14 thunder damage, you'd have to calculate 75% of 14, which is 10. Of course, I'm probably overthinking this with easier-than-easy access to virtual tabletops and any decent computing device—but my main concern was introducing an unfamiliar mechanic to 5e's systems.

Opposition

2nd-level Abjuration
last commentary update: v3

This spell's rather straightforward but it explores a niche that hasn't been done before in 5e. Like with Resonance, Opposition is particularly effective in close range and used by frontline combatants, and especially against single hit large damage attacks. A red dragon might think twice about biting you once they feel the force of their own attack split against them. An assassin trying to Sneak Attack you? Goodbye, little rogue. A cheeky Wizard trying to use Steel Wind Strike against you? Remind them why they have d6 hit dice.I wanted to give more reaction options with these Starlight spells that provide more of a choice than simply taking Shield. Shield is fine and useful, but what if you could clash against a creature and split the damage? Not only is the visual much cooler in my opinion, you've also done more damage than what Shield could do and potentially even more than Hellish Rebuke. Of course, me being me, there's the risk element of missing your spell attack. Feels just as bad as a missed Opportunity Attack except you still take all the damage.In astronomy, opposition refers to when two objects are on opposite sides of a celestial body, like the full moon and the sun. This spell has you create a copy of the attack and you oppose it on the opposite side!

Conversion Screen

2nd-level Transmutation
last commentary update: v3

Conversion Screen was designed to be a spell you take when you know your enemy and can prepare ahead. You might have equipment, spells, and other gear that protect against fire damage, but you know you're about to battle a frost salamander. You know their freezing breath can be quite deadly if unmitigated. You opt to prepare Conversion Screen so as to convert the cold damage into fire, and thus resist it. You can turn a successful saving throw against a freezing breath into a mere quarter of its damage. Similarly, a party member might be an aasimar, so using this spell to convert oncoming damage to radiant or necrotic ensures a guaranteed way for them to resist it. If you know your enemy's preferred damage type and have ways to resist other damage types in the spell, Conversion Screen is a potent tool to give you an edge in combat.I wanted to limit the spell's ability to only physical damage so as to be consistent with other similar spells in this homebrew like Glint and Resonance. The flavor of Conversion Screen is that you physically manifest a screen to transmute kinetic force. It's difficult to accomplish that when you're the target of a Mind Spike and the source of damage is inside your head.

Luminous Lance

2nd-level Evocation
last commentary update: v3

I wanted to create a spell that was sensitive to the current status of both you and creatures you target. It's another variant of "this spell gets stronger in certain conditions" that I quite enjoy. Ideally, you use this spell later in an encounter to maximize the potential damage, where foes are suffering from conditions and you have buffs. In a party that takes joy in watching foes writhe in agony under 50 debuffs simultaneously, Luminous Lance is a great spell to capitalize on that sadism.4d4 is subpar for a 2nd level, purely damaging spell, but if you can find that perfect circumstance it'll really shine. Since the upcast is a 2d4 increase per level, and consuming a buff on yourself to change the d4s into d6s, this spell's damage can quickly cascade and ramp up with the right strategy, cooperation, and a little luck. A worthwhile tactic could even be prebuffing yourself with something cheap and expendable from a magic item to activate Luminous Lance's effect of upgrading the dice.I designed Luminous Lance to be a line spell mostly because 5e is lacking in that department. Other than Lightning Bolt, Aganazzar's Scorcher, Sunbeam, and Tasha's Caustic Brew, can you name any memorable line spells? Plus, the imagery of a piercing lance of starlight is also quite flavorful.

Flickerburn

2nd-level Evocation
last commentary update: v3

Flickerburn's current expression came from me wanting to implement exploding dice in 5e, a completely new dice mechanic in the official system, and coming up with a way to make it widely applicable. The way I see it, the main appeal of exploding dice is the unparalleled instinctual feeling of "big numbers getting bigger = good". Like a critical hit! And why should I limit it to just the caster enjoying it?My previous idea for Flickerburn was debuffing an enemy and making them suffer a flat extra bonus damage every time they take damage. It functioned (and still does!) akin to Tasha's Caustic Brew where it covers creatures and they continue to suffer the debuff until they scrape it off with action economy. Instead of a line, though, Flickerburn targets a specific creature. This was a good basis so I exchanged the flat bonus damage for the possibility of exploding dice. Giving the spell the ability to prematurely end if it's scraped off can justify the existence of exploding dice in 5e. Unlike repeatable saving throws, both Flickerburn and Caustic Brew have a guaranteed method of being removed. It does take action economy but it's not a risk to attempt it. This way, effects that might be too powerful using other methods of removal (saving throw or otherwise) give enemies agency on how it's removed.Mechanically, exploding dice is much more swingy than its original incarnation of a flat +1d4 damage at the start of its next turn, even if a singular d4 is the minimum die you see in gameplay, it's still a guaranteed amount. In its current iteration, Flickerburn only transforms the damaging dice into exploding dice, meaning if no dice roll its maximum, the spell adds no bonus damage. Still, it's personally much more exciting to have you and your allies completely assault the target and watch the damage dice roll along the (virtual) table, hoping that you maximize the potential bonus damage.
However, because it's swingy and how exploding dice probability works, there's a couple of situations where the spell can really pop off and rack up the numbers. Spells like Magic Missile or others with d4 for damage dice can easily explode and compound; and spells like Lightning Bolt, as shown in the provided example on the homebrewery, have a ton of dice and are statistically likelier to explode. Not only spells but features as well, like a Rogue's Sneak Attack. For this reason I needed to curb the explosiveness somehow. I decided to limit how many bonus damage dice to the level of the spell slot used to cast the spell. For example, a max of +2 dice with its standard 2nd level spell slot. This puts great value on upcasting! Not only do you get one extra target per level, but you also increase the upper threshold for damage dice. As another minor limit, a bonus damage die that resulted from an explosion can't itself be exploded. For example, let's say I hit a target with a Chromatic Orb and roll an 8, 3, and a 1 on the 3d8 damage. The 8 explodes, so I roll another d8. I then roll another 8 on that bonus die. That die can't further compound.
Flickerburn can almost be thought of as a pseudo-crit generation spell. Although exploded dice aren't counted as part of a critical hit's dice doubling aspect (the exploding happens after a critical hit's damage is determined), a weapon attack that rolls max on its damage is often being doubled anyway! A Fighter striking with a longsword and rolling an 8 on the 1d8 damage is basically achieving a critical hit when it explodes. This is particularly applicable with weapons or other attacks with a singular die for damage.Finally, I enjoyed the visuals of smearing liquid light on a creature. A lot of Lux Asterum Phari is storing liquid starlight in crystals and sculpting it to whatever manifestation you like. Oftentimes this is something like solid starlight, keeping it in its volatile liquid state is certainly a possibility too! That volatile, shapable form can describe how kinetic force is amplified when it connects with the substance. Plus, it gives a nice ribbon of shedding light on the creature each time damage gets exploded. A prismatic lightshow is a pretty unique visual for a spell!

Spellflux

2nd-level Transmutation
last commentary update: v4

Baldur's Gate 3 released and gave us a wonderfully unique Illithid Power called Concentrated Blast. I really enjoyed how it interacts with the concentration mechanic in 5e and wanted to try my hand at something similar: ending concentration to drastically boost the potency of a spell. But unless I wanted to invent a whole new spell component of "concentrating on a spell", Spellflux needed to have a baseline. Acquisitions Incorporated introduced a "royalty" component of paying per casting, but that is so silly and I don't know anyone who really abides by them for the three spells that do it.Despite the spell design mandating it, you never really want to use Spellflux at its base. 2d10 damage and a save negates everything is thoroughly subpar. A cantrip like Fire Bolt does more damage starting at level 5+. No, I wanted Spellflux to adapt based on what spell a caster ended concentration on to make it feel malleable and transmutative. Depending on the power level of the ended spell, Spellflux too increases in destruction.Spellflux somewhat lessens the feeling of dismay when enemies resist your concentration spells or eventually pass their save at the end of their turn. Or when you need to cast another high-value concentration spell but you've already got one active. When you can resort to Spellflux transforming it into brilliant wrath, your enemies may be relieved for a split second when they're no longer suffering . . . before they realize what's coming for them.Web may have been useful for the first three rounds of combat, but all of the mob boss's minions bypassed the cube by now; casting Spellflux ensures you maximize the worth of that concentration. It turns into a 4d10 cube AoE. Hypnotic Pattern may have been effective for a time but the enemies' been using their action to shake each other out of its stupor. They've gotta be all adjacent to each other to do that action, right? Make them regret it by translating that concentration into a 6d10 cube AoE. Is your Summon Elemental about to lose all its HP and vanish? That's potentially a 8d10 single target Spellflux right there. In an extremely potent situation, a Delayed Blast Fireball is doubly powerful; end concentration on it at the opportune moment to both cause it to explode and for Spellflux to deal 14d10 damage in the same area!Why is Spellflux allowed to do so much potential damage? Because ending concentration is always a trade-off. Spellflux rewards that trade-off and enables capitalizing on circumstances where the concentrated spell is less effective over time for whatever reason. Spellflux requires you to expend a minimum of two spell slots (one preferably higher-leveled) to achieve its inane damage potential. It demands commitment, since the spell on its own is horrible. You need to continue to maintain concentration too, so if you lose it between rounds you're unfortunately left in the dust. Plus the ideal situation won't always be dangling in front of your face; you may have casted a 3rd level Hold Person, but one of your targets succeeded the save. Do you go for the 6d10 two-target Spellflux, or do you keep the single target paralyzed?To expand upon the homebrew's note, there's a few effects that require concentration but aren't strictly spells, such as a Graviturgy Wizard's Adjust Density, a Ranger's Favored Foe, or a Glamour Bard's Mantle of Majesty. If you're a DM and decide to allow these to be viable with Spellflux, remember that some of these non-concentration effects are infinite use. This is an easy way to break the precarious balance of Spellflux, so be careful! Don't be afraid to be unconventional with the damage either, like with how you're allowed to be with the shape or range.As a fun final note, Spellflux's name is kind of a pun. Flux can mean fluctuation, but also the word "lux" is in there too. That means light!

Zenith / Nadir

2nd-level Evocation
last commentary update: v4

Quite a few games let you critically heal with your abilities. It's always a concept I wanted to explore in D&D, but with how central the existing healing spells are, there isn't much room to maneuver by way of a homebrew spell. Anything to do with critical healing is generally explored with entirely unique house rule systems. Then I came across an interesting game called Mini Healer that simulates the experience of MMO raid healing. There was a spell there called "Shadow Ripple", a very fast and efficient heal that can crit, but if you overheal (heal more than your target's max HP), then its drawback happens. The spell costs 5x more mana.So if I wanted a spell that can crit-heal but there's a risk, what could that risk be? "Mana" is most equivalent to a spell slot, but risking another spell slot is almost never worth the cost. How would you otherwise handle a situation where a spellcaster is out of spell slots or doesn't even use spell slots? I think having a spell backfire on you in a damaging way would be an interesting drawback. Health is a universal resource, and if the risk is damage, then the risk analysis becomes even more prudent to make. This also sparked another very similar idea: a high damaging spell, but if the target succeeds on the saving throw, it backfires on the caster.I wanted to create these two on the same spell as different facets of each other, like Blindness / Deafness and even our own Dazzle Dart. Versatility is a staple Frosty spell trait after all. Both aspects of this spell—the damaging and healing—share the identity of being high risk high reward, differentiating it from being a simple reskinned Cure Wounds or Chromatic Orb. Besides, Wither and Bloom exists and it has both damage and healing packaged into one instantaneous effect! While having both a damaging and healing component of the spell makes it quite valuable of a pick (like Vampiric Touch or the aforementioned Wither and Bloom), its numerical strength needs to justify the high risk.For the healing option Zenith, a great benefit is that it's the same range as a Healing Word, but even higher healing than a Cure Wounds. A 2nd level Healing Word is 2d4 + spellcasting mod, while a 2nd level Cure Wounds is 2d8 + spellcasting mod. Assuming a mod of +3, Cure Wounds averages at 12 healing and Zenith's 4d6 + spellcasting mod averages at 17. Very potent! Even more so if you manage to "crit" by rolling a 20 on the d20 prerequisite. With this much healing it's no sweat to top someone off. But you want to avoid that by all means, because that'd mean you're also enduring average 17 force damage! This encourages waiting to use Zenith until someone is unconscious or in critical HP.For the damaging option Nadir, 8d6 damage is considerably high for a 2nd level spell! That's on par with Fireball. While Fireball does AoE damage, this much damage for a single target spell is nothing to scoff at. Its highest competitors are a 2nd level Inflict Wounds's 4d10, a 2nd level Guiding Bolt's 5d6, an Acid Arrow's 6d4, and all three Scorching Rays hitting for 6d6. Those are all attacks, too. If you miss, that's 0 damage. If we consider saving throw spells where passing the save halves the damage, then our second highest competitors are Mind Spike's 3d8, a 2nd level Hellish Rebuke's reactionary 3d10, and a 2nd level Dissonant Whispers's 4d6. 8d6 compared to this looks absurd, I get it. But when Constitution is often the highest stat for tougher and important enemies and when the spell backfires upon the target's success, the dice notation makes more sense. Part of the flavoring for this spell is channeling magic difficult to control; it's easy to let it slip. Use Nadir when you've got surefire methods of debuffing foes or manipulating their dice rolls! Use spells and abilities like Bane, Silvery Barbs, Portent, Chronal Shift, or Heightened Spell Metamagic.To cap off this commentary, the names Zenith / Nadir possess significant astronomical relevance beyond their normal definitions! While Zenith can refer to the time where something is most powerful, it's also a vertical point above an observer on a celestial sphere. Nadir is the polar opposite! To evoke the duality of the spell, I wanted to make use of a fitting naming scheme that calls power from the highest and lowest points—really raising the dam to unleash that astral energy! As a fun fact, Zenith is also the name for my Artificer Opus's custom-built "boltblade" legendary weapon!

Superposition

2nd-level Divination
last commentary update: v4

When coming up with a homebrew consumable item with the same effect as this spell, I thought "wouldn't this be much cooler as a spell instead"? I was already calling it a Superposition Shard, so why not convert it? Superposition refers to the quantum property of being in multiple states simultaneously until it's measured. In 5e, "states" aren't really a thing. Conditions can be a state, but there's no room to play with for "being in multiple states". So I opted for something more mechanically defying—what if you could claim an attack roll was really a saving throw instead? Or a saving throw as an ability check? With how many systems interact with the specificity of what kind of d20 rolls you're making, Superposition can get out of hand quickly. At least, in a way that personally makes me feel like I'm bending the system to my advantage as a player. Discovering hidden interactions and cheeky methods of turning the tides in your favor from that one feature you have.With a casting time of 1 minute (marking it a pre-combat buff), Superposition grants a creature the ability to make one d20 roll simultaneously count as a save, an attack, and a check. The example I gave in the homebrew note is a Fighter's Indomitable feature, which states that they can reroll a saving throw that they failed. If they miss an attack, they can expend the buff. It's reasonable to consider that a "failed saving throw" resembles a "missed attack roll", so the Fighter can thus reroll the missed attack and potentially hit.How else can you leverage this boon? Let's think of a few examples:

  1. You're within your Paladin's Aura of Protection and they confer a +3 bonus to every saving throw, but you need to ensure that your next attack hits or your next ability check succeeds.

  2. In the same vein, your Artificer can grant you Flash of Genius for one of your attack rolls when you expend the boon.

  3. You have Bless but you need to succeed on an ability check, such as to escape a grapple or to Counterspell an enemy.

  4. You are an ancestry with Magic Resistance, allowing you to expend the boon to give you advantage on an ability check or attack roll "against magic", however the DM decides to adjudicate that.

  5. You're a Rogue with Reliable Talent, enabling you to similarly treat an attack that you're proficient in to have a 10 minimum roll.

  6. War Clerics can use their Channel Divinity to add +10 to an attack roll; expend this boon to allow them to add +10 to an ability check or saving throw.

  7. If you're a subclass that uses a mental stat as your attacking stat, such as CHA for Hexblade Warlocks, INT for some Artificer subclasses, and WIS for the Shillelagh cantrip, it's common to gain advantage on saving throws for these mental stats. Expend the boon to gain advantage on an attack as well.

So, why take this over Fortune's Favor? Fortune's Favor grants, essentially, a luck point. It's not advantage, it's Elven Accuracy. It's also a 2nd level divination spell. Barring the 1 hour duration and 100g consumed component, why take Superposition over Fortune's Favor? One huge limitation of the latter is its exclusivity to the Chronurgy and Graviturgy Wizard. Let's ignore that for a sec, what if we gave it the benefit of the doubt and that a generous DM would allow more spell lists to have it? In that scenario, Fortune's Favor is an amazing pre-buff applicable in any situation. But while it may confer super-advantage, Superposition allows you to exploit traits and features like Aura of Protection or Reliable Talent to give flat numerical bonuses to your rolls. It's harder to seize the right circumstance to effectively utilize the quantum boon, but should you do so, you're more likely to break bounded accuracy.


3rd Level Spells


Chromatic Aberration

3rd-level Transmutation
last commentary update: v3

One of the early experiments in Starlight spellcraft. As also a video game developer, I often notice games using chromatic aberration as a cheap filter for "permanently scar the player's eyes." While that's not my intention with this spell, my idea was to capture a similar vibe to torment our characters and/or enemies. The spell alters its area to be heavily obscured, putting it on the same level as Fog Cloud, Stinking Cloud, and Incendiary Cloud. Unlike those, and unlike the darkness-generating spells, Chromatic Aberration doesn't actually produce mist, haze, or magical darkness. It just makes it extremely difficult to see as if you cranked up a Gaussian blur filter to 75x. A strong wind can't blow it away like with the Cloud spells, and a strong light spell can't override it like with Darkness or Shadow of Moil. This gives Chromatic Aberration a subtle, but distinct advantage. Still, it does have its counters. Blindsight and other similar senses and traits still bypass Chromatic Aberration as with Cloud and Darkness spells. While creatures with blindsight can still normally sense in all these spells, they're still liable to be affected by any additional mechanics. Like a Stinking Cloud's poison or being damaged in retaliation by Shadow of Moil. A creature with blindsight or immunity to blindness is completely invulnerable to Chromatic Aberration—their senses are simply built different to be bothered by blurry vision.I think that gives a good base to build three distinct debuffs representing each color the player can distort. The spell, I feel, is allowed to be versatile (as I so love) with its choices because it's more or less ineffective against a decent swathe of opponents. You wouldn’t take this spell in a trip to the Underdark. For the debuffs themselves, I wanted to make each one equally viable, but somehow fitting for the color itself. A completely subjective task of equating conditions to the emotions evoked by color, but it was a fun exercise!Red's debuff is that affected creatures can't maintain concentration. The phrase "seeing red" is often related to anger, and a Barbarian's Rage prevents them from maintaining concentration.Green's debuff is that affected creatures can't take reactions. Sickness and ailments are often coded as green. Just look at this: 🤢 Try being agile and responsive when you're, ahem, "green in the gills."Blue's debuff is that affected creatures have halved movement speed, referring to blue being a common color to represent ice, frigid temperatures, and thus sluggish movements. Less punny but hey, it fits my name!

Maledict Mirage

3rd-level Evocation
last commentary update: v3

Another of the early forays into Starlight spellcraft my character created during their campaign! The main idea behind this was to build a single target Delayed Blast Fireball focused around using starlight and mirages to prevent invisibility. Like with Delayed Blast Fireball, there's a strategic element when to "detonate" the mirage with this spell. Holding onto it ramps up the damage over time but prevents concentration on other spells. You could "flash" the spell for a base 4d10 damage, particularly useful in blocking a foe's invisibility instantly should they fail the WIS save. It's worth noting that dropping concentration is something you could do at any time, meaning you can end your turn, bump the damage up to 5d10, and immediately drop concentration to have the mirage detonate. 5d10 is around the average for a 3rd level single target damaging spell, so keeping hold of it longer only increases the bang for your (spell slot) buck.One of the great features of Maledict Mirage is that it's attached to a creature as soon as you cast it upon them. If the creature moves to the opposite end of the plane, you can still have the mirage detonate and deal damage as there's no range limit. There's no way for a creature to manually remove a mirage attached to them—without stuff like Dispel Magic of course.Adding to the mirage theming is the ribbon feature at the end of the spell generating the creature's afterimage upon detonation, no matter if the creature succeeds or fails the saving throw. This might not seem like much upon first glance during combat, but a creature can only succeed in hiding if they have total cover (assuming they failed the WIS save). Even should they dart from cover to cover, the lingering afterimage provides a helpful clue to their whereabouts. It sheds dim light too, so you can't miss it in shady back alleys!

Glint

3rd-level Abjuration
last commentary update: v3

Glint is the result of looking at Abjuration Wizard's Arcane Ward and thinking "what if you could quickly summon a similar HP barrier as a reaction?" Sometimes Shield just isn't good enough, or your Fighter's Interception fighting style is simply ineffective against a raging dragon's breath weapon. Glint's here to protect you, as long as it's not psychic damage directly done in your head.Assuming a +4 spellcasting modifier by 5th level (the level you gain 3rd level spells, and thus the option for Glint), Glint's generated barrier can average to be around 29 hit points. That's quite sizable! If you're a 5th level character playing a class with d8 hit dice, your max HP could range from 33 to 48 depending on your CON mod! With a d6 hit dice? That's 27 - 42. Glint is nearly doubling your HP when used and is a strong defensive tool for any spellcaster's kit. It lasts until the end of your next turn too, meaning it enables more risky plays if you still have some barrier remaining at the start of your next turn. Opportunity Attacks can be less scary.Is this too powerful? I don't necessarily think so. All fullcasters have d6 or d8 hit dice, so by the time they reach the level in which they can naturally learn this spell, they would have those HP values I mentioned above. A fullcaster at level 5 would have to commit an entire 3rd level spell slot (which they only have two by now) for a reaction. That could've been a Fireball, Lightning Bolt, Revivify, Haste, or Fly—equally tide-changing spells at that level for that tier of play. Glint should have that potential to heavily dampen a foe's big attack—a fullcaster at this level has less HP than martials and the spell is competing with 8d6 damage, revival from death, and strong utility.Conversely, halfcasters generally have d10 hit dice. Paladins and Rangers can withstand larger damage better than squishy mages (even Artificers are better equipped with their features despite having d8 hit dice). These classes gain 3rd level spells at 9th level. Which means they could have a range of 67 - 103 max HP depending on CON mod. That's triple digits if you have a +5! If you're a Hill Dwarf or got the Tough feat, both which greatly benefit any kind of martial character, even better. By 9th level, fullcasters gain access to 5th level spells and Cone of Cold is no joke. Trust me, one of my characters died to that. I think halfcasters can keep up with increasing damage at this tier of play if they choose to take Glint. They're typically closer in the fray and thus at risk for taking more damage, would have to use one of their valuable higher leveled spell slots (that could've been a big big smite), and have to decide if they want to spend their reaction on Glint or something else like an Opportunity Attack or the Protection fighting style.And our thirdcaster friends Eldritch Knight Fighter and Arcane Trickster Rogue? Well, Arcane Trickster is barred from learning Glint since it's not an enchantment or an illusion spell, but for Eldritch Knight they would be able to learn Glint at 13th level. I don't think I need to analyze the differences here.One final thought that I think justifies Glint's power level: it must also compete with Counterspell at the same spell level. Counterspell is wildly useful (though bizarrely less so nowadays with modern 5e creature statblock design straying away from spells, but that's for another day) and probably one of the best reactions out there. It's also one of the highest leveled reactions out there. The only higher leveled ones are Temporal Shunt and Soul Cage. The former of which is restricted to two subclasses, and the latter you're only using in very specific circumstances—or it's used as a DM tool. If a caster decides to choose Glint over Counterspell when using their reaction (or choosing which to learn), then Glint has to be as worthwhile as possibly preventing a deadly spell washing over the party. Starlight spells introduce a good number of reactions, but the power level of each ought to be weighed with what might be considered "best in slot." It's quite difficult to compete with Shield, Counterspell, and Silvery Barbs!

Dark Nebula

3rd-level Conjuration
last commentary update: v3

Another in the subset of dark energy inversion spells, Dark Nebula can equally harm as well as help if not careful in its placement. A similar ritual spell Silence can shut down a verbal spellcaster if they're kept within the area, but it doesn't completely disable spellcasting. Dark Nebula was designed to mark a place as a "magic dampening zone." It's not at the level of Antimagic Field that completely blocks magic, but it can be seen as almost a lesser variant. This spell is a strong defensive utility against mages and other casters, but it simultaneously puts the party's own casters in a tough position. This could even incapacitate Warforged characters if the DM deems them eligible as "constructed by magic." Like with Silence, I feel one of the best use cases of Dark Nebula is to entrap dangerous entities within the zone for a decent chunk of the encounter. A tactic like this could allow valuable preparation to best combat the entity while they struggle to counterattack.Previously, Dark Nebula did not have the 50% chance of suppressing a magical effect. I added it in to reinforce the erratic nature of this subset of spells and to solidify Dark Nebula's position as securing an advantage in battlefield control.Dark Nebula's name was inspired by the real life eponymous phenomenon. Dark nebulae are classified as such because their molecular clouds are so dense that they obfuscate light. Quite fitting for the spell to similarly obscure magic. Previously this spell was named Magic Void, but I felt Dark Nebula was a much more gratifying and evocative name.

Coalesce into Cosmos

3rd-level Conjuration
last commentary update: v3

This was a fun one to design! I played a couple characters with a starlight or cosmic theming to them and I usually found a way to gain the Misty Step spell. Whenever I casted it, I flavored it in the same way as how I describe this spell. I then decided "why not make this into a mechanically starlight version of Thunder Step?" Thunder Step has an extra component to it that makes it unique from every other teleport spell: a damaging burst at the starting location. I approached Coalesce into Cosmos with the same mindset.To not entirely mimic Thunder Step, I pushed forward the idea of having this extra damage component be baked into the distance between the start and end points. It'd form an actual line, like a comet or a nebular trail just like how I flavored Misty Step in the past. Originally I just left it as 3d6 cold damage if a creature was caught in the line, but I wasn't quite satisfied.At the time I was inspired by Mass Effect's biotics—aka space magic. Say what you want about Mass Effect 3, but it had a gratifying system of priming and detonating combos using different powers. One such priming power was Lifting an enemy off the ground and keeping them suspended in the air, making them prime targets for combo detonation. I replicated that combo-potential with Coalesce into Cosmos. Not only are you combining damage and instant travel, but also area control by priming creatures for combo attacks. An attack roll doing an extra 1d10 force damage upon hit doesn't seem like much, but the 15 ft. push is excellent for repositioning enemies right where you want them. You could even launch a creature into another and your DM might grace you with collision damage. You'd be hard-pressed to get a Large-sized creature to fail the initial CON save to suspend them in the air, but there's tools for forcing failures, right?

Realignment

3rd-level Conjuration
last commentary update: v3

The quintessential sentiment of this spell is "now you're thinking with portals." Realignment, on paper, looks incredibly similar to Arcane Gate. Both spells produce linked portals over a distance that creatures can pass through. In practice these two are functionally very distinct. Realignment has the great benefit of vision between portal entrances and express interaction to and fro each side. You can attack from one side to another and you can even shoot a Fireball through it! As long as you've got the right angle, you're golden. Realignment warps space and makes both squares adjacent, meaning if you can measure a point beyond through that portal, you effectively have +30 ft. reach to whatever it is you're trying to do.So, why is Realignment a 3rd level spell, half of Arcane Gate's 6th level? Here's the obvious differences: Arcane Gate has a 10 minute duration, a range of 500 ft., its portal is 10 ft. wide, and the portal can be rotated as a bonus action. Realignment has a 1 minute duration, a range of 30 ft., a 5 ft. wide portal, and cannot be rotated. Arcane Gate's portal is obscured, meaning you can't effectively do anything beyond it without passing through, but Realignment provides clear vision to enable these shenanigans. Arcane Gate's function is less combat-oriented. It can be effective for engaging in battle or infiltration, but its misty obscuration is a drawback. Arcane Gate is more practical for ferrying folks and large-scale transportation between distant points, including running away. By the time 6th level spells are obtained, distance between objectives can tend to be larger to account for the tools a party has in their repertoire. Stakes are higher too; higher stakes call for more powerful options. Realignment is primarily intended to be a combat spell. The space between the portals cannot be totally obstructed, so you can't have a sly Wizard buddy pop this spell on the other end of a locked vault door. That's what Passwall's for. I think Realignment is thought best as a mind twisty spell to achieve previously-thought-impossible ranges and angles for amazing combos. A Cleric Readying their action to cast Realignment so the Rogue can immediately backstab an unsuspecting foe.And, like usual, it wouldn't be a Frosty homebrew spell if it didn't come with its high risk high reward style. Your enemies can equally exploit the connected portals as well, so you might want to think twice before plopping one down. Or simply just fight Large enemies.Previously, the spell disabled other AoE spells from passing through the portal. I felt however that this made little logical sense. A player can easily argue that the target point beyond the portal is in range of their Hypnotic Pattern. Distinguishing between what made spells' AoE eligible for portal travel required too much DM fiat.To help illustrate my thought process with Realignment, I visualized some scenarios in Roll20 with our friend Taroo and included them here.

Equator

3rd-level Conjuration
last commentary update: v3

Equator was conceived as a way of exploring battlefield control in the form of "absolute neutrality." Normally the fun in D&D stems from casting the dice and praying to the RNG gods. We hope for the critical successes for that epic moment in battle, and we hope the passing-by evil lord doesn't roll high to insight the group. Even failures work wonders for storytelling; it'd be boring if we succeeded every check. There'd be no thrill. A vast amount of mechanics in 5e involve manipulating the dice in some way, allowing us to gently nudge fate in our preferred direction. Of course, the gods don't have to grant us such deliverance, but that makes it all the more exciting—spending so much resources on modifiers and advantage on a d20 only to have it ultimately fail, for example.For Equator I decided to take all that fun away. It's a spell that says "I'm tired of fate's shenanigans today. Let not Jesus take the wheel." You cast Equator to equalize the playing field and heavily block fate's capricious whims. Limit RNG and suddenly all those optimization and powergaming strategies, charts, builds—you can throw them out. Equator will get you to succeed by sheer force of having you roll merely the average.There's very little in 5e that meaningfully explores this kind of gimmick. Besides Clockwork Soul Sorcerer. So I took that kit and cranked it up to 11. Rolling 2d10 instead of 1d20 mean all ability checks, attack rolls, saving throws, and the like now follow a bell curve with 11 being the average. Nullifying dis/advantage and criticals further enforces the bell curve effect with little being able to modify it. There shouldn't be much to modify it anyway. Replacing the core and iconic d20 can really break the game so there has to some assurance to prevent that. Even the oddballs that bypass the dis/advantage system like Silvery Barbs, Fortune's Favor, and Elven Accuracy needed to be addressed too. Equator may read a bit clunky but the gist of it is: every d20 is only 2d10.A 40-foot cube is quite sizable and nothing to scoff at too; it can cover all manner of smaller skirmishes. If you're in a position that prevents enemies from engaging directly, Equator can entirely boost your party by a decent margin. Rain fire from above and all but guarantee the hits. Still, this is a Frosty spell—which means there's risk to using it and strategic thinking is paramount. Obviously standing in the zone can equally (get it?) boost hostiles as well. Multiattack is much more dangerous and a smart spellcaster will exploit the forced averages to maintain concentration.One of the more interesting parts of this spell is that it's classified as a ritual; it won't cost a spell slot if you take the time to cast it with an extra 10 minutes. Such classification encourages its use in non-combat situations. There's a bit to unpack here with a spell like Equator granting neutralized d20 rolls in out-of-combat circumstances.Skill checks are a big factor. If you can afford the opportunity to take 10 minutes to ritually cast Equator, and a skill check could be accomplished within the spell's 10 minute duration, this confers great utility in the form of the old "Take 10" rule in prior editions. This old rule allowed a character to choose to forgo a d20 roll and set it to 10 when in a calm situation. Equator doesn't actually mimic Take 10, because you're still rolling 2d10—but you're still likelier to achieve an average result. Although Take 10 doesn't exist in 5e because Passive skills like Passive Perception or Insight took its place, a spell like Equator considerably changes how checks can be made with how similar it can be to Take 10. It can make many checks safer to perform while minimizing the risk of low results, such as for:

  1. Investigation checks, like for post-combat looting, searching for traps, or examining an odd room.

  2. History, Arcana, Religion, or Nature checks, if they can be done in 10 minutes, like when trying to recall a creature's weaknesses, discerning the properties of a magical object, or identifying unknown plantlife.

  3. Medicine checks, like identifying the source of a corpse's fatal injury, or mending a person's wounds (if they don't mind waiting 10 minutes).

  4. Athletics checks, like for climbing a cliff or hauling heavy loads.

  5. Checks using tools, like using Thieves Tools for disarming traps, using a Forgery Kit to counterfeit a royal missive, using a Disguise Kit to put together a decent outfit, or using a Poisoner's Kit to craft a particularly difficult poison to work with.

  6. Even social checks like Persuasion or Deception can benefit. Assuming your character can piece that even their social skills are equalized by the spell, and assuming your character can convince others that this ominous-looking magical effect doesn't harm anyone and benefits everyone involved, it can create a consistent, predictable field where your party's face would thrive in negotiations or diplomacy.

Is this overpowered because it can be spammed for any of these examples each and every time for predictable rolls? Personally, I don't think so. There's a big opportunity cost when you cast Equator. Namely, you're nullifying any benefits you might want for situations like these. You're negating boons like Enhance Ability, Pass without Trace, the Lucky feat, and even high-leveled stuff like Glibness. If you rolled low with 2d10, you're stuck with that roll; you don't have any assurances to reroll it and rely solely on modifiers, proficiencies, and bonuses like Bardic Inspiration or Guidance. The DM is also completely in their right to rule that many checks take longer than 10 minutes to accomplish, including many of the above examples I provided. A poison might take long to craft or an Intelligence check might require more than 10 minutes to perform. Additionally, a common style that I've seen around is using checks to determine the quality and amount of time an activity takes; Equator doesn't exactly mesh with that. Finally, and unfortunately, Wizards can't benefit from this spell in scribing spell scrolls to their spellbook. Even a 1st level spell takes 2 hours to scribe. However, Scribes Wizards love this spell for that express purpose; they only need 2 minutes per spell level! They can benefit from Equator for 1st to 5th level spell copying (and even cast this spell ritually as an action)!DMs, carefully consider Equator before introducing it in your game. The spell fundamentally alters d20 rolls to a point where you or your players might not take joy in how predictable, or even boring this spell could make some situations out to be. If this spell's myriad uses out of combat are concerning, you might find it imperative to tune it down or even block the spell's inclusion for that reason alone. Whatever your decision is, it's valid! The main purpose of homebrew, and especially Lux Asterum Phari, is to enhance your group's enjoyment.Finishing this commentary, previously this spell was named Dark Nebula. However I felt that Magic Void (what the current Dark Nebula was previously named) fit the bill better with its effects of obscuring magic. To rectify this spell's lack of a good name, I chose Equator as a semi-punny name with an astronomy theming to it.

Magnetar Motes

3rd-level Evocation
last commentary update: v3

I wanted to create a spell that interacted with metal using AoE. Existing spells of that nature are single target—Heat Metal and Shocking Grasp. And even then, Shocking Grasp just provides the simple bonus of advantage upon targeting a metallic opponent. What prompted Magnetar Mote's expression was a friend's idea of "orbiting projectile that restricts movement (by fear of taking damage)". I don't remember the last time I saw a donut-esque AoE in official content 5e. Because of that, this spell can be quite unconventional. Why a donut and not a simple cube or sphere? Wouldn't that be easier to track? I wanted to really lean in on that idea of whatever you trap in the center having to make the conscious decision to interact with the AoE rather than outright suffer an immediate effect. Do they risk enduring the Donut Damage™? Or do they remain in the center and "safe"? This explores indirect battlefield control and can be a great insight on how your opponents think and fight.As the spell suggests, it works effectively well against metallic foes, whether wearing metal armor or a metal construct. Such creatures generally have decent STR saves as well, so forcing disadvantage on them levels the playing field. This spell also works really well if an enemy heavily relies on physical metallic weapons to disable them. Take heed though! This is a Frosty spell, so consider your own martials attacking them as well if you want them to continue liking you!The ribbon effect is more nefarious than you might think. An arrow that misses its target through the spell would find itself oscillating around the donut AoE. Clever casters could use it as a great way to disarm master-at-arms; if you take their weapon and toss it in the motes, they'll need to succeed a STR check to retrieve it. All in all, I hope the combination of donut AoE, metallic interactions, and indirect battlefield control can come together to make an unique spell.In real life, magnetars are a type of star that have an extremely powerful magnetic field, which is what I wanted to emulate with this spell! Not many spells in 5e that deal with magnetism either, unless you count like… Telekinesis?

Diffraction

3rd-level Enchantment
last commentary update: v3

Diffraction was designed alongside Aperture Magic. The latter boosts your spell's dice to the halfway value while the former was created to be the polar opposite and minimize an enemy's magical potency. Short of outright Counterspelling a caster, or being unable to because modern 5e creature design is straying away from spells, Diffraction is a great option to stymie the threat of a magical creature. Its functionality was made to be similar to spells like Blindness / Deafness. If it were a concentration spell, it likely wouldn't've had the ending clause of being able to repeat the save to resist the effect. Diffraction can be devastating, and even one turn can really shut down a caster and turn the tide of battle—a Fireball goes from average 28 damage to 8, without accounting for saving throws or resistances. To balance for that, those affected by this spell should be given continuous opportunity to break free. And I don't think having that ending clause would combine well with concentration; the cost would be too great. Plus, if you're targeting a Wizard or other intelligent creature, it's likely they'll succeed anyway unless you spend more resources to lower their chances.Previously this spell only affected a target's spells, but as we move more towards spell-lite creature design philosophy in modern 5e, less and less creatures cast spells and opt for simply spell-like actions. Like 3.5e. Diffraction was updated to account for that, but it also introduces some ambiguity of what exactly is considered a magical action. The DM will have to arbitrate the origins of a creature's abilities and if they're affected by this magic-restraining spell. A part of me thinks this could serve as a fun opportunity to research upcoming targets, bounties, or monsters your party might encounter. Are they a caster? A large beast? Is what they do magical or is it physiological? Maybe both?
Diffraction's name comes from the process of which light (or other waves) are spread and bent as they pass through or around an obstacle. Essentially, the spell is heavily interfering with a creature's magical prowess by dispersing it like light! Oftentimes diffraction is accomplished through openings called apertures, which was how Aperture Magic was named.

Prismatic Echo

3rd-level Evocation
last commentary update: v3

It can sometimes be difficult to quickly examine and poke at a creature to discover their weaknesses and resistances. Most spells that do damage only deal one type. Multi-typed damage-dealing spells tend to fall into a couple categories: select only one of few (Chromatic Orb, Dragon's Breath, Fire Shield, Wrath of Nature, Glyph of Warding), are unpredictable (Chaos Bolt), or are locked behind higher-leveled slots (Flame Strike, Prismatic Spray/Wall, Bigby's Hand). Really, the most accessible spells of this nature are Hunger of Hadar, Storm Sphere, and Ice Knife, the last two of which include minor impact damage of bludgeoning or piercing respectively before dealing their main elemental damage. Unless you're a Scribes Wizard or a Sorcerer who doesn't mind spending sorcery points on the Transmuted Spell metamagic, your ability to draw out vital resistance/vulnerability information is limited to how many turns you can afford to spend. Barring magic items, other abilities, and in-game lore research, of course.Prismatic Echo is an accessor spell made to fill in this gap. The primary purpose of this spell is to test a creature's reaction to various common damage types (acid, cold, fire, lightning, poison, and thunder). Quickly you can ascertain key information on how they resist these damage types, are vulnerable to them, or have some other interactions. Should you find a particular weak spot, you choose that damage type to echo at the end of their next turn and exploit it even further.In terms of damage, I homebrewed this spell to be somewhat on the weaker end. 6d4 initial damage is poor for a 3rd level damaging spell. Combined with the echo damage, 10d4 is nothing to write home about in a 3rd level spell when you're competing with Fireball's 8d6 to multiple creatures. The true value of Prismatic Echo is its information gathering aspect. Discovering an enemy's flaw will easily allow you to form strategies to capitalize on it. Discovering an enemy's resistances or absorption traits will inform you to avoid those damage types. This might not useful for veterans with metaknowledge of the game's bestiary (even if their characters might not know and they roleplay their best to convey that), but chances are, if your game is using Lux Asterum Phari, the DM might be also including homebrew enemies as well.Your Scribe Wizard will also drool over this spell.

Stellar Wind

3rd-level Evocation
last commentary update: v3

Some Wall spells, like Wall of Ice / Force / Stone, are very fun. Take Wall of Ice: you get ten 10-foot square panels to arrange into a squiggly sculpture of frost and torment everyone around it. These spells are 5th - 6th level though, so it's not every day you get to see their splendor. I homebrewed Stellar Wind with a similar but distinct mechanic when approaching it. These Wall spells allow you to arrange the panels in any configuration you like. What if, instead, our homebrew spell is made so it must originate from the caster? That limitation can definitely lower its potential spell level since the range is now merely "self".To add onto this, Wall spells tend to stick around. You know. As walls. But Stellar Wind is instantaneous! So we can get extra spicy for determining what it can do. After all, unlike the Wall spells where you're carefully determining how to split the battlefield, Stellar Wind just has you attempting to clip every enemy and avoid every ally. Ultimately I couldn't fight my bias for versatility decided to offer two options that both befit what solar wind actually is.The Ionizing variant has creatures make CON saves or take lightning damage. On a failure, they must also spend movement on their turn or face suffering additional lightning damage. The Repulsing variant has creature make STR saves or take force damage. They also get pushed back. Both variants possess different damage dice and different targeted saving throws: effective against certain targets. Both variants as well proffer different ideal configurations. An Ionizing Stellar Wind wants to target creatures in melee range, forcing them to choose between more lightning damage or the risk of Opportunity Attacks. A Repulsing Stellar Wind wants to target creatures to move them towards more beneficial positions to capitalize upon (like, say… off a cliff). In a way, both variants involve movement, just one is by choiceBecause both variants have different damage dice, I opted for the upscaling aspect of the spell to increase in panels and further the range.

Lightspeed

3rd-level Transmutation
last commentary update: v3

Teleportation spells are often getting you from point A to point B. And unless you mishap, you're gonna be skipping the journey. What if these teleport spells didn't have to do that? Stargazing is often about the journey rather than the destination, and Lightspeed was homebrewed to capture that feeling. Instead of ferrying you to a singular point, Lightspeed gives you 100 ft. fly speed and encourages you to spend it however you like. Think of it like an upgraded Kinetic Jaunt that lasts until the end of your turn. This spell ends up acting as a very effective scouting tool, allowing you to reconnoiter deep dungeons without needing to make a guess with Dimension Door.I find that Lightspeed works well for a 3rd level spell. Both Misty Step and Kinetic Jaunt are 2nd and Dimension Door is 4th. In the middle, Thunder Step is 3rd and has a range of 90 feet, a damage component, and you can bring someone else along with you. Those two elements can be exchanged with Lightspeed's benefits and similar range and be around the same power level.When you use this spell to transform yourself into pure light, you also gain a hefty number of damage resistances. While most of these make sense, like fire having a hard time trying to burn a being of literal light, its exceptions can be difficult to understand at first glance. Thunder is an odd one, but I found that thunder is an effective force that disrupts and bends light waves with vibrations and shockwaves. For psychic damage, you still have a mind even when you're a constellate being of light, meaning you're still susceptible. And for force damage, it typically represents raw magic or energy and should rarely be resisted.

Wall of Nebulae

3rd-level Evocation
last commentary update: v3

I was gushing about loving Wall spells when talking about Stellar Wind that I just felt like I ought to design my own. Big hurdle I faced though: Wall of Light already exists and that's pretty light-y. So I gotta turn to the cosmic theming. Most Wall spells do some sort of damage or have some other interesting effect, and I'm keener on the latter. Wall of Sand is among the weakest Wall spells but it blocks line of sight and blinds passersby. Wall of Water starts the trend of turning a wall into a ring, and its secondary effect is… well, doing watery stuff like dampen fire and projectiles. At the time of designing Wall of Nebulae, I already had designed Asterism and I was really proud of that one. Asterism acts as a sort of pseudo-wall, so this spell needed to have its own distinctiveness.In the end, I didn't feel like damage was appropriate. Cold damage that could reasonably represent nebulae is already explored via Wall of Ice. What else could it have been, Wall of Psychic Damage? Well, that doesn't sound too bad in hindsight, but my main thought was using Wall of Nebulae as a method of fortifying a particular position. Wall spells can generally accomplish this, but they're mostly corporeal and can greatly constrain your own party's movements if poorly placed. So rather than limit movement, I wanted Wall of Nebulae to be a Wall spell in spirit. It doesn't block line of sight (for the most part) and you can still pass through it. What kind of effect could it have if it's so lightweight like this? Being able to magically reduce inertia.What if Wall of Water's dampening of projectiles could apply to everything with Wall of Nebulae? If it must pass through the wall, then the nebulae will reduce its potency. It secures the defender's position akin to a trench and forces hostiles to approach and engage if they can afford it. And unlike most Frosty spells, this spell doesn't sport much foreseeable detriment; if you wisely designate the diminishing side of the wall your party will be safe. I wanted to also diminish the potency of healing spells to account for the fact that melee enemy fighters might be unbothered in engaging. However, healers and clerics would struggle to top off their frontline warriors unless they risk also engaging.Wall of Nebulae also has the benefit of unique upcast scaling. Higher leveled casts allow for even more diminishing of damage or healing. A 5th level Wall of Nebulae is strong battlefield control with its 4d4 reduction on attacks passing through. That's average of 10 less you might be suffering per hit.

Tarot

3rd-level Divination
last commentary update: v3

Tarot is a result of wanting to explore the aspect of fortune-telling commonly used in astrology, one of the themes of these Starlight spells. As I so love to do in my homebrew spellcraft, there's a clear gamble with using this spell. Tarot is for the high risk/reward casters that enjoy the thrill of nudging the stakes in a battle. When you make a prediction with Tarot, you're essentially announcing your intentions and inviting your allies to ensure it comes to pass and your foes to prevent it by any means. The best method of using this spell is in a situation where you can maximize your chances of any particular option, such as choosing Death and defeating a low health enemy or Temperance and hiding away. Still, a prediction spell such as this is a great choice for players who enjoy tactical thinking and being rewarded for their shrewdness. For DMs, it's a fun mix-up when a hostile caster uses it; it forces the players to rethink their entire strategy and can make for a memorable encounter.This spell is extremely bizarre with how many mechanics it alters and how specific it requires you to be when you cast it. You can only cast this spell at the beginning of your turn. Otherwise you can exploit it by doing the very thing you were going to predict and casting the spell after you accomplished it, gaining inspiration without effort. There is some precedent here with the Rogue's Cunning Action: Aim only being usable if the rogue had not moved that turn. Second, this spell breaks a cardinal rule in 5e's casting system: it lets you cast another leveled spell during your turn, not just a cantrip. Why? Let's consider the Magician option. If you weren't allowed to cast another leveled spell, you're limited to only cantrips and magical actions. Barring magic items and subclass features, the majority of your options here are saving throw cantrips. That makes the option much less appealing in my opinion. I considered extending the time limit so that the prediction is judged at the end of your next turn, but that too is unfortunately unbalanced. It would give you two chances to fulfill the Strength and Death options, where the intent of the spell is that you're predicting your current turn. I personally don't think having this spell break the cardinal rule is that sinful; Tarot is a gamble spell after all. Your reward on a successful prediction is inspiration/advantage and your punishment for a failed prediction is disadvantage at the DM's whim. Having the risk baked in can allow it some leeway in its rule-bending and reward thrill-seeking or tactically-focused players with a unique mechanic. Besides, I feel like there's an elephant in the room when we talk about this problem. Silvery Barbs. 1st level spell, reaction (therefore not counting against your action economy), it doesn't interact with the disadvantage system when forcing the reroll, and it guarantees advantage to a creature you choose. It's extremely good. Too good. You could even use it to force a reroll on a trivial d20 roll and bestow advantage for a much more important one. Tarot, in my opinion, can scarcely compete.I want to comment on the spell's requirement for the predictions to be in relation to "at least one or more hostile targets of at least mild threat". I always felt wording like this read as video-gamey. Still, I lifted the phrase from Matt Mercer's Blood Hunter homebrew class, specifically the Profane Soul subclass's Undying Rite Focus trait. The Blood Hunter is very much not official content but it's so popular that it's kind of in this pseudo-official territory. I myself love it to pieces (if that wasn't obvious from my love of Roscoe and Lýtingr). What I mean is that there's some valid precedent of this wording's existence. For that Blood Hunter trait, its wording was to prevent abusing an infinite healing exploit. It's easy to take a Bag of Tricks, yoink a tiny critter from it, and slay it for healing. With Tarot, any of the prediction options could easily be exploited the same way. I view the wording as a necessary evil for designing fun options for a unique spell, but minimizing unintentional, overpowered misuse. Even if it doesn't entirely make logical sense. (Though you could flavor the Blood Hunter limitation as the patron being ill-satisfied from such a lowly sacrifice as I had before and Tarot's limitation as the fates demanding worthy action to justify their calling.)

Crystalline Preservation

3rd-level Necromancy
last commentary update: v3

I wanted to make a spell that interacted more with Hit Dice. Revitalizing Glow was the small dip in the water, plus Wither and Bloom was the pioneer for this concept of magic. Hit Dice is usually spent to recover health during short rests, but what if you can frontload that healing? I homebrewed Crystalline Preservation as a way to do that.But I didn't want it to be a simple "take one Hit Die and heal it," because then it'd just be a worse Cure Wounds or even Healing Word. Also, we got feats and magic items that do that. Instead, I wanted it to be a preparation spell and ideally cast during downtime, much like a short rest. Crystalline Preservation was conceived to be like a backup emergency heal that one would use almost like a healing potion.Most healing spells feature some upcasting progression that increases restoration. You can't really do that with Hit Dice as easily. So though this spell doesn't have any upcasting, I designed it so that the spell is allowed to store up to half of a creature's Hit Dice. Meaning we've got a soft upcasting of sorts!Balancing this spell is difficult but an interesting challenge. Crystalline Preservation isn't the foremost spell you'd cast at level 5 where a full caster learns 3rd level spells. At this level, an equivalent Cure Wounds's 3d8+mod is much better statistically; you can't get more than 2 Hit Dice if you cast Crystalline Preservation so even a Barbarian's 2d12+mod is lesser (even if it's a miniscule loss). Crystalline Preservation's value grows upon leveling up and crossing the tiers of play. A level 10 Barbarian can store 5d12 Hit Dice, which means a 5d12+mod heal averages to 32.5 - 37.5 depending on the modifier. That's a sizeable amount and very efficient for a 3rd level spell slot. Of course, while much higher than an equivalent Cure Wounds, Crystalline Preservation requires two actions to fully cast—one to store the Hit Dice and one to release the healing—meaning that it's much less efficient in the midst of combat.This spell rewards foresight and, of course, means there's a choice at play here. Casting a 3rd level spell during the first two tiers of play is a big cost that could be used for all manner of different spells. There's no guarantee that Crystalline Preservation might be used, but you might have spent that last 3rd level slot when you needed Dispel Magic to disenchant a magical trap… The other consideration is that it prevents the Hit Dice provider from using these Hit Dice while they're being preserved. They can't be used during a short rest. Naturally (get it?), you can end the spell prior to a short rest if the Hit Dice are needed then (since a short rest adds CON mod to every roll), but then that's a wasted 3rd level spell.DMs will have to exercise caution when Crystalline Preservation is used on NPCs. NPCs typically have a much higher amount of Hit Dice and are calculated differently, meaning this spell could absolutely be abused with a friendly dragon ally to a party. Consider limiting the potency of this spell when used in such occasion or only have the NPC offer a limited amount of Hit Dice. After all, RAW the spell's description states the touched creature decides the amount of Hit Dice to provide.A quick commentary on the necromancy classification of this spell. Most healing spells in 5e are classified as evocation and are now becoming abjuration in the One D&D playtests (as of April 2023)! They were even conjuration before 5e. I'm one of the folks that believes the older editions' classification of healing spells as necromancy was the most fitting. Necromancy's theming in my mind revolves around the manipulation of life and death, which is more fitting than any other school of magic. Still, the schools of magic and classification of spells are so muddied and nigh-interchangeable that it's really mostly used as a consideration for their interactions with other features. Crystalline Preservation is absolutely necromancy due to its nature of siphoning of a creature's natural healing processes and storing it away. You are borrowing a creature's ability to recuperate.Anyway and finally, when balancing this spell I made a chart comparing different healing options and their statistical averages. You can check it out here:

Healing SourceDice (mod +4)Average
Healing Word - Lvl 33d4+411.5
Cure Wounds - Lvl 33d8+417.5
Aura of Vitality - Out of combat20d670
Crystal Pres - 2d8 hit dice (half of level 5 PC)2d8+413
Crystal Pres - 2d10 hit dice (half of level 5 PC)2d10+415
Crystal Pres - 2d12 hit dice (half of level 5 barb PC)2d12+417
Crystal Pres - 3d8 hit dice (half of level 6 PC)3d8+417.5
Crystal Pres - 3d10 hit dice (half of level 6 PC)3d10+420.5
Crystal Pres - 3d12 hit dice (half of level 6 barb PC)3d12+423.5
Crystal Pres - 4d8 hit dice (half of level 8 PC)4d8+422
Crystal Pres - 4d10 hit dice (half of level 8 PC)4d10+426
Crystal Pres - 5d8 hit dice (half of level 10 PC)5d8+426.5
Crystal Pres - 5d10 hit dice (half of level 10 PC)5d10+431.5
Crystal Pres - 5d12 hit dice (half of level 10 barb PC)5d12+436.5

Cascading Coment

3rd-level Evocation
last commentary update: v3

Cascading Comet was designed on the premise of a spell continuing to grow in power and effect until a caster's luck runs out. This is sort of explored in Rainbow, but I wanted to explore this through a different angle via an instantaneous, cold damaging spell. And I suppose this also lines up with being a Frosty spell from its risk/reward nature. Huh, I punned there and it wasn't intentional.I like to think of this spell as a supercharged Scorching Ray. Scorching Ray is simple and consistent. 3 attack rolls, 2d6 damage each, done. For Cascading Comet, you continue to make attack rolls until you inevitably miss. You are rewarded for multiple successions by increasing the damage of each consecutive attack, but your attack roll incurs a -1 penalty each time. Just so the probability will eventually work against you and not make the spell overpowered. Do you go for Scorching Ray for the simple consistency and assured 3 rays? Or do you gamble and hope you don't miss with Cascading Comet's first attack and end the spell?A gamble like this puts a spotlight on spells like Scorching Ray. Why should you cast Cascading Comet instead of upcasting Scorching Ray? To further reward the risk, I added the element of cumulative impacts against a single target causing increasing debuffs. It was pretty fun imagining the different types of cold-related debuffs one might suffer when being struck by multiple shards of a comet. To me, the best use of this spell is during a period where you have multiple bonuses to attack rolls or a consistent way of gaining advantage. Bless, a Peace Cleric's Emboldening Bond, a Clockwork Amulet, a restrained target, and Faerie Fire are just a few that come to mind! Cascading Comet benefits significantly more from teamwork than Scorching Ray can hope to!

Twilit Convalescence

3rd-level Evocation
last commentary update: v3

Most methods of healing are instantaneous as you often want them to be. This spell, on the other hand, isn't. It was concepted to be a sort of blend between protection and healing with a unique mode of delivering the latter. Healing spells and features are fine and all, but they cost action economy. That's action economy not being spent to resolve an encounter or defeat an enemy. In any multiplayer game, a healer or support role contributing to damage (or accomplishing a goal) in a cooperative environment reigns supreme over one that doesn't. Simply put, if you can optimize action economy by preventing the need to heal, then that's the golden strategy.Twilit Convalescence is an attempt to combine both worlds with its two components, the goal being to encourage bold moves and brazen temerity in combat. First, it reduces incoming damage to an ally within 60 feet of you (that's a large radius!) by 1d4. This is quite literally the minimum possible common die roll. So individually it might not mean much, but across a whole round of multiple attacks or a swathe of damage blanketing an area, that'll add up. Each time the spell reduces damage, it adds that number to a pool of points. At the start of the caster's next turn, the spell will end and the second component activates. The caster can distribute healing to any ally within that same 60-foot radius based on the pool of points accumulated. Cure Wounds is a spell that reacts to damage, and a spell like Shield of Faith is a proactive spell that hopes to lessen damage by way of increasing AC. Twilit Convalescence is both. It still takes an action to cast, but the hope is that, by casting it, you're egging on your party to focus on the offensive knowing that the damage against them will be somewhat lessened. That proactive aspect of the spell allows for its reactive secondary aspect. For example, your Fighter got severely damaged by a hydra's heads, so you focus all the action-free healing at the start of your next turn on restoring them up. In turn, this also enables the caster to be flexible with their tactics next round too. Another caster might be panicking trying to cast Healing Word to prevent the Bard from dying on the ground, but a caster using Twilit Convalescence can rest assured knowing the Bard will return to consciousness no matter what action economy they do. That caster is free to blast the enemy.Despite all these arguments I was making in favor of it, Twilit Convalescence is a risky spell. Against a smaller amount of opponents or opponents who focus on single attacks or blasts, this spell's effectiveness leaves something to be desired and may not even match an equivalent level Cure Wounds. Perhaps even your foes might have a different focus in mind instead of trying to hurt the party, like using crowd control or other means of manipulating the battlefield in their favor. In that case, Twilit Convalescence could even be completely ineffective. However, in the perfect situation against a multitude of enemies or you're certain to receive many instances of damage, this spell will shine. A single AoE against 3 PCs is 3d4 reduced and 3d4 healing. And that's only one instance of damage. A dragon would still have its multiattack.A lil fun note on the name of this spell. Convalescence refers to gradually recovering one's health after injury or ailment. In that same sense, this spell gradually reduces the damage one might take and restores health after a moment or two.

Prism Nexus

3rd-level Conjuration
last commentary update: v3

I once designed a homebrew encounter where the faction my party was battling employed mages that would summon "Anchor Stones". This faction's vanguard were fashioned with crystals that were attuned to these Anchor Stones and they could use a bonus action to teleport back to the Anchor Stone within a certain radius. They were notorious for charging headfirst and ferociously attacking without abandon, a very deadly troop of warriors. They knew they were in little danger, for because at the end of their unrelenting assault they shunted back to the safety of the Anchor Stone in the backlines. Thus the mages were given free rein to rain fire from above without fear of harming their own countrymen in their AoEs. And the warriors returned close by to guard any flanking force. It was a very memorable fight, since my party's usual strategy was completely countered by the combination of the faction's evasiveness and overpowering recklessness. My players had to really think on how to quickly shut off the Anchor Stone. It lead to the awesome moment of the party's Rogue Readying his action to swipe the crystal from a charger and use it himself to teleport to the Anchor Stone and disable the mage who summoned it, stranding the other warriors and allowing the rest of the party to capitalize on the advantage gained from their Reckless Attacks.I wanted to recapture that fun and present it as an option for players, leading to the conception of Prism Nexus! Like how my faction utilized it, you too can use Prism Nexus to allow your frontline Fighters, Paladins, and/or Barbarians to charge in and teleport back. Unfortunately, I couldn't design Prism Nexus to have the same 120-foot radius as the Anchor Stones without raising its spell level, so I settled on a 30-foot radius as a decent range. A base 30-foot radius is about the same for the movement speed of most PCs, allowing for good maneuverability and an extension of your party's reach. I also wanted to give Prism Nexus some flexibility in its radius so I elected to have its upcasting increase the radius; a 5th level Prism Nexus's 40-foot radius could be invaluable in certain situations.The idea of translating these Anchor Stones to a playable spell was to open the floodgates of creativity. There's way more uses than how the faction used it for aggression! Another option is that a caster could teleport across a wide gap, then cast Prism Nexus so they could pull in the others in their party! Prism Nexus could be cast prior to an ambush so your group could surprise attack your quarry and teleport back to the shadows; they'll never know what hit 'em.

Embrace Umbra

3rd-level Transmutation
last commentary update: v3

I first designed Lightspeed, a spell that transformed you into light and allowed you to move very fast for the rest of your turn. But what is light without shadow? Thus Embrace Umbra was born. But it's not enough for a spell to simply use shadow magic, these are Starlight spells after all! Not only is umbra a word often used for the shadow of a celestial object, but the idea of embracing it lead to the concept of merging with your own shadow as a movement tool. Turns out, when you brainstorm names first and go for alliterations, you get a neat spell concept! To put an even more cosmic twist on it, the crystal used in these Starlight spells store liquid light. So instead this spell is in the subset of inverted spells in that converts it into dark light, interacting with dark matter and enabling such merging.Shadow magic is surprisingly unexplored in official 5e. Most of what we get are spells that generate magical darkness like Shadow of Moil and Darkness, or something like Hunger of Hadar where it isn't technicallydarkness but might as well be. The closest unique interaction we've got is Shadow Blade granting advantage on attacks made in low light areas. Lux Asterum Phari may be focused on starlight and its prismatic energy, but darkness is equally a core component of the cosmos so I wanted to explore this angle as well. Lightspeed is a movement spell, and when thinking of its counterpart, I wanted Embrace Umbra to be one too. What better way to move as a shadow would? A classic trope in storytelling, both fantasy and otherwise, is the idea of a sourceless or living shadow walking about, a potentially frightening terror that might lash out at any moment. This also exists in D&D too; there's literally a Shadow statblock in 5e. What mechanics can we pull from that concept in mind?Merging with your own shadow is funny and bizarre if you think about it. Without a physical body to cast the shadow, what is actually casting your shadow? Not wanting to break my brain, I opted to employ the idea of your shadow being cast from an invisible, nonexistent version of yourself. So instead of acting like a blurry, circular shadow from a low-poly video game, your every movement could be reflected in your own merged shadow. With that in mind, each aspect of the spell seems rather straightforward:

  1. Anchored. What is a shadow if not cast on a surface? Except, y'know, the Shadow creature.

  2. Weightless and incorporeal. Shadows don't have weight or mass and thus can't really be physically interacted with.

  3. Half cover. The act of reducing yourself by one whole dimension into a 2D figure is probably a good justification for this! You're much harder to target.

  4. Damage resistances. Most damage types simply don't interact with shadows very well. Have you tried poisoning a shadow??? There's three exceptions to this. Radiant is the obvious counterpart to darkness. You still have a mind when you're merged with a shadow, thus you are still susceptible to psychic. And force is the essence of raw magic or energy and should rarely be resisted.

  5. Stealth advantages. I like this particularly because it encourages you to stick to the shadows to maximize the benefit of stealth. You're not required to be tethered to sources of shadow, but you could be darn certain that a random shadow swooping in on an enemy camp would be noticed. I also included the minimum threshold for Stealth checks in darkness to emphasize that it's much easier to blend in with literal shadows if you're one yourself. So even a clumsy Wizard could match a Rogue in this instance.

  6. Entering enemy spaces and squeezing in tiny gaps. In 5e, most amorphous creatures can squeeze through tiny openings. So can the Shadow statblock. This makes sense to me. As for entering and stopping on a hostile creature's space, well, you'd only be interacting with their shadow, yeah?

  7. Ignoring difficult terrain and no extra movement for climbing. This is a bit more difficult to sell. In instances of physical difficult terrain, like the rubble of castle ruins, this is easy to picture and makes sense. As a sourceless being you wouldn't have difficulty climbing over debris, and unlike a Shadow creature, who can unmerge at will and act like a corporeal creature, you aren't corporeal. This gets muddy with magical difficult terrain, like the aforementioned Hunger of Hadar. In that case, would moving through the cosmic void cost extra movement? Perhaps! I would leave this up to DM discretion, as listing many exceptions in the spell description itself would bloat it too much, I feel.

  8. Cannot submerge in liquid. I think it's important to make a distinction here in this property's very specific wording. Liquids are a surface, which means, while melded, you can walk on water thanks to the spell's wording of not being able to submerge in liquid. Shadows can very much be cast underwater though, simply because that’s just how light works. Think about it like this: how does a shadow transition from above water to below water? It's the source that transitions with the shadow that follows. And, while melded, you don't have a source, so you can't exactly transition. However, let's flip things around. If you're presently underwater and cast Embrace Umbra, this spell can function. Because you as the source are underwater. You are not actively submerging.

All this leads to the main drawback of this spell and why it's categorized as a 3rd level spell as opposed to something higher for the amount of utility it provides. You're briefly abandoning your source while melded. Therefore, it's quite difficult to manipulate anything in the world. In fact, it’s impossible. How do you cast a spell if your hands aren't there for the somatic component? How do you attack with a scimitar if your physical weapon is melded with you? How can you make noise if there's nothing to make noise from? You get the point. While it's still possible to be damaged because your form is your shadow while melded, your options are purposefully limited. This also serves as a fair gameplay balance rule to an otherwise very potent tool for any caster. Effectively, this makes Embrace Umbra a spell primarily used for scouting, reconnaissance, and observation. It's also quite practical for sneaking across a long distance, especially if your game features a shadowy realm like the Shadowfell.To cap this commentary, Embrace Umbra is additionally limited to only affect the caster with a range of self. Not only was this done to mimic Lightspeed, but it also suppresses strategies like melding the Rogue or the Paladin and having them sneak up to absolutely nova down a tough creature. Of course, Paladins could potentially prepare the spell if the DM deems it appropriate for their character, but 3rd level spells on Paladins are acquired much later than a 3rd level on a fullcaster.

Transmute Weapon

3rd-level Transmutation
last commentary update: v3

Weapons are fun™. Sometimes you find a magical weapon and it possesses an awesome enchantment, but it's just a weapon you can't use, a weapon that would be much better in another form, or it's just simply boring. Transmute Weapon was designed to offer temporary customization to weapons you discover out there in the world. It emphasizes creativity to overcome specific obstacles and adapt to different combat scenarios. One quick example being a Flame Tongue greatsword transforming into a longbow to exploit the fire vulnerability of flying, icy creatures. Even nonmagical weapons with interesting enhancements could be transmuted as well, like an adamantine dagger found in a random dungeon's chest becoming a sizable maul to crush buildings and structures. This spell adds incredible depth to any martial's arsenal with its ability to optimize even weaker magical weapons into something worthwhile.You can push the boundaries of magical weapons that exist in only one form, like modifying a Staff of Striking from its meager quarterstaff form to a formidable greatsword, changing it to an extremely vicious +3 weapon with bonus damage. Or a Dagger of Venom, normally ideal in the hands of a Rogue, turned into a hulking halberd for the Paladin's delight. And on the flipside, a Paladin's righteous Duskcrusher, a radiant warhammer, turned into a concealable dagger for the inquisitive Rogue.Transmute Weapon's purpose is to shift the base properties of a weapon from one form to another while keeping its enhancements and unique attributes. Let's take a simple Moon-Touched Greatsword as an example, where the Moon-Touched enchantment causes a bladed weapon to shed light in darkness. Greatswords are martial weapons with the Heavy and Two-handed properties. If we cast this spell and transmute it into a Moon-Touched Handaxe, we turn it into a simple weapon with the Light and Thrown properties. It sheds (get it?) its greatsword properties for the handaxe's, all while keeping its glow effect (that normally isn't available for handaxes). With this, we can now let our Halfling Fighter friend (who just so happens to specialize in thrown weaponry) wield it without suffering from the Heavy property giving them disadvantage on attack rolls and being able to see in darkness.Besides its main shifting effect, the spell has a bunch of other uses too. In a pinch, this spell can also infuse the magical property to a mundane weapon and allow it to fully damage incorporeal creatures. The Magic Weapon spell can also accomplish this but from my experience it's seldomly used. In another situation your weapons might be confiscated but your Ranger is very attached to their Dragon Wing Longbow. Casting this spell and turning it into a tiny dagger can let them better conceal it on their person. And, as an action, you can end the spell and let them wield their bow once more when combat breaks out. Thirdly, you can cast Transmute Weapon alongside Disguise Self to give yourself an edge in impersonating soldiers or guardsmen by mimicking their weapons of choice.Though enabling many interesting solutions limited only to the imagination, this spell has its own balancing constraints. Let's talk about them.

  1. Both the original weapon and the form of its transformation must be simple or martial. This prevents most improvised, natural and siege weapons from being transmuted. Items like Alchemist's Fire, Holy Water, and Thrown Oil are considered improvised weapons, and this spell's definitely not intended to transform those. I also didn't want to enable absurd uses like turning your Holy Avenger into a trebuchet. To be honest though, I'd allow exceptions with Rule of Cool if a player was creative.

  2. You must have seen the weapon you want it to turn into. You can't turn any weapon you see into a double-bladed scimitar, which is typically a secret esoteric weapon. If your game uses other exotic weapons, this could also apply to them.

  3. You can't transmute sentient weapons or Artifact weapons. Sentient weapons contain self-aware spirits with character and personality. Trying to change its form would be akin to casting Polymorph on a creature. It requires more power than this spell should be capable of channeling. And even then, should it even be possible, I would imagine the weapon gets a saving throw to potentially resist. On the other hand, artifact weapons are a step above legendary rarity. They're often extremely potent weapons forged through extremely complex means and/or with incredible world-shaping power / magic. A third level spell can't hope to mutate something as powerful.

I mentioned it earlier above as an example, but this spell is most comparable with Magic Weapon. Magic Weapon is a 2nd level bonus action concentration spell that grants a +1 magical bonus to a nonmagical weapon. At first glance it can seem that Transmute Weapon powercreeps Magic Weapon. Why doesn't Transmute Weapon also require concentration? I was admittedly see-sawing between requiring concentration or not when designing the spell, but ultimately I decided to not require it on the basis that Transmute Weapon isn't innately a direct, meaningful upgrade. Its only pure upgrade is suffusing a nonmagical weapon with the magical property to fight resistant enemies. Conceivably this spell's best use is transforming a weak weapon into something your martial ally might thrive with, but the circumstances to enable that are quite dependent on your campaign and your party's access to such weaponry. A DM might be stingy with their game's loot. In which case, Magic Weapon is leagues better since it doesn't require a preexisting "good" weapon. It confers a flat +1 bonus, and that's not only a decent boost at the time you get 2nd level spells, but it's universally applicable to any nonmagical weapon. Transmute Weapon might turn a dagger's 1d4 damage to a greatsword's 2d6, but unless a dire situation calls for it, you don't need a 3rd level spell to accomplish this for mundane weapons. You'd just want a greatsword on hand. It doesn't increase the DPR of a character unless you've got the components of a good enchantment on a simple weapon and transmuting it to a higher-damaging martial weapon. It's for this reason why I think this spell fits my vision of being non-concentration. Who knows though? Perhaps with further playtesting we might discover that Transmute Weapon's totally busted.Last on the docket for this rather extensive commentary is that while this spell mechanics don't scream Starlight magic, I like exploring unique interactions with this game's systems enough that I just don't mind. I'd rather not force myself to arbitrarily limit myself on ideas that perfectly fit the cosmos bill when I can flavor any homebrewed spell with such theming. Plus, a liquid light mold? Now that's rad.UPDATE: Okay that was a lie, this is the last thing. With One D&D around the corner and a new edition coming in 2024, this spell has an even greater benefit if translated over to that system. Weapon mastery properties are often unique to specific weapons and being able to shift between masteries is a neat boon for your martial allies. If it survives the UA playtesting phase, that is.

Retrograde

3rd-level Transmutation
last commentary update: v3

Spacetime, as a result of being deeply intertwined with the cosmos, is heavily involved in Starlight magic as well. Being able to manipulate time might be more in the realm of a chronomancer or a Chronurgy Wizard, but it's not something we can't play with as well. We see this in other homebrew spells here, like Paradox and Relativity. Playing with time is very dangerous though, so both those two, as well as Retrograde, are in the inverted spells subset due to their mechanics being particularly riskier than a typical spell here. When I thought about these two aforementioned spells I designed earlier, I noticed they both twisted time in an area. So, what about a creature?Well, we got that already. It's Time Stop. A 9th level spell. So it's gotta be something less powerful than that! Granting yourself more turns in a row is already incredibly powerful, so what if we can go back in time? But isn't that… absurd? Even the Wish spell struggles with resolving something like this. And that's another 9th level spell. And if I want this spell to be, at max, a 6th level spell to remain with my homebrew's scope, then it's gotta be much less potent. Maybe then, instead of sending a person back in time in their entirety as if through teleportation, what if we rewind what happened to their body to reverse what happened to it?One cool interpretation I've seen of healing magic is taking a person's wound and telling their body that the wound never happened, causing it to seal up in order to correct this supposed discrepancy in time. Retrograde was built upon that idea—a spell that reverses what happened to a creature's body from the last 6 seconds. Because it's a 3rd level spell however, it's balanced to be hazardous when trying to manipulate something as erratic as dark energy. And though this spell can potentially have three functions all combined, there's an innate risk for each of them. Let's go through each property.The first property is reversing damage. You choose one instance of damage the creature received last round, and it regains 2dX hit points, where X is the die type of that damage. For example, if you were hit with a Fireball, whose damage is 8d6, Retrograde would restore 2d6 hit points. Though this property's the least risky overall, the 2dX healing isn't ideal if used alone. Unless the damage's die type was a d10 or a d12, it might simply be better to use an equivalent level Cure Wounds. Especially since Retrograde doesn't add the caster's modifier to the HP regained (because this isn't technically healing—it's reversing damage via rewinding the body through time). This property also comes with the obvious caveat that the creature can't regain more than what they lost, specifically for that instance of damage.Let's consider the following hypothetical scenario of a single round: if a giant warrior's greataxe attack struck you for 1d12+5 damage and they rolled 1+5, the 6 damage isn't that threatening. But a giant shaman's spell blasted you for 12d6 damage, dealing way more. If you were to pick the d12 from the greataxe, 2d12 restoration can't be higher than 6; not the total amount of damage you accumulated that last round.Other than this scenario, this property of the spell can be useful in the uncommon situation of wanting to restore hit points to an undead or a construct without other means of doing so, for the same reason as mentioned before in parentheses. Useful in the case of not having Life Transference or Negative Energy Flood for healing undead, or Mending or Fabricate for constructs.The second property is reversing a condition. You choose one negative condition the creature is suffering from via a failed saving throw and allow them to reattempt it. While the Cauterizing Corona spell in this homebrew achieves a similar effect, Retrograde isn't limited by what type of condition. Any negative prolonged effect is eligible to be reversed, even grappled or restrained (in which I imagine the body bursts free if successful). Comparatively, Cauterizing Corona, though it comes with the condition (get it?) of the ally needing to suffer a small amount of fire damage, does grant them advantage on the saving throw and isn't limited to an effect from the previous round.In many situations it might simply be better to cleanse the condition yourself with Lesser Restoration than risk a failed saving throw. Even if it were an effect caused by an enemy's ability, you'd have to weigh the efforts between using Retrograde and damaging the enemy enough to force them to lose concentration (if it is such kind of effect). If a condition was brought about with a great deal of damage, Retrograde might be preferable to Cauterizing Corona.The third property is reversing resource expenditure. This is by far the most powerful and subsequently riskiest option, allowing you to choose a multi-use resource the creature consumed during the last round and potentially regain it. The requirement of a multi-use resource is entirely for balance reasons, as allowing a Fighter regain their Action Surge (as mentioned in the spell's description) would be entirely too good. It does, however, mean that a level 17 Fighter could regain their Action Surge, since they get two of 'em!When attempting to regain a resource, the creature must succeed on a CHA saving throw. This can be a hassle for the less charismatic in your party, since a failure means they suffer 2d10 force damage that you can't reduce. As this happens after the first property, it could even undo the damage you just reversed, or worse, cause them to take more damage! Bards, Sorcerers, and Warlocks won't have a tough time with their CHA save proficiency (and they've got good multi-use resources), but those who dump CHA might want to be careful. Luckily, Retrograde allows the creature to make the choice of attempting the saving throw; they can deny it if they're not confident.An important note for this spell is that the resource regained can't exceed the level of the spell slot used to cast Retrograde. I don’t want to allow someone terribly cheesing the game by casting an 8th level Earthquake, regaining it with Retrograde, then casting it again haha. Even if someone were to cast Retrograde at 8th level on the Druid who used Earthquake for this purpose, you better hope there's some assurances for them to succeed that CHA save and not have to endure 7d10 force damage.The ability to restore resources is an amazing utility—better than the first two properties by far—so the danger of damage is there to force decision making and risk management. Though Retrograde shines in combat, resource expenditure is not limited to battle. So the risk must be universally applicable. And damage is pretty universal.Why is it a CHA save though, like a decent few of these homebrew spells seem to be? I mentioned it in Redshift Transferspell and Blueshift Pilferspell's tirade of a commentary, but I view CHA saves as the mental strength and force of will, character, and soul—the counterpart to physical STR. With both CHA and STR, you're actively exerting your presence and conviction to resist something, whether mentally or physically. Banishment tries to manipulate your existence on the current plane; a ghost tries to remove your soul and personality with their possession; Bane tries to diminish your own capability and character; Calm Emotions forcibly replaces your emotional state. Retrograde is a lot like a ghost's possession from my perspective, at least in how a ghost enters the body to attempt it—dark energy is suffusing the creature's body and trying to alter it on a fundamental level by reversing the last 6 seconds on it.Beyond all this, Retrograde was named so because it's a term to refer to both the reversal of time and the observation of another celestial body moving backwards from your position. Causing the body to rewind the last 6 seconds of it fits both these descriptions pretty well. Hmm, does this mean that Retrograde causes someone to be physically 6 seconds younger when cast? So… a 5th level caster who casts this spell twice every day for a year would be… (12*365)/60… physically 73 minutes younger. I think I just accidentally designed an age-reversing spell 😶

Bound by Fate

3rd-level Enchantment
last commentary update: v3

Originally the idea behind Bound by Fate was to share non-HP status with two creatures, akin to how Tether Essence shares healing and damage. Its prior incarnation allowed either creature, as a reaction, to intercept damage or healing meant for the other connected by the thread braided between them. I didn't quite like the niche of this spell though, and felt that a name like Bound by Fate would be better suited if it actually referred to a fate or destiny concept. The red thread imagery directly references the East Asian belief of intertwined fate, after all.Fate is often represented in tabletop games through the rerolling or predetermining of dice. If two creatures' destinies are intertwined, how should their rolls be similarly entangled? If they're so bound, perhaps they instead roll for each other. If Creature A does something that requires a roll, Creature B makes the roll in their stead. This places the results of one creature's destiny in the hands of the other.But it's not just the fact that you make roll in the other creature's stead—that effectively does nothing other than change who has the fun job of rolling the dice. The main gimmick this spell introduces is that Creature B can manipulate the rolls they make in Creature A's stead. This concept is much more interesting, mechanically unique, and a significant change to the core system in D&D—rolling dice. Creature A uses Creature B's modifiers and dis/advantages, but can alter and control the roll in the myriad ways we already do in 5e.I gave several examples in the Tips & Notes box on the homebrew doc, but those are only just the tip of the iceberg. You might be Bound with your Sorcerer ally who happens to specialize in pure damage and destruction; so when you cast Chromatic Orb, a spell requiring an attack roll, your ally could even use their Empowered Spell Metamagic when they make your roll. And their Elemental Adept feat could additionally apply when they roll damage for you. If you're a gnome and you Bind yourself with your Barbarian ally, every mental saving throw against magic you make in their stead now uses your advantage thanks to your Gnome Cunning trait! This connection is symbiotic too, for when you're grappled by that tough scary burly monster, your ally's Rage gives them advantage when rolling your Athletics check to escape the monster's grasp. This spell doesn't have to be solely reserved for optimizing rolls between allies, it's also a great tool to curse your enemies' rolls with your own bad luck (or active effects, but mostly bad luck to be honest). While you still use the creature's stats and modifiers when making their roll (your Wizard can't force an ogre to make an attack roll with -1 STR), if something applies to a roll you would make, it's applicable for that roll too. Your character might be cursed in a way that switches how their darkvision works—you can see perfectly in the dark, but in the light you cannot perceive beyond 60 feet. When Bound to an enemy who relies on long-ranged attacks, your rolls on behalf of their attacks would be at disadvantage because you can't perceive the enemy.There are so many possibilities here it's impossible to list even 5% of them. BUT, there are two major considerations to critically think about before your group introduces this homebrew spell in your game.The first is arbitrating which manipulations are valid. The DM has great say in what's valid for Creature A to manipulate when making a roll in Creature B's stead. My rule of thumb is manipulations done with mechanical effects have greater weight than those that don't. The core of this guideline stems from the fact that Creature B is performing the action, not Creature A. To better explain this, I created a table comparing valid and invalid manipulations from my POV. DMs, of course, feel free to completely disregard my opinions if they don't mesh with your style; the spell was written with an open-ended nature for this reason.

SituationValidInvalid
Creature B is an assassin sneaking by Creature A and the rest of the party.
(For the sake of this example, ignore the fact that the thread is visible)
Creature A has Enhance Ability (Dexterity) active on them. Creature A makes Creature B's stealth check roll with advantage.
Creature A is wearing heavy plate armor. Creature A makes Creature B's stealth check roll with disadvantage.
Creature A doesn't suspect Creature B to be sneaking by them. Creature A is resting in total darkness. Theoretically, the darkness would give Creature B advantage on the stealth check roll. Creature B, however, the one performing the sneaking, is not in total darkness.
Creature A suspects Creature B to be sneaking by them, so Creature A attempts to create a lot of noise to make Creature B's stealth check roll at disadvantage, based on the assumption that such distractions would otherwise make Creature A's own stealth check roll with disadvantage.
Creature B is a mage casting destructive spells at Creature A and the rest of the party. Creature A is engaged in melee by another enemy. Creature A makes Creature B's ranged spell attack rolls with disadvantage due to the Ranged Attacks in Close Combat rule.
Creature A is suffering from the Slow spell. Whenever Creature B casts a spell, Creature A must roll a d20 to first determine if Creature B can cast it this current turn.
Creature A attempts to deliberately hamper Creature B's spellcasting by intentionally mispronouncing the verbal component of a random spell or mishandling spell components, hoping that such actions would make the spell attack roll they make in Creature B stead to be made with disadvantage. Creature A, however, is not the one performing the spellcasting and thus has no verbal components to mess up.
Creature B is a charismatic general for an army. Creature A and the rest of the party are observing their rallying speech nearby. Creature A has Glibness active on them. Creature A's Charisma checks they make in Creature B's stead to influence the latter's army is, at minimum, 15.
Creature A was a recipient of a rousing Motivational Speech spell from the party. A third creature—a saboteur—is attempting to mind control Creature B to gain control of their army. Creature A makes Creature B's Wisdom saving throw with advantage.
Creature A casts Skill Empowerment on themself to gain Expertise in Persuasion, hoping that any such Persuasion checks made in Creature B's stead would use the bonus. However, Creature A must use Creature B's modifiers to make such rolls, not their own.
Creature A attempts to deliberately hamper Creature B's rallying speech by acting nervous and making little sense, hoping to make any Charisma checks on behalf of Creature B at disadvantage based on the assumption that such nervousness would make Creature A's own Charisma checks at disadvantage.
Creature B is an archer firing upon Creature A. Creature A has Bless active on them. Unfortunately for them, when Creature B makes an attack, Creature A must make the ranged attack roll with a +1d4 bonus.
One of Creature A's party members is a Bard. When Creature A makes a ranged attack roll in Creature B's stead and succeeds to hit against their own AC, the Bard can cast Silvery Barbs on Creature A and force them to reroll.
Creature A attempts to use their Sleight of Hand skill to purposefully tense their hands and reduce their dexterity, hoping to make Creature B's ranged attack roll at disadvantage, based on the assumption that their own ranged attack rolls would otherwise be affected by this act. However, Creature A is not the one drawing the bowstring. If it is Creature B's turn, Creature A couldn't perform this action anyway.

The second consideration is metagaming. As mentioned in the Tips & Notes box in the homebrew doc, using this spell effectively against your foes can very easily provide a ton of information, in and out of combat. Take these few examples:

  1. During combat, if Creature A rolls for Creature B's attack roll, the DM must call out the final result to check if it hits a party member's AC. With this knowledge, the players can easily discern the bonus to hit that Creature B has. And thus, they can also discern the ability score modifier and/or the proficiency bonus.

  2. During combat, if Creature A rolls for Creature B's saving throw, the DM must call out the final result to check if it passes the saving throw DC. With this knowledge, the players can easily discern the bonus that Creature B has. And thus, they can also discern the ability score modifier and if the creature is proficient in those types of saving throws, leading to potentially further exploitation.

  3. Out of combat, if Creature A rolls for Creature B's ability checks, say for the latter's Athletics checks to scale a wall in pursuit, the result of Creature A's roll could reveal a decent bit of knowledge. If Creature A rolled low and Creature B scales the wall easily, they can conclude that Creature B has either a good STR score and/or proficiency in the Athletics skill. If Creature A has to make the roll with advantage due to some trait Creature B possesses, this is a further clue.

While this is information the PCs don't necessarily know about or can tell, the players certainly can. This spell enables the potential for some bad metagaming if used inappropriately; it requires fair restraint to disconnect the knowledge a player knows and what their character knows. Conversely, a DM might be uncomfortable with their players being able to discern these statistics of their creatures, preferring to keep them secret. Especially if they subscribe to a playstyle where they might dynamically alter them on the fly for the drama effect. If the metagaming aspect of the spell leaves a sour impression for you or your table, consider skipping out on Bound by Fate.

Exaltation

3rd-level Abjuration
last commentary update: v4

There are very little spells in 5e that grant a direct buff to your own spellcasting. I can only think of Bless to boost your own attack roll spells, Fortune's Favor to let you reroll a missed spell attack, and Greater Invisibility to confer that good ol' hidden advantage for attack rolls. And while there are spells that lessen the likelihood of enemies passing your spell save DC (such as Bane or Synaptic Static), they generally require them to fail one in the first place and/or cost you your concentration. Self-buffs are typically in the realm of subclass features, like a Divine Soul Sorcerer's Favored by the Gods, a War Cleric's Channel Divinity: Guided Strike, or a Spirits Bard's Spiritual Focus. But what if there was a self-buffing spell that could really ensure that you pull off your next trick, regardless of the subclass you've got?That's the inspiration for Exaltation. It's rather straightforward, granting you a bonus to the first attack roll or saving throw you force creatures to make alongside ensuring you don't easily drop concentration. Although a 3rd level spell slot can be expensive for a small numerical bonus, the bonus being tied to your half your proficiency bonus means Exaltation gains in value the higher leveled you are. Levels 5 - 8 grant a +1 bonus, levels 9 - 15 grant a +2 bonus, and levels 16 - 20 grant a +3 bonus. Besides that, at higher tiers of play, 3rd level spell slots tend to be less of the playmakers that they were at levels 5 - 8. Your high-value Fireballs generally upgrade to Walls of Fire or Fire Storm.There's two aspects of Exaltation that make it really enticing for me. One, it's not just for spellcasting; it also buffs features. This makes it applicable for just about any class with access to spells or any DM with the benevolent idea of turning Exaltation into an item for pure martials. Two, the fact that your concentration is enhanced so that you don't drop it the first time you'd otherwise do so is an incredible buff. That part itself pretty much justifies its 3rd level spell categorization. Maintaining concentration on a single spell can sometimes be an integral component of a strategy in a crucial battle, but unlucky rolls, an average CON score, or your Artificer's selfish hoarding of their Mind Sharpener infusion can lead to disappointing pains when concentration does drop.Even though it's a bonus action to cast Exaltation, the multiple leveled spells a turn rule doesn't allow a casting of another leveled action spell, so RAW this means that the empowered spell you cast must be on your next turn. This isn't quite taxing on action economy due to it being a bonus action (and main action cantrips aren't bad), but it's certainly an evaluation of worth of how long you can delay your big spell. But because Exaltation isn't concentration itself and has a duration of 1 minute, there are perhaps situations where you could use this to your advantage and prebuff your opening salvo in an important boss fight.As a fun aside, the spell's name in an astrological context means being in a favorable, strong, and harmonious state! Quite fitting for a buff that directly empowers your spellcasting.

Shining Shield

3rd-level Abjuration
last commentary update: v4

You have no idea how validated I feel with this spell's design. Not because of how simple it is, but because I created it in October 2023. In November 2023, Wizards of the Coast put out Playtest 8 for One D&D, which had a spell called Power Word Fortify. A 7th level enchantment spell for Bards and Clerics that granted 120 temporary hit points, divided equally amongst 6 targets. Seeing something similarly aligned to what I created by the official designers, even if it's not finalized, made me feel like I'm doing something right at least! I never thought I'd design something so similar after Star-Cross, but here we are!As much as that's surreal . . . a 7th level spell? Really? C'mon. Why are you only benefiting tier 4 play when Aid is a 2nd level spell and more potent with how it's one of the very few mechanics that directly boosts max HP? I understand the implications of Power Word spells being exclusive to high levels, but it's so easy to break that tradition with a new edition of D&D if you want to make it accessible to lower tiers of play. Also, why is it classified as an enchantment spell? While Power Word Kill, Pain, and Stun are also classified as such (with the flavor of literally speaking a word of power to affect the mental state of targets), Power Word Heal is not. It's marked as evocation, as most direct healing spells are. So WotC's breaking their own traditions here.I dunno, I think Shining Shield is better. Maybe that's bias, but an effect so straightforward and elegant as granting temp HP to your party should be accessible to lower levels. It's gotta compete with Aid, Warlocks' Armor of Agathys, False Life, and Heroism, all of which are 1st level spells (with the exception of Aid, of course). The main appeal of them are that they're scalable. Armor of Agathys particularly benefits Warlocks who always cast with their highest level!Shining Shield was primarily designed to also be scalable as an AoE variant of False Life. Ultimately it doesn't scale to become as potent as Power Word Fortify; the latter being 120 at 7th level, with Shining Shield being 85 at 7th level. But it's very enticing in that, unlike Power Word Fortify, you're not forced to equally divide the temp HP between all targets. 120 temp HP on 6 targets means 20 temp HP to each, or 30 for a four person party. With Shining Shield, you can grant 20 temp HP to your frontline Barbarian while giving the remaining 5 to yourself who may have gotten hurt during the last battle.While I pride myself in trying to push the boundaries of 5e's spell design with Lux Asterum Phari, Shining Shield ended up being deceptively simple that it almost feels like it doesn't belong. And yet, nothing in current 5e is like it! And there's no guarantee Power Word Fortify makes it to One D&D's full release in 2024 either. The closest we have is Motivational Speech from Acquisitions Incorporated, which is sorta like a cross between an AoE Heroism and Beacon of Hope. Unfortunately, the spell only functions when you have the meager 5 temp HP. Terribly easy to shed even in the first round of the first combat you get yourself involved in. It's also a prebuff spell entirely with its cast time being 1 minute. I wanted Shining Shield to be applicable as a combat cast too.Getting the base number of temp HP right was tougher than I originally thought for a spell as simple as this. To compare, a 3rd level Aid grants +10 max HP to 3 allies, a 3rd level Armor of Agathys gives 15 temp HP to yourself along with 15 retaliatory damage, a 3rd level False Life grants 1d4+14 temp HP to yourself, and a 3rd level Heroism grants replenishing 3-5 temp HP to 3 allies along with immunity to fear. With Shining Shield granting 25 temp HP divided amongst 5 allies, why is it strictly better than False Life? 25 temp HP to one selectable ally is always better than a max of 19 temp HP to yourself. My reasoning for this powercreep is that False Life is typically a tier 1 spell that drastically drops in effectiveness beginning at tier 2 (level 5 with 3rd level spells). The only reason to take False Life is if you don't have Armor of Agathys. So while Armor of Agathys is limited to Warlocks (another good reason for taking a 1-2 level dip), Conquest Paladins, Clockwork Soul Sorcerers (being able to swap their subclass spells), and a couple feats (one being campaign-setting restricted and requires an evil alignment), it's already much more valuable than False Life. A 2nd level Armor of Agathys gives 10 temp HP compared to a 2nd level False Life giving a max of 13. Yet Armor of Agathys also deals cold damage whenever you're hit. If you poorly roll on a 2nd level False Life and get 10 temp HP, you're gonna feel bad when your Warlock buddy is also dishing out a frigid fury in retaliation with their Armor of Agathys. False Life is generally only great in three situations. One, levels 1-2 where every HP matters and nearly anything can one-shot you from how precarious those levels are. Two, you're higher leveled, you don't really use your lower level spell slots frequently, and there's no other concentration-free self-buffs that are viable for you. And three, you've got the Fiendish Vigor Eldritch Invocation to always grant 8 temp HP before any fight (bonus points for being a Abjuration Wizard with the Eldritch Adept feat for the Arcane Ward boost). Shining Shield shines (get it) at tiers 2+, and is meant to be decently scalable so that it remains relevant alongside the greatest HP pre-buffs like Aid. At 3rd level it's gotta compete with Fireball too, after all. False Life unfortunately teeters out in its survivability value.Power Word Fortify actually gave me insightful feedback on how I should balance Shining Shield's scaling viability. 120 temp HP is a lot, especially if you stack it all on one or two party members. With One D&D so far leaning more into 5e's modern high DPR playstyles and optimizations, Power Word Fortify's number can make sense. But I couldn't have Shining Shield scale that high without invalidating other HP buffing spells and abilities from castings at 4th to 6th level. I still have to play by 2014 D&D rules even if a lot of it is outdated by 2024. With an equivalent 7th level Shining Shield putting it at 85 temp HP granted, I felt it more in line with current 5e's limits. It also helped me realize that another Lux Asterum Phari spell, Eclipse, was horribly lowballed with how much its Solar Eclipse option provided in terms of temp HP. So I bumped that up for v4 too! A v4 Shining Shield easily triumphs over a v3's Eclipse.One last word on the flavor of this spell: I was inspired by the phenomenon called Earthshine, or "ashen glow". It's when the Earth reflects the sun's light onto the moon. It's a rad visual to imagine how Shining Shield's temporary barrier is theoretically invisible, but you can see the multitude of colors coming from the glow on their person thanks to the planetshine cast off by the spell!


4th Level Spells


Eyes of the Stars

4th-level Transmutation
last commentary update: v3

Currently there are three spells that creates sunlight: Dawn, Sunbeam, and Sunburst. They're all pretty similar if you compare them. The spell sheds light through a slightly different AoE: cylinder, line, and sphere respectively. And that light deals radiant damage. For the latter two they also inflict blindness. These spells are higher leveled, accessible only at 5th and above. I was thinking of disassembling these sunlight spells and building a homebrew variant that's more utility-based than damage burst. Plus, Starlight spells ought to have a spell that creates sunlight in some variety—they're emitting the light of actual suns!Sunburst is 8th level and blinds all creatures who failed their save for 1 minute. If we take only the blinding aspect of it, perhaps we can severely shed (get it?) the level by at least half? Still, AoE blindness spells already exist: Pyrotechnics (even if niche), Wall of Sand, Hunger of Hadar, any darkness spell, and even Color Spray at the very early levels.Targeted blindness? As far as I know, well, Blindness is the only one that does this. (Update: I've since learned that it's an option in Contagion but who does that??) I wanted Eyes of the Stars to be something like Blindness+ packaged together with sunlight, but not simply an uninteresting variant of the PHB spell.What I arrived at was a utility control spell of targeting specific creatures each turn to inflict them with blindness. I think it's a rad visual of turning your eyes into beams of pure light to burn and blind a foe.

Twin Constellations

4th-level Enchantment
last commentary update: v3

Twin Constellations was, at first, a spell-ified version of a Sorcerer's Twinned Spell metamagic. As time went on, I gradually became more distasteful over the concept of directly copying a class feature that's core to its identity. Twinned Spell is available through the Metamagic Adept feat and I wanted to respect that feat option, even if it only provides two sorcery points and thus only 2nd level spells could be twinned from such an acquisition.The Twinned Spell metamagic has a confining restriction of only being applicable for single target spells. Sorcerers are all about blasting and exuding their wrath with potent magic. The prior Twin Constellations shared this with other non-Sorcerer, 3rd level+ spells. With no level cap. Meaning this enabled duplications such as Death Ward, Freedom of Movement, Otiluke's Resilient Sphere, Negative Energy Flood, and higher leveled spells like Heal, Harm, Otto's Irresistible Dance, Regenerate, Feeblemind, Maze, Mind Blank, Reality Break, and even Foresight and True Polymorph. While I personally didn't think this was overpowered for when those spells entered higher tier play, I thought about simplifying the criteria and broadening its scope.In its current iteration, Twin Constellations allows the beneficiary to recast the same spell it had cast in the prior round. There's the stipulation now that it must succeed on a spellcasting ability check to cast spells of 5th level+. Failures aren't devastating though, it only disables further higher leveled recast attempts. The current version of the homebrew spell also allows the beneficiary to recast any spell with the next minute—or the next 10 rounds.I think this shines with teamwork more so than the old Twin Constellations. It doesn't duplicate the effect of Maze for a single concentration, but expending your own slot to have an ally caster continue raining down their ire is a great combo. You might have a good number of slots, but your Sorcerer might've burnt through them all with three Quickened Fireballs. They'd sure appreciate it if you lent them this spell for another Fireball! You can no longer pack more effect in concentration spells so if your companion is trying to recast Fly, then please remind them that their first Fly target might fall to their death.I want to end this commentary off with a vigil. In the previous iteration of this spell, you were able to cast Twin Constellations on yourself to duplicate Twin Constellations, thereby resulting in a quadruple cast split between your two targets. I'm sorry for deleting this amazingly cheesy strategy 😔[UPDATE: I've learned the most recent One D&D playtest - April 26th 2023 - had redesigned the Twinned Spell metamagic to follow a lot like how I redesigned this homebrew spell. I redesigned this spell a month prior. Guess I was going somewhere right, huh!]

Infrared Sight

4th-level Transmutation
last commentary update: v3

One of my most favorite fantasy ancestries that I worldbuilt are the Ihelmen. They're crimson, volcanic humanoids who live in extremely hot underground pockets. Though they were modeled after humanoids of the surface, they possess no facial anatomy. Save for large ear-like protrusions they appear to be faceless. These ihelmen sense and "see" through infrared sight with these "ears", benefiting from acute sensitivity to the difference in environmental thermal temperatures. If that interested you at all, check out the ihelmen entry on this very website here.The reason for the preface was that this spell was based on the ihelmen's infrared sight!
I also like to think infrared sight is appropriate for these Starlight spells because of infrared's association within the electromagnetic spectrum, which includes visible light as well. I wanted to explore different modes of vision beyond Darkvision and True Seeing and this is what first popped into mind. The ihelmen's infrared sight occupies a nice middle ground between these two spells and I thought it would work excellently as a spell itself. Infrared sight itself works like a modified blindsight in 5e. Normally, blindsight lets you perceive your surroundings through other senses but it's almost never restricted nor detrimental. Yet, this homebrew spell can potentially leave you blinded if you're looking at something extremely hot. I think this is a convenient drawback that allows this spell to even exist since truesight and blindsight can be very alike. The differences between them seem to be truesight's vision into the Ethereal Plane, seeing the true form of shapechangers, and seeing through all illusions.
Unlike with truesight, creatures with blindsight can be tricked with illusions that counter their heightened sense, like sound for an echolocator. In contrast, Infrared Sight can counter many illusions unless the illusion itself is additionally emitting heat. You don't normally think about giving your illusions appropriate heat radiation though so this is something the DM would have to consider if allowing this spell in their game. Besides its illusion-piercing function, Infrared Sight can be used for a myriad purposes: better night vision for navigation and detection (the contrast between heat temperature is much greater than darkvision's grayscale), spotting any lingering heat signatures that could allude to recent activity, and helping in medical checks to name a few.

Paradox

4th-level Divination
last commentary update: v3

I was reminded how gimmicky and unique Pokémon's Trick Room move was and thought that would be awesome to replicate in D&D. Trick Room's function is to reverse the order of when Pokémon act—slower mons act first and faster mons act last. Entire teams are built around this move and it's really fascinating to watch competitive matches with it in play. Conceptually this can be quite fun when used in 5e but it can easily break the core system of combat, so I had to go about it carefully. Even in its current iteration it feels wonky, so due to its overall weirdness I decided to put Paradox in the subset of dark energy inversion spells. It's pretty fitting too with how much it shifts the tide of battle.Paradox has two methods of expression, one during combat and one out of combat. This already makes it an odd spell since no other spell in 5e has this interaction to my knowledge. You can't make a "combat only" spell in D&D since this isn't a video game with programming limitations—it's a collaborative storytelling tabletop game where your character exists like how any person logically would. Yet, you also can't reverse initiative order while out of combat. There's just no initiative. So while the first method of expression is how we can expect Paradox to work if it were mimicking Trick Room, the second method had to be different in some manner that functions out of combat but interacts with initiative and has the same general vibe.It's not quite like Trick Room, since you can't really replicate that in a non-combat scenario, but the second method is Paradox setting everyone's next initiative to 10. No modifiers. Just 10. Which means the only way of determining who goes first is through Dexterity scores and/or my preferred method, rollies! I think it's on point of a spell named Paradox to set the speediest ninja's initiative equal with the slowest tortle, and if you have to rely on the luck of the die to go first, even better. The Rogue going last while the Cleric goes first? Now that's an oddity.Still, Paradox is kind of a niche spell. It's awesome if you're in the low numbers—you get to go again right after! If you're in the high numbers then you wouldn't want to use this at all. Or maybe you do and you can take a nap before your next turn arrives. Paradox costs an action to cast, so during combat you'll have to judge if the value it brings is worth more versus doing anything else to resolve an encounter. You're not directly reaching that resolution, but using Paradox as a means to facilitate an advantageous order in which to do so. Honestly, this spell requires some good luck with how the initiative order ends up being to maximize its effectiveness, but if you've got the means to grant that Wizard one extra turn to Fireball before anyone else goes, then maybe it's all worth it in the end.

Redshift Transferspell & Blueshift Pilferspell

4th-level Abjuration
last commentary update: v3

I want more interactions with spells. Dispel Magic and Counterspell are evergreen but these just make the tip of the iceberg. Along with Antimagic Field and Globe of Invulnerability, these spells are "you don't get to enjoy magic" in nature. Ironic because they too are magic spells. Anyway, let's expand from the negation. What else can we do with spell interaction? Relocating persistent spell AoEs is covered with Astral Parser in this homebrew, so how about transferring spells from one to another? Is that something explored in 5e? The best we can get is passing around a magic item and recasting the spell using a charge, or something like the Artificer's Spell-Storing Item. But this isn't bestowing a spell's "ownership" to another or even stealing a spell from an enemy caster.Both these spells were previously combined into a singular Colorshift spell. But with feedback and iteration, it soon became apparent that stealing a spell and bestowing a spell fill different niches that are too resourceful to be merged. It's like Dispel Magic and Counterspell. Both negate spells but the former is used against active magical effects and the latter is used to cancel a spell about to fire off. You have to choose which is more valuable to you when preparing or learning spells. Although the nomenclature of these homebrew spells can be strange (why not just Transferspell and Pilferspell to follow Counterspell?), I wanted to grandfather the colorshift aspect to maintain their identity as a Starlight spells. Both redshift and blueshift relate to the increase / decrease of light wavelengths.Let's talk Redshift Transferspell. This one allows you to take a spell presently active on you and bestow it upon another creature. There's a few creative uses for this that I can imagine.

  1. Casting a spell with a range of self and granting ownership of it to an ally, such as with Mirror Image, any Aura spell, Spirit Shroud, any Investiture spell, or even Crown of Stars. You free up yourself for a potential second casting of the original spell and you benefit an ally who very well might not be a spellcaster. Here's a fun (albeit spell slot expensive) idea with this use: the Cleric casting Spiritual Weapon and giving every party member control over one for a whirlwind of divine armaments.

  2. Free up concentration on yourself for another spell. Put those martials to work with concentrating on something! Except Barbarians. You get a pass. It's vital to note here that the spell has to be active on you. You can't cast Confusion on your foes then hand off the concentration. However you can, for example, cast Haste on yourself and transfer it; the spell isn't ending so you do not suffer lethargy.

  3. Giving enemy casters a taste of their own medicine by imparting their own spell effect upon them, such as from Blindness / Deafness, Synaptic Static, Contagion, Tasha's Mind Whip, or even Divine Word or Symbol. If not kindly returning to sender, feel free to expose another bogey with the wrath of their own ally.

  4. This is more an extension of the third use but you'd see it leagues more. You can give an enemy caster a taste of their own medicine with a harmful spell, but if the spell requires concentration, there's little reason why the enemy caster would continue to concentrate on something that's actively impairing them (all examples given in the third use are concentration-less debuffs). Unless the harmful spell had affected multiple of your allies and the enemy caster deemed the cost of maintaining concentration an acceptable tradeoff, Redshift Transferspell can be used as a way to force the caster to drop concentration on that spell. Dropping concentration can be done freely and at any moment. For example, you might successfully impart an Immolation spell back upon its caster but it's very likely they'll just drop concentration to not suffer the 4d6 fire damage. On the other hand, if you impart a Slow spell back upon its caster, they might judge it an acceptable loss if they managed to get 4 or 5 of your allies affected as well, thereby continuing to concentrate on it.

What's the deal with this spell's saving throw flexibility? With Redshift Transferspell you can impart different types of spells onto unwilling creatures; the physical burning of Heat Metal, an accursed Hex spell, the mystical light from Faerie Fire, and more. All these examples are different saving throws. By transferring the spell onto another, you are subjecting them to the same saving throw they had you make when they had casted it upon you. As for the fallback CHA save, Charisma saves are the rarest in 5e and are often misunderstood. To me, I view it as a force of will, character, and soul—the counterpart to STR. With both CHA and STR, you're actively exerting your presence and conviction to resist something. For STR, it's the physical strength to maintain your footing on turbulent ground or break against entanglement. For CHA, it's the mental strength to resist a ghost possessing your body, your soul whisked away by Plane Shift, or your morale tampered by Calm Emotions or Bane. If there is no saving throw listed for a spell but still you are imparting it on an unwilling creature, I imagine it's the creature's mental willpower making every attempt to push back against a debilitating force of magic altering their being. Also, WotC doesn't know how to assign mental saving throws to anything and be consistent.Is Redshift Transferspell overpowered? After all, many spells are limited to a range of self as a measure of balance to not grant martials and/or other spellcasting classes access to them. Being able to return an enfeebling spell to its caster is much worse than simply dispelling it. Personally I don't think this is overpowered. This spell has a range of touch, so you need to be directly engaging with your target—a difficult task against slippery casters. And, like with Dispel Magic and Counterspell, you need to succeed on a check to transfer spell levels 4+, meaning you could completely waste your turn and a valuable spell slot on a failure. That's right, even if this spell is 4th level, it can only apply for 3rd level spells and lower, just like Dispel Magic and Counterspell. This spell's level and the transferable spell aren't equivalent to address the potency this spell offers. Succeeding on a check still applies for friendly targets too, so you might be approaching an encounter with one less resource because you failed the check to transfer that Haste to the Rogue. Thirdly, even if you succeed the check, your target might succeed the saving throw and still resist it; an enemy Wizard is going to be proficient on INT saves and more protected against spells like Enemies Abound. In this respect it's much like Plane Shift where there's two elements for success required (successful attack roll + failed save) rather than the typical one. Finally, unlike Dispel Magic and Counterspell, Redshift Transferspell is acquired as a 4th level spell, available only beginning at level 7 for fullcasters. This means that it's commonly only going to be utilized beginning with tier 2 play, a suitable introduction for the interactions this spell brings to the table in my opinion. Plus, it's only until level 9 where fullcasters gain their third and final 4th level spell slot; using Redshift Transferspell needs to be carefully considered for the resource it consumes.Now let's talk about Blueshift Pilferspell. This one allows you to take a spell presently active on a target and yoink it for yourself. Stealing spells? Dang, now that's my kind of nightblade! I think its uses are quite obvious and devious. If you know the enemy Wizard possesses a Death Ward… take it. Make them fear death. If you know they've got Mage Armor, rub salt in the wound and steal that. Oh the sheer magnitude of spells ripe for plunder. If you're a Sorcerer, use the Distant Spell metamagic and pluck a poor mage's Fly spell to send them hurling to the earth below. If that Cloud Giant thinks they're clever with that Telekinesis, why don't you snatch it and show them how it's done? If you're feeling particularly dauntless, aim for that Contingency. Or even Mind Blank.Huh? Mind Blank? Stealing that with a 4th level spell? Isn't that overpowered? If you manage to pull it off, maybe. But if you do, you're a lucky devil. In this hypothetical scenario, consider who would have access to Mind Blank. It's an 8th level spell that blocks mind reading, divination, and charm effects among other things. Only some of the most powerful—and paranoid—mages would have access to this spell. These types of mages are the kind that build the Dungeon of the Mad Mage. What I mean is that you're contending with someone who takes every precaution to protect themself; engaging them in touch range is going to be a challenge in and of itself. Next, you need to know the spell is active in order to pilfer it. How do you do this with Mind Blank? Detect Magic could be a clue to reveal its school of magic and thereby narrowing down your guesstimates. This would work… for any other spell that doesn't block divination magic. So how would you puzzle out this spell's presence? I can only imagine via trial and error—and thereby expending more resources. Attempting to use psychic damage against them is the easiest. That, or attempting to Scry on them, though even that could be ambiguous if the spell failed from a successful saving throw or through immunity. Finally, you'll need to succeed on the check when casting the spell to pilfer it, against a DC of 18. The point I'm trying to make with this lengthy example is that higher leveled spells usually originate from creatures and NPCs that shouldn't be easy chumps to steal from. Good DMs, especially those that use homebrew (like Lux Asterum Phari), are keen in tailoring the game to fit the group's enjoyment. A DM who enables Blueshift Pilferspell should know to expect it and plan around that expectation. Starlight spells don't have innate caster lists anyway, so there ought be an active discussion on who's allowed what if these are offered to players as options.Also, another quick teeny observation on Blueshift Pilferspell's balancing: you might be worried about this spell being a better Dispel Magic if you can steal spell effects rather than simply negate them. Consider that Dispel Magic is capable of negating all spells on a target, even if you don't know about its existence. Dispel Magic can additionally negate non-spell magical effects. This homebrew spell requires your awareness of a spell's existence and you can only steal one.Okay, to cap this extensive commentary, I want to write a note on modern 5e creature statblock design. I've mentioned it before in other spell design commentaries, but official 5e content in recent years is leaning away from including complex spellcasting in creature statblocks. These are instead featuring actions and other traits that heavily resemble existing spells; if a creature casts spells, they follow the "1/Day", "3/Day", "at will" philosophy. This diminishes Redshift Transferspell and Blueshift Pilferspell's value as it does with Counterspell. All three of these spells require another spell as a target. Magical actions are not spells even if they are direct copies of one. To give an example, Iggwilv from Wild Beyond the Witchlight has a reaction called Negate Spell and it functions extremely similar to a Counterspell upcast to 8th level. You can't attempt to Counterspell her variant since it's not a spell. Thus your spell fails against the almighty Tasha. Keep these creature design trends in mind when thinking about introducing these two homebrew spells in your game. Redshift Transferspell and Blueshift Pilferspell are more than just reactions to cancel a spell being cast, it's easy to assume they interact with many things that appear spell-like but aren't.

Pillars of Light

4th-level Abjuration
last commentary update: v3

When I first came across the real life phenomena of light pillars I was enamored by how surreal they look. Especially if you see 'em during sunset or just after sundown, the contrast is beautiful with these mystical beams. I wanted to translate this into D&D somehow. They can vary in how they manifest; there might be a bunch of thin light pillars of different colors and heights aligned in a strip or a large and sporadic pillar acting as a halo. I thought this would work pretty well as its own unique expression in 5e. Instead of a singular cylindrical AoE, what if the spell summoned multiple small cylinder AoEs and you could arrange them in whatever configuration desirable? This would differentiate itself from basic radius spells like Moonbeam and give it an identity.Light pillars in real life aren't physically beams of light—they appear that way from how light is vertically reflected from falling ice crystals in the atmosphere and how humans perceive these reflections from a distance. This means you generally only see them in very cold temperatures with a decent bit of humidity. In terms of mechanics, I was floating around a couple defensive ideas that would fit this theme of shimmering, reflective lights and settled on the variant most similar to a communal Mirror Image. These falling ice crystals are acting as mirrors! Mirror Image summons illusory duplicates that can cause attacks to miss as long as one exists. Instead of trying to discern which figure is the non-duplicate, I borrowed the percentage chance for an attack to miss and associated it with the idea of trying to accurately aim for the target amongst the brilliant pillars of light.There's a couple more components to this spell than merely the miss chance. Pillars of Light is a flat rate of 20% across the board compared to Mirror Image's initial 75% that gradually dwindles. I didn't want to have a miss chance higher than 30% without some condition, so I opted to give the spell a temporary buff in the form of a small +1 AC boost that vanishes upon a hit. If an enemy does manage to aim and strike true, then the bedazzling lights aren't much of a deterrent now, right? There's also the nice ribbon addition of suppressing invisibility within the pillars, but unlike Faerie Fire it's only within those AoE pillars.Talking about conditional boosts, Pillars of Light becomes stronger under the night sky. I wanted to encourage ideal situations (or even situations where you plan around this boost) where you'd cast this spell. A 30% miss chance is much stronger to represent the beautiful display of reflective lights when seen in front of a contrasting night sky.I teetered back and forth between classifying this as abjuration or illusion. Illusion might fit the Mirror Image similarities and the fact that blindsight negates the miss chance. Heck, conjuration and evocation are both valid choices too. Moonbeam is the latter, and many summoning spells of a similar nature are the former. Ultimately, abjuration is the simplest and most appropriate: it's a defensive spell and it's intended case use is to fortify a position.

Star-Cross

4th-level Enchantment
last commentary update: v3

When I first saw the One D&D playtests and their revision for Exhaustion being a stacking -1 debuff to d20 rolls and the saving throw DC of your features, I had two reactions:
One, "huh, they took an idea I had for a debuff."
Two, "oh, that means my idea is decent if WotC also had it."
[UPDATE: Apparently Playtest 5 removed this in April 2023? Why.]
I thought of the idiom "star-crossed" for misfortune and wanted to represent that with this stacking debuff. The fates are not kind with a curse like this. Originally, I conceived this spell with two variants, Requited and Unrequited—to go with that romantic trope the idiom is often used with. Thanks Shakespeare. The Requited variant debuffed cursed targets if they strayed too away from their "fated companions" and the Unrequited variant did the opposite. I wanted to homebrew a spell that focused on strategic positioning and manipulating the enemy's formation. The spell isn't directly forcing your foes to abandon their position, but remaining steadfast will sure to make them suffer a nasty debuff. And not any minor curse either, a stacking -1 to everything you can do will severely inhibit your presence in an encounter.Initially I designed Star-Cross as a gradual stacking debuff. The cursed targets would receive another stack if they didn't fulfill the requirements of being safe at the start of their turns and remove a stack if they did. This felt too slow though, only becoming more of a threat after 3ish rounds assuming all turns imposed a stack. I also felt there was an exploit with the Requited variant; it was too easy to forcibly teleport or banish a cursed target and make it significantly harder for them to counterplay.I decided to iterate on feedback from a friend, transforming the spell to be more immediate with a flat penalty derived from proximity with other cursed targets. This fits shorter combats, which is more common in modern 5e. It instantly penalizes cursed targets for not reacting or being incapable of moving away from others. When upcast to higher levels and multiple targets fail, this can be devastating. This also demands less from the DM when tracking the spell's debuff stack counter; all they need to do is measure if any cursed targets are within range with each other.
This spell shines when the party synergizes on herding cursed targets close together. Either the spell is cast in a strategic location like a choke point that leaves little room to move, or other measures are taken like a Wall spell being cast or an Enlarged Barbarian blocking a flanking exit.
When figuring out this spell's saving throw, I fluctuated between WIS and CHA. I began with CHA to represent its similarities with Bane, then switched to WIS because Bestow Curse also uses WIS. I'm back with CHA because I believe the other two mental saves don't suit it more. I mentioned it in Redshift Transferspell and Blueshift Pilferspell's tirade of a commentary, but I view CHA saves as a force of will, character, and soul—the counterpart to STR. With both CHA and STR, you're actively exerting your presence and conviction to resist something, whether mentally or physically. Banishment tries to manipulate your existence on the current plane; a ghost tries to remove your soul and personality with their possession; Bane tries to diminish your own capability and character; Calm Emotions forcibly replaces your emotional state. Star-Cross isn't trying to make you afraid or scramble your mind's memory, it's invoking a curse to alter your very presence and soul with misfortune. Everything you do while cursed is subject to unluckiness. Honestly we ought to return to Reflex, Fortitude, and Willpower saves but that's not a conversation for a homebrew spell commentary haha. The second reason why I remain fixed on using CHA for the save is the balancing reason of WIS being much more commonly proficient and resisted. Star-Cross requires multiple failures to be valuable and keying the saving throw off of CHA is more likely to make that happen.

Cauterizing Corona

4th-level Evocation
last commentary update: v3

Corona means crown in Latin by the way! I'm not trying to name a spell after the COVID pandemic. Its name is like that because I wanted to alliterate!I wanted an AoE spell that could equally affect foes and allies, and a solar crown that washes from you and cascades out was the answer I arrived to. The damage of this spell is lower than average of its kind and it certainly ain't no Flame Strike in power. Cauterizing Corona's strength lies with its frontline range and creature selecting capability. To emphasize the cauterizing component of the spell, I designed it so that an ally could take a minimal amount of damage for a chance of breaking free from a prolonged effect. I like to think this spell's unique expression of being a self-emanating AoE with selectable targets makes it work best with casters unafraid to stand with martials. Or who may be martials themselves. 4th level spells come late in the game for halfcasters like Paladins, Rangers, and Artificers, but a melee Cleric or a dueling Bard could definitely capitalize on this. Instead of using a turn to cast Lesser Restoration and directly contribute less in an encounter, you could place your faith in Cauterizing Corona and hope they pass their saving throw this time. But, as is common for Frosty spells, the success isn't guaranteed and the 1d6 damage could be more than just a tickle at level 7 where they first become available for fullcasters.One of this benefits of this spell is that it can potentially give two chances to rescue someone from an ailment. If the damage from this spell causes a caster to drop concentration, then that's another worthy use! Just don't expect your Warlock to make that INT save—they knew what they were getting into with that pact.We also need more dual damage-typed spells. It's always fun to imagine the blend between fire and radiance with Flame Strike.

Asteroid Belt

4th-level Conjuration
last commentary update: v3

One of my favorite spells is Crown of Stars and the aspect of summoning motes around you to later utilize is an exciting method of expression. Melf's Minute Meteors is the only other spell in its category! It absolutely warrants exploration and I thought an asteroid belt would make perfect sense.Asteroids… they've gotta add some defensive bonus. Then you can trade that off for blasting one at a poor sod. I imagine they're Iarge swirling boulders that orbit around you. I first thought about giving a flat AC bonus for each asteroid, but man +4 AC in total is a doozy. You can Shield on top of that. And/or Shield of Faith. Or have any other number of methods to build on top of that. So, well, while it's still AC in some manner, I thought about implementing cover. Cover as a direct boon was never explored in 5e spell design until Fizban. Particularly his Platinum Shield spell giving cover to the target. It was possible via other spells to conjure objects capable of providing cover, like a Wall of Stone for example, but mobile cover-shields never. With Asteroid Belt, you gain three-quarters cover at launch. What? +5 AC and DEX saves? Wasn't I just critical of +4 AC?Yes.At a cost.Your movement speed is halved when you have 4+ asteroids, the eligibility for three-quarters cover. You have to significantly densify yourself to justify having 4 or more large [holographic] boulders to orbit around you. It's just like wearing plate armor when you don't meet the STR requirement, but more punishing. The movement speed reduction is another tradeoff component baked in. Smart casters will use this spell with some other means of transportation like Find Steed.Each boulder causing knockback is a great ribbon to tie the gift and help with positioning (especially if you have halved speed).

Tesseract

4th-level Illusion
last commentary update: v3

Okay I honestly feel like I need a PhD to understand how this spell works. And I designed it. Tesseract's whole gist is summed up with "I want to exist in two positions simultaneously." But this isn't a Major Image, Mislead, or Project Image. These spells conjure intangible copies that aren't you. It's a clear distinction between you and your copy because it's just an illusion—a fake. Your hand passes through.Tesseract's function is inspired by its namesake in that it's attempting to unfurl your three-dimensional presence in the world into fourth-dimensional space. We [normally] can't perceive 4D space, so this spell projects a corporeal duplicate of yourself to represent your presence there. Yet Tesseract is an illusion spell too, and that's because while you can use Starlight magic to project a solid hologram representing you in 4D space, it's still a duplicate. It's not fake, mind you, but you cannot have two consciousnesses; otherwise the duplicate would be considered another creature entirely and we'd have a Simulacrum on our hands. Thus you have to swap between which of your bodies you're operating. Comparatively Mislead and Project Image both allow you to "remotely check in" your illusory copy's senses rather than occupy it as an extension of yourself. (By the way, Simulacrum being an illusion spell is why Tesseract is also one.)All this to say, game-wise, that you exist in two locations simultaneously. Why would you want to do this if it makes you more susceptible to danger? You don't get more action economy and the hologram isn't another character as with Simulacrum, so you're forced to share what you have between managing your two bodies. The spell also requires concentration, so you can't really bust out your hologram along with another exciting spell.I personally look at Tesseract and see all the shenanigans you can pull with an Echo Knight but done tenfold. Echo Knight is one of my favorite subclasses to play and to DM for because of all the positional high jinks one can somehow accomplish. There's so much possibility to it that every time I play with one I feel like I learn a completely new way to game the system from their playstyle. Like there's this secret cabal of Echo Knights and they're all trying to push the boundaries of bending 5e to their will. Tesseract is my hope of taking that fun and amplifying it. Because Lux Asterum Phari spells aren't class restricted to allow flexibility with each D&D group, every spellcasting class can potentially capitalize on its tomfoolery. And not just every spellcasting class, the DM is absolutely free to create magic items with these spells included too. Pure martials can fully benefit too!The obvious use I can foresee is to dramatically extend your range. You can swap with your hologram as long as it's within 120 feet, for free. And you can even do so again on the same turn with your bonus action! If you're a Sorcerer, get that Quickened Spell revved up and fire off against two different targets leagues apart. You can also keep your hologram in the backlines or with the rest of your party as you scout the flanks in the shadows. Perhaps you might keep your hologram by the Paladin to reap their Aura of Protection while perching high above on the rooftops for a great vantage point in a street brawl. Perhaps you've got some benefit that grants you Pack Tactics and you can give yourself advantage on attack rolls if you're beside your hologram. Or you want to cast Warding Bond on your hologram for those tiny buffs since you're not actually splitting damage. And maybe! Just maybe! You could solve a pressure plate puzzle by yourself!Be careful about stepping in two different bad puddles with your duplicate though.If I were to liken Realignment to "now you're playing with portals", then Tesseract is the personification of playing 4D chess.

Summon Zodiac

4th-level Conjuration
last commentary update: v3

With Tasha's finally getting summon spells right I wanted to have my own too. But what could I do that unique and distinct from Summon Celestial and astrology inspired? Of course! The zodiac! It just makes perfect sense; it was just begging to be designed and introducing a statblock to Lux Asterum Phari would be an interesting addition.Concepting a Summon spell became much more difficult the moment I was trying to find its own niche. A vast majority of creature types already have an associated Summon spell that embody the essence of what they do. These statblocks are fitted with three or four options that generalize that creature type, like Summon Beast's terrain environment, Summon Fey's mood, Summon Elemental's… element, Summon Undead's form, Summon Draconic Spirit's scale family, you get the picture. The zodiac in western astrology is divided in twelve signs and each of them are vastly different. Not to mention that any D&D setting would almost certainly have a different type of zodiac if it exists. How do I condense that into a handful of options?Although the adaptation isn't 1-to-1, the concept of essential dignity referring to the zodiac's strength and alignment would be an appropriate start. Essential dignities are, to my knowledge, generally only to measure planets, but the Sun and Moon would excellently balance out the Planets and so I combined both concepts. Each of these also have their own damage type, that makes it easier to flesh out each variant's identity!Returning to mechanics design, whilst I've got three representative types of the zodiac, how do I differentiate them in combat and make them unique? I don't want Summon Zodiac to be a reskinned Summon Celestial.A lot about essential dignities, the zodiac, and astrology in general concerns their location as a key factor in discerning information. Ecliptic longitude, celestial latitude, angle, direction, their relation to time, etcetera. There's a lot that goes into it and I thought a summoned zodiac spirit should embrace that identity of making location matter. That line of reasoning lead me to its current form today, where the Zodiac Spirit uses its bonus action to place a star mote in a space. Then its unique action, determined by the essential dignity chosen upon casting, interacts with these star motes in their own way. The Zodiac Spirit cares a great deal on how its positioned on the battlefield to maximize its effects. Without taking advantage of this you're only summoning a less adept creature than other 4th level Summons. Having the Zodiac Spirit placing star motes means that you will ultimately require setup for the creature to do its best, so the payoff ought to be equally satisfying. Summon spells from Tasha's are already powerful in that they introduce additional action economy that significantly boost damage per round—how can we make this setup result in something impactful that respects the time investment? It's much easier to grab another Summon spell and command it to multiattack every turn, so this needs to have a leg up.Zodiac Spirits aligned to the Sun are the most straightforward and aggressive. Their action, Solar Decan, causes star motes to explode in the adjacent spaces around them for 2d8 radiant damage each. These spirits want to be in the thick of combat and place mines to blow up later, catching every enemy possible. They're not particularly defensive or hardy so they'll need protection as you command them to do their thing, but the payoff is grand. Surrounding a Large creature with three motes is 6d8 radiant damage, much higher than a multiattack's potential damage that turn. Such creatures also tend to be less equipped to handle DEX saves as well. Once enemies know of the spirit's capability of exploding star motes they also serve well as battlefield control, deterring foes from nearing those spaces.Zodiac Spirits aligned to the Moon are debuffers. Their action, Lunar Bounds, allows you to form lines between any placed star motes; if any line intersects a creature they are dazed for a penalty on their next attack roll or saving throw. Due to this, Lunar Bounds requires at least two turns to activate. I originally had this require a failed WIS saving throw, but I honestly felt the minimum two turn setup, the use of an action, and the positional requirements were enough of cost. It'd be hard to justify using Moon spirits if you can't be certain of its benefits to the encounter. Summon the Moon spirit to cut through as many enemies at once in one fell swoop, then have your big blaster unleash their devastating flare for a better chance of them failing the respective saving throw! Combine this with other debuffing effects like Synaptic Static or Mind Sliver and your party is sure to land that important spell. Well, as long as that big bad is out of Legendary Resistances.Zodiac Spirits aligned to the Planets are support buffers. Their action, Planetary Rulership, allows you to form polygons using any placed star motes; all friendly creatures inside will be imbued with advantage and an increased 3d6 force damage for their next successful attack. If Lunar Bounds required two turns to activate, Planetary Rulership requires three at minimum. A lot can happen in three rounds during an encounter. You could lose concentration, the spirit could die, your enemies might have shifted to another location, change of plans requiring you to retreat to cover, and more. Planetary Rulership has to be an impactful boon in order to justify the three turn requirement of forming a polygon. Not any ol' polygon either, if you're doing the minimum three vertices, that triangle ought to be covering all your allies; that can take some extra movement to nail down. To compensate for the hefty setup, this buff imbues allies with permanent advantage on attacks until they hit at least once. It's less effort to choose to summon a Sun spirit, but Planet spirits can really change the tide of combat. In addition to that, Planet spirits are affiliated with force damage, the least resisted damage type. Your spirit will likely be dealing its full force (get it?) of damage between the turns using its multiattack before you get your Planetary Rulership off.

Nursery Cocoon

4th-level Conjuration
last commentary update: v3

One of my favorite spells in 3.5e is Rejuvenation Cocoon from the interesting mechanics associated with it and the flavor of shielding an ally from assault. I distinctly remember mending my character's closest friend's broken leg mid-combat with it and his leg sheened with the draconic scales of my god. I wanted to modernize this spell and introduce it to 5e with a Starlight theme!Its healing of 5d6+(mod × 2) is not a difference to gloss over compared to an equivalent leveled Cure Wounds's 4d8+mod. If we assume a +3 spellcasting mod, then the former averages to 24.5 and the latter to 21. The difference is greater is a +4 or a +5 spellcasting mod. Nursery Cocoon also cleanses a disease or a common condition, seemingly making the homebrew spell much more viable in comparison. It's important to note though that this simultaneously renders the target a sitting duck in combat for the duration. It does protect them with total cover and total resistance, but they're still liable from AoE damage until the healing kicks in a round later. The most the target can do is Ready an action upon the cocoon's dissolution. But so can any foes in waiting. Either friend or foe can additionally move the cocoon as well, so against mighty strong creatures this might be an issue to address. We don't want a dragon to be eating our friend!If we're to scrutinize this spell's capability for out-of-combat healing, we just need to look at Aura of Vitality's 20d6 for a 3rd level spell.When modernizing the spell I was concerned with its 2 round duration. 5e did away with unusual durations and most of everything is either instant, 1 round, 1 minute, or beyond that in reasonable and expected intervals. But we do have a precedent in the form of Tsunami's 6 rounds so something like Nursery Cocoon can exist, I feel. This spell doesn't translate well to other durations. For Nursery Cocoon's HP I mainly mimicked that of 3.5e's, but its AC was tougher. 5e does have an equivalent to 3.5e's hardness rule in the form of damage thresholds, as the original spell used, but it doesn't quite make sense to use that here. I opted to give its AC a decent number that scales with the user's spellcasting mod.I think this spell's niche in 5e is to rescue an ally in a critical and dire spot, but a straight heal won't be immediately effective. It can be used to stall for time and reposition, as the cocoon's movable nature allows it to be dragged like any other creature.

Instill-o'-Wisp

4th-level Evocation
last commentary update: v3

There's a lack of heal over time spells in 5e. Aura of Vitality requires a bonus action per turn to dole it out, Healing Spirit requires you to stay in the spirit's space and it only heals up to a max of 6 times at a +5 mod, and Regenerate is both a 7th level spell and a 1 minute cast time (not to mention its main use is to regrow missing limbs over the 1/HP per turn healing). This concept could be explored in 5e and perhaps with Instill-o'-Wisp we could accomplish that.Very rarely do combats last 10 rounds, but this homebrew spell lasts for a minute with a total of 10d8 healing. That's pretty densely packed for a 4th level spell as the equivalent leveled Cure Wounds's is 4d8+mod. Out of combat this spell's pretty impressive, but we only need to look at Aura of Vitality's total of 20d6 healing to remember that WotC enabling this 3rd level spell on Clerics and Druids significantly powercrept out of combat restoration.This spell is intended for combat use primarily, so let's focus on that. Since the average number of rounds in a modern 5e combat is around 4-5, that much healing in d8s might not be the most enticing. But you can use a bonus action to convert the rest of the duration into a lesser amount of d4s if you truly need the burst healing then and there. It's not the best but it's an option. Getting 2d8 healing for the first two rounds then suffering a nasty Circle of Death might just prompt such an emergency. The spell halves the remaining duration to convert to d4s, but 8 rounds to 4d4 isn't that bad either. Previously, the emergency burst healing required an action, but costing a major part of action economy for the common results of 3d4 or 2d4 isn't very impactful. Adjusting it to a bonus action aligns it more to Healing Word; besides, the action to cast this spell was already done.Like all niche spells this one certainly has its ideal situations. For longer combats your frontline warrior would love to be the recipient of Instill-o'-Wisp. You might even elect to prebuff one of your party members before a likely combat to prepare for the opening salvo of damage.Instill-o'-Wisp's strange name originates from the will-o'-wisp. In D&D they're depicted as malevolent trickster lights who would lure hopeful, lost wanderers into dangerous places and feed on their suffering. Likely based on Lord of the Rings. They can be quite frightening in 5e combat if you find yourself unconscious. But for me, I enjoy the folklore of will-o'-wisps that attest or describe them as metaphors for hope, a goal that's far out of reach but still attainable. Albeit much less told than the folklore that describe them as misleading spirits, this relates it more to the themes of stars and starlight. Since these spirits often are in the presence of the dead, I feel Instill-o'-Wisp slowly bestowing its rejuvenation is a cute lampshade or counterpart to the common tale. A hope to press onward! Previously the spell was named Knit-o'-Wisp to give the sense of stitching wounds, but instill works better as a rhyme to will.

Shooting Star

4th-level Divination
last commentary update: v3

If I'm doing a series of homebrew spells based on starlight and the stars, I'd be remiss to not have one named Shooting Star. It's all about luck, which makes this spell extremely strange since there's no strict mechanics for it. It's basically a "hello DM, help?" spell. The idea of divining good fortune and luck is difficult to translate in 5e mechanics without resorting to advantage or flat / dice bonuses. I didn't want that; we already have spells like Fortune's Favor, Bless, and even our own Stardust. So instead I mechanicalized the concept of praying for good luck rather than immediately receiving it and knowing how it works. Oftentimes we don't know how our good luck manifests until we've seen it firsthand. We rely on faith that it aids us in our time of need. Shooting Star asks for that faith. That good luck will come… in some form or manner.And although the description offers suggestions on how to resolve the spell in combat (to which the DM is not beholden to resolve then), this is entirely up to DM fiat. This spell will not work for all tables. It's intentionally kept vague so the DM can resolve the spell however they think appropriate. For rules-heavy or combat-oriented games, this spell might be a nightmare to deal with. For narrative-centric games or those that focus on the pillars of exploration or social, this spell might be wonderful. Especially if there's divinity involved or much emphasis on cosmology. Many spells and features in 5e are more loose and need DM interpretation to work with, so Shooting Star's inclusion is not totally out of left field. For example, I played a Creation Bard; I loved using Performance of Creation to conjure the wildest objects out of thin air to help with all manner of circumstances. It still required me working in collaboration with my DM to make it appropriate and fair for the table and the enjoyment we want out of D&D. Shooting Star is the same way. If you deem it valuable for your game then please use it! You should always be considering the power level and the narrative of your game when wanting to introduce anything from Lux Asterum Phari. You're not obligated to include every spell.

Mirror Magic

4th-level Enchantment
last commentary update: v4

Spell mimicry is an unexplored aspect of 5e's gameplay. It partly lead me to design the Azurist homebrew class, which, of course, is heavily inspired by Final Fantasy's Blue Mage job. But other than that, with how little spells tend to interact with one another beyond negation or dispelling, I wanted to dig a trench in that niche and call it my own. I started off with creating Redshift Transferspell and Blueshift Pilferspell, but I wanted to go further. I like to imagine that Mirror Magic is on the opposite face of the same coin shared by Protospell. Where Protospell is long term in nature and demands writing a list of eligible spells you've seen before (much like a Druid keeping track of Wild Shapes), Mirror Magic lets you copy any spell you've seen in the last 10 minutes. It's quite divergent from how Refraction works as well. Refraction is the user allowing a target to borrow from the user's spell list; Mirror Magic is the user copying any spell they've recently witnessed.There's lots of applications for this, albeit costly in spell slot consumption (as with Refraction). But in terms of comparing Protospell, Refraction, and Mirror Magic, this spell is by far the most direct, immediate, and versatile. It allows you to be flexible and double down on any ally's magic. Sorcerer just scorched the enemy with a classic Fireball? Copy that and put it in your back pocket in case of reinforcements—it's better than Flame Strike (especially considering its 5th level spell slot cost). Wizard just Hasted the Barbarian but the Ranger is feeling left out? Copy that and boost that longbow boy to their eternal gratitude. The possibilities are limitless.It'll be tough to pull this off on hostile spellcasters. Besides the whole modern trend of turning spells to actions in creature statblock design that I won't go over yet again in these commentaries, Mirror Magic calls for a saving throw of their spellcasting ability. Enemies that cast spells are typically going to be decent at the stat they use to cast spells with. If not even proficient with the corresponding saving throw. In higher tiers of play they are also commonly equipped with Legendary Resistances. But if you're able to manage a failure, being able to dish back the enemy's own medicine is such an unparalleled feeling. Make them regret not Counterspelling you.The reasoning behind the "if this spell's duration expires while you're casting a copied spell, the copied spell fails" aspect stems from wanting to close off cheesy interactions with the more mechanically complex and out-of-combat spells like Heroes' Feast, Hallucinatory Terrain, Awaken, Glyph of Warding, Hallow, or even Scrying. Those spells aren't generally meant to be used in battle—I personally see them as ritualistic in their fantasy and flavor rather than a swift one-off wave-of-the-wand blast. To that end, even if you time it perfectly with a 10 minute spell being cast by another, then you casting Mirror Magic. The 1 round, 6 second difference between finishing that copied spell's casting and Mirror Magic's duration ending will cause you to fail it.

Synodic Shift

4th-level Enchantment
last commentary update: v4

I always wondered how 5e would work if there was a mechanic that reversed the rules of dis/advantage. How much could you break the system? How could it be useful? With the game hinging a lot of its bounded accuracy on how dis/advantage works, Synodic Shift can either be extremely powerful or completely incompetent. And to me it feels like there can be no in between.
So let's make it a spell! To be frank, with something as system-bending as this, it's difficult to figure out what could even be remotely balanced for its components. 4th level, concentration, WIS save? That seeeeems to be okay. But who knows, maybe you'll see a future version of this commentary that says "I was completely wrong!!!" In either case, Synodic Shift is competing with spells like Slow, Confusion, Banishment, and Polymorph. Is its odd fantasy enough to justify a spot on a caster's spell list? Let's explore for a bit:
Using the lower roll for advantage

  1. Attacking a blinded, restrained, paralyzed, stunned, or prone creature is harder. An ally can willingly go prone or "avert their gaze".

  2. Punishes Pack Tactics, Magic Resistance, and the Flanking optional rule.

  3. Discourages the Help action or using Inspiration RAW.

  4. Dissuades Rogues and other sneaky characters from Hiding.

  5. Hinders sub/class features like a Barbarian's Reckless Attack and Danger Sense, a Rogue's Steady Aim, a Vengeance Paladin's Vow of Enmity, a Wild Magic Sorcerer's Tide of Chaos, and more.

  6. Some spells are ineffective: True Strike (why would you?), Faerie Fire, Grease, Command (to Grovel), Guiding Bolt, Hold Person, Entangle, Web, Greater Invisibility, Silvery Barbs (only the second half, but you can choose an enemy under Synodic Shift to confer the "advantage" to), Fog Cloud and Darkness (with Blind Fighting), and more

  7. Ancestry traits work against you: Dwarves' resistance to poison, Elves' Fey Ancestry, Halflings' Brave, Gnomes' Cunning, and more.

  8. Some feats are discouraged: Crusher, Grappler, Mounted Combatant (attacking a smaller creature) and more.

Using the higher roll for disadvantage

  1. Attacking from prone is better, but so is attacking a prone creature with a ranged attack.

  2. Poisoned, restrained, frightened, and blinded creatures are improved at attack rolls. Being poisoned also helps with ability checks. An ally can willingly close their eyes or "avert their gaze".

  3. Attacking an unseen, hidden, or invisible creature is easier.

  4. Attacking with a ranged weapon from long distance is better.

  5. Using a ranged attack while in melee with an enemy is preferred now.

  6. Small creatures can now masterfully wield Heavy weapons.

  7. Deters the Dodge action.

  8. Encourages being exhausted. Level 1 now helps with ability checks and level 3 helps with attack rolls and saving throws. Level 2 still halves your speed though.

  9. If you're one of the 5 games that use encumbrance—being encumbered can help now.

  10. Hampers sub/class features like a Fighter's Protection Fighting Style, a Battle Smith Artificer's Steel Defender's Deflect Attack, a Light Cleric's Warding Flare, a Sorcerer's Heightened Spell Metamagic, and more.

  11. Some spells are ineffective: Blur, Greater/Invisibility (being attacked), Beacon of Hope, Irresistible Dance, Protection from Evil and Good, Vicious Mockery, and more.

  12. Other spells can be used in different ways: Heat Metal, Blindness, Cause Fear, Compelled Duel, and more.

  13. Some feats are discouraged, like Slasher and War Caster (for maintaining concentration on spells).

Considering all this, it makes sense that Synodic Shift is one of the inverted spells. It toys a ton with 5e's mechanics. In combat it completely flips the script on how to approach battle in the way that maximizes the way you lessen your allies' "bad advantages" and exploit your own "good disadvantages". And the other way around. You want to make sure the enemy has as much "bad advantages" and less "good disadvantages" as possible.

Corustcate

4th-level Evocation
last commentary update: v4

There's a surprising lack of rusting mechanics in 5e. As far as I know, the only two things are the basic Rust Monster in the Monster Manual and the Dust of Corrosion item in Wild Beyond Witchlight (which is sourced from the former). Rusting is great flavor for a debuff involving metals, but as much as I enjoy the fantasy, I never felt it fit for a homebrew spell compendium revolving around light and the cosmos.And then I learned the word "coruscate" (a flash of light) and added a T to make the rust pun. It was all the excuse I needed to finally crack my knuckles and craft a fun spell!But it was difficult to really base anything off of precedent with the aforementioned mechanical absence. Most homebrew I've seen are very specific in their targeting, yet I wanted to make something adaptable as a 4th level spell. Something for that power level should be able to corrode most things, yeah?Which ends up being quite potent. Lots of homebrew generally focus on targeting one specific creature or target. Corustcate allows you three separate targets. That could be three creatures or three objects. And each can potentially inflict a -3 penalty to AC. Or impair the damage of a weapon, which was something I never really saw. Which means, when battling against a well-equipped knight, target the knight themself, their armor, and their shield for a potential -9 AC. Until they scrape it off, that is.Although 4d4 isn't much—worse than Acid Arrow—it's icing on the cake for reducing a beast or predator's natural armor by 3. Corustcate's malleability on what it can target makes it valuable as a 4th level spell pick. Expose one creature entirely or make more creatures vulnerable across the board? The choice is yours.When first designing the spell, I noticed many similar homebrew material requiring metal to be effective in the slightest. It makes sense in thematics, but a spell of this caliber, especially one that's liquid starlight, feels silly to not encompass all armor and weapons to be eligible. Equally, I do understand how silly it is that an archdruid's verdant mantle of leaves and twine supposedly being "rusted" by this spell. Which is why I wanted to add the stipulation of the spell not permanently destroying anything that's magical or nonmetallic.

Aurora Vitalis

4th-level Necromancy
last commentary update: v4

The original concept behind Aurora Vitalis was having the downed or dead continue to participate in combat. It's frustrating when you're unable to do anything on account of that; you wait upwards to an hour for your turn (especially in larger groups or very involved battles), roll a death save, then move on. It's worse if you're dead: you do literally nothing. It's boring and unengaging. Death and dying are supposed to be a significant aspect of D&D as a risk for all adventurers, both mechanically and narratively. And while amazing roleplaying moments and tensions can arise from it, it stops effectively being a major issue beginning at level 5 if your party has a fullcaster with access to Revivify (and assuming diamonds are accessible in your setting). And while there's many homebrew solutions attempting to offset the pains of not playing the game when in this state, I wanted to try my hand at a specific spell rather than an entire new system.Aurora Vitalis is difficult to write commentary for; I was quite unsatisfied with its function in v3. In v3 the spell targeted a dead creature and extended the time limit for raising them by an additional 5 minutes. It allowed a group time to breathe when Revivifying a dead ally, but more importantly it allowed the dead creature to expend those minutes for one of three effects on their turn: Encumber, Succor, and Wrath. Encumber imparted disadvantage against a nearby creature, no saving throw needed. Succor granted temporary hit points to an ally. Wrath was a ranged spell attack for some radiant damage.My problem with v3's iteration was that it was never worth a 4th level spell slot to grant 5 instances (one per turn) of those effects. An ally might be dead and the player may or may not be frustrated that they don't get to actively play the game, but the "correct" solution was to always end the fight faster and then Revivify them. A 4th level Fireball or control spell was much more valuable and efficient in that circumstance. The second most "correct" solution is to simply Revivify them if your party's got the action economy to heal them for a non-insignificant amount; Revivify is 1 action after all, it was designed to be usable in combat. If your Cleric can pull that off, your Fighter can toss the newly resurrected a Healing Potion so they can play defensive.So Aurora Vitalis has to be more worthwhile as a 4th level spell. Or be classified as 3rd instead. With my intent for the spell to be something to bridge the gap between Revivify and Raise Dead, I wanted to stick with its 4th level classification. It's got the non-consumable diamond material component after all. Aurora Vitalis's niche is to continue allowing a player to play this TTRPG, and while Revivify (if dead) and healing (if downed) partially serve this purpose, those are fragile fixes that foes easily overwhelm. I wanted this spell to explore an area in 5e combat where you don't have to be frightened of a death spiral because the Barbarian you just healed back to consciousness went down on literally the next action. There's a common proverb in the 5e community that preaches the best healing is done when someone is unconscious, mainly reinforcing that action economy is king when determining the outcome of fights.Prior to v3's iteration Aurora Vitalis actually functioned similar to its iteration in v4. Pre-v3 the spell was quite short range, but allowed you to target a dead or dying creature and grant it the ability to continue fighting as normal, using their regular action economy. It had a duration of 3 rounds, and should they fail their 6th death saving throw, the spell ends.I was convinced out of it, but I think how poorly I designed v3 called for a revamp in v4. I didn't want to buff the numbers in v3's iteration. Shy of making them absurdly powerful to the point where it's more potent than a PC who's alive, it was never worth taking the spell to begin with for the reasons I mentioned above. Plus, I believe it's lackluster in design to forcibly swap a PC's entire action economy rather than let them play the character they created and have more fun with.This brings us to v4's appearance. Aurora Vitalis's goal is to allow a dying ally to continue fighting. It must be a viable option versus Revivfying (should they die) or healing. Thus, the creature can still continue battling no matter the amount of death saves it fails. But if the caster drops concentration? It's over. No need to worry about death ping-pong when constantly casting Healing Word after your frontliners go down every turn, now you just need to solely worry if you're going to maintain concentration.Lastly, I wanna note on the flavorful visuals that Aurora Vitalis exudes! Aurora Borealis and Aurora Australis are beautiful phenomena, captivating in every way. In certain folklore, they are the bridges from the living to the afterlife, which prompted ample inspiration for me to design something like this spell! There's lots of different mythology and beliefs surrounding the polar lights, each with their own cultural meanings and significance. Especially around death and spirituality. I wanted to bring that aspect to this spell's concept. Of course, however, Borealis and Australis are both terms that point to particular regions on our own Earth. I gave Aurora Vitalis its name to rhyme with those, remove its region affinity, and allude to its function!


5th Level Spells


A Star to Guide

5th-level Divination
last commentary update: v3

The original in-universe inventor of these Lux Asterum Phari spells, Opus Loregit, was a devout adherent of the Wayfinder, god of the stars, magic, and family. They were the co-discoverer of him and his Guiding Star, the equivalent to our Polaris. When I played Opus, one of their fascinations as a young history buff was cartography and maps. Thus one of the original Starlight spells they invented early on (and that I designed) was one to call upon the Guiding Star's aid to help navigate a map.Fantasy maps are one of those tiny details that I dearly love in D&D and just gaming in general. You can see all the worldbuilding, history, and lore before your eyes. Sometimes, through a wide variety of reasons, these maps can be a struggle to read. They might be unfinished, lacking cohesion, unusual style, ambiguous markings, or anything else both in-character and out-of-game.A Star to Guide can alleviate some of these woes by acting like any video game map screen, which was the main idea behind this spell's function. You can stick the lapis lazuli pin from the spell's material components anywhere on the map and a route will be drawn towards your destination. Thankfully, unlike some of those unhelpful waypoint markers in video games, you can give the spell criteria for drawing the route. Such as by choosing to only draw a route through water when sailing on a ship to an island in the middle of the ocean.This spell is enjoyable to me due to its encouragement to utilize maps more often. A world map becomes way more valuable and world knowledge all the more practical when determining your route. For regions, countries, continents, organizational influence, or other detailed maps, this could also be incredibly helpful for strategic planning.A quick fun tidbit on the lapis lazuli pin: I chose the blue-colored stone as the material for the pin due to its ancient Egyptian symbolism of divinity and guiding souls to the afterlife. Relating it back to Opus's reverence to the Wayfinder and his Guiding Star.

Refraction

5th-level Transmutation
last commentary update: v3

Refraction was the first spell I designed early on that I felt really tested the boundaries of 5e's spell system and balance. Honestly, Refraction can't be ever be truly balanced. But I think that's why it's thrilling. You can give your entire spell list to another caster to borrow from for one spell. It's limited in that the eligible lent spells are two levels lower than the level you cast Refraction at, but this opens up the floodgates to so many possibilities and combos. At some point I wouldn't be surprised if there was some broken synergy that resulted from this spell. It takes clever thinking to see how it could interact with your squad and how you can maximize combinations. Could you even lend Refraction when casting Refraction? With a 7th level slot maybe! But why? Maybe you want your ally's spell in turn! Sharing is caring (even if it takes a 7th and 5th level slot for a 3rd or lower spell).Another great aspect about Refraction? It works with more than just the Spellcasting trait. Warlocks too can utilize it and lend their Pact Magic. Ancestries with innate spells can grant them to others, like genasis as one example. And folks with but a simple feat for their magic could also lend it to another, like with Magic Initiate or Fey-Touched. If they somehow gained access to Refraction, that is. NPCs can also lend their spells too! Even with the modern 5e statblocks greatly simplifying spellcasting.Conversely, one important thing to note about this spell is that it can't lend spells granted by magic items. Those spells aren't considered ones you know or prepare as they originate from the item itself. You may cast Cone of Cold from a Staff of Frost, but is the magic coming from you or the staff? This is a good rule of thumb for anything that might be unclear with its distinctions.I liked the word refraction to describe this spell since it refers to the bending of light through a different medium, a la the bending of your spell knowledge to another creature. If you know Pink Floyd's Dark Side of the Moon album, that prism converting a ray of light into a rainbow is partially what refraction is (along with dispersion) and how I imagine this spell manifests.

Asterism

5th-level Evocation
last commentary update: v3

With constellations and stars being a heavy focus of Starlight magic, I desperately needed to design a spell that functioned basically like Create-A-Constellation. Before Wall of Nebulae, this was the Wall spell I conceived of, inspired by the idea that asterisms are smaller kinds of constellations. This spell is really flexible and versatile since I wanted it to be representative of myriad types of constellations your setting might possess. Place three stars within 20 feet of each other and choose two aspects to define the spell's effects.The list of 7 aspects contain both detrimental and beneficial effects, ranging from a pull, damage, blindness, saving throw advantage, temporary HP, and cover. It's meant to be an evergreen spell viable for a great deal of circumstances. It's also a great opportunity to sprinkle in your own flavor when casting the spell. For example, invoking the constellation of Vindir, the flame-licking anteater with the Aspects of Gravity and Ire to snare and harm your foes. Or you might invoke the constellation of the Guardian, an armored wolf with the Aspects of Resolve and Shelter to protect your allies in the face of a draconic assault. There's 21 different possible combinations with Asterism's aspects to experiment with.Another major aspect (get it?) of the spell's versatility is the mix of five things: the ability to configure the stars in any way upon being cast, the ability to move any star 20 feet as a bonus action, the fact that you can optionally cause the spell to affect an eligible creature, that any creature can choose to fail it and guarantee its effects, and that you can choose which of the selected aspects to affect it. You can choose both a harming aspect and a helpful aspect and selectively distribute them based on ally or foe.Asterism is one of my favorites thanks to the imagery it evokes and the way you can beseech the aid of different constellations in different situations. It also continues to explore the direct use of cover in spells that Fizban's started with his Platinum Shield. CON saves might not work as effectively against the burly creatures, but perhaps the stars could instead help your party stand their ground.

Parhelion

5th-level Abjuration
last commentary update: v3

A parhelion is an absolutely striking optical phenomena of a halo around the sun. I thought it the perfect visual for a spell idea I had of delaying oncoming damage. In 5e where combats average 4-5 rounds, being able to delay damage until later is a potent mitigation tool. This spell doesn't technically reduce damage, so if you eventually build a pile of damage ready to harm you it could be very dangerous to lose the spell. So dangerous that it could even approach death by massive damage numbers. You'll definitely want to maintain concentration.Luckily, if you cast Parhelion on yourself the total damage resistance means that your CON saves to maintain concentration are also easier. Be wary about the spell's end though. While it might last through a combat to grant your party victory, you'll want to prepare immediate healing the moment the target's blasted. Characters with resistance to radiant damage are prime targets as they will significantly reduce the delayed damage. Your time has come, aasimars!In the same breath, characters with several pre-existing resistances might not find too much benefit from Parhelion. Even if your fire genasi innately shrugs off fire damage, all damage that gets resisted during Parhelion's duration will come back to bite them. So in effect they'll be taking the normal amount of damage that the fire source imparted. This spell still might be resourceful if you're certain to come up against a hard hitter, but it's a detail to consider.

Pulsar

5th-level Conjuration
last commentary update: v3

Like with Magnetar Motes, I designed Pulsar to specialize in battlefield control but with a twist on normal patterns. Pulsars, akin to magnetar stars, are highly dense and magnetic. Though not as heavy as magnetars, pulsars do sport an interesting "lighthouse effect" with how they pulse and emit their electromagnetic radiation beams. Read it up if you've got time! It's quite fascinating.I wanted to combine both components for this spell to give it a strong identity but differentiate it enough from Magnetar Motes in this homebrew. Magnetar Motes preferred method of battlefield control is indirect and through intimidation—the spaces around the target can damage it and halve its speed, with metal creatures worse off. For Pulsar, I gave it a consistent gravitational pull in a 15-foot radius. Most gravitational effects and spells are instantaneous and don't persist, even spells exclusive to Graviturgy Wizards. Pulsar's direct threat is removing key players from their ideal positions. Gravity isn't the only feature of the spell though, I incorporated the lighthouse effect via the guaranteed 4d4 radiant damage to everyone in its radius. Casters will definitely want to preserve their bonus action to reactivating this damage much like Heat Metal. Pulsar ensnares those unfortunate enough to suffer its gravity as folks need to succeed a STR to even exit the radius.I think this gives Pulsar an enticing and potent quirk that warrants consideration in learning or preparing. Enemy spellcasters can be dangerous but they are often lacking in the strength department. Exploit that. A whole horde of kobolds or devils on your tail? Plant Pulsar in the air and watch them swirl helplessly. If you ask me, a dangerous and delightful combo would be for two Starlight casters to combine Pulsar and Magnetar Motes for the ultimate control.Why did I give Pulsar guaranteed damage though? A 15-foot radius persistent AoE doing 4d4 damage seems awfully powerful. That's around 10 damage on average. I think the balance comes from the fact that the damage only occurs on your turn, so you can really only count on the first turn you cast it to be guaranteed. It also requires consistent use of your bonus action to dole it out, so classes with an abundance of bonus action opportunities might want to consider another spell to take. About its damage, Melf's Acid Arrow does 4d4 as a 2nd level spell, and though it only guarantees half on a miss, 4d4 damage at level 9 where 5th level spells are gained isn't too devastating.Ashardalon's Stride at 3rd level is guaranteed 1d6 fire damage to anyone you can graze while moving; you've got increased movement speed with that spell, so upcast that kid and watch your foes burn. A 5th level upcast of that is 3d6 damage and with more freedom of dealing it through your movement than Pulsar's static location.

Aura of Glory

5th-level Evocation
last commentary update: v3

Aura of Glory is a niche but fantastic spell trying to follow in the footsteps of the other Aura spells, Vitality, Purity, and Life. These formerly Paladin-exclusive spells focused on protection and support and a variant related to interacting with other spells was something I was keen on tapping into. Aura of Glory heals allies in the radius whenever they cast a spell an amount equal to that spell's level. Your casters will love you should you wear this spell. If you're anticipating a heavy-duty battle, popping this pre-battle can cover for the opening salvo with your casters retaliating back with the big guns themselves. It enables a more offensive strategy by not spending time needing to recover from something like a dragon's breath weapon. In parties with majority casters or a good few magic items you might opt to take advantage of Aura of Glory, as it'll only become more valuable with each level y'all gain.I'm pretty proud of the spell's name honestly. Aura of Glory could easily refer to the prestige and splendor of magic pushing the boundaries of endurance. But glories are also optical phenomena that resemble halos formed from light passing through mist or clouds. Both work!

Illuminate the Past

5th-level Divination
last commentary update: v3

As a mystery solving tool, the idea of paranormal psychometry is a fun concept to play with. It's briefly explored with the feature Grim Psychometry from Matt Mercer's Blood Hunter homebrew class but it's specific in that it extracts only sinister or tragic histories from the object. A generalized spell variant of that would be clever utility to use in situations where glimpsing the recent past could reveal invaluable information. Many divination spells revolve around trying to divine the future and foresight, but rarely do they clarify the past unless you happen to be using spells like Commune or Divination to ask these specific questions to a deific entity. As is, well, in the nature of the spell school's very name. But I think we don't have to limit ourselves to the future when the act of fortune-telling is also often used to make sense of the uncertain past. Legend Lore might be a great lore-dump spell for relevant topics in your setting this way, but it's not your first choice when detecting or perceiving recent events. So I sought to design a spell that took after psychometry for the detectives and fortune-tellers in our games. Fortune-telling is one of the subthemes of Starlight magic, making it a fitting addition. To make this spell versatile, I wrote it to allow the caster to choose the method of how it functions: unveiling the past around an area, or unveiling the past around an object.You might turn to the area option should a locale be suspicious. Perhaps your group is pursuing a thief and couldn't catch the direction of their escape. Maybe you're literally a detective for your city or organization, making this spell an excellent forensics tool for your crime scene investigations. Did your group discover that a clandestine cult meeting occurred in the cellar of an abandoned warehouse recently? This spell's got you covered.When you suspect an object might've had rather a frequent turn of hands, or that the object was in transit recently, the spell's other option might be better. Are you weary of a potentially poisoned wine bottle? This spell might reveal the visage of the perpetrator, a much better solution than simply cleansing it with Purify Food and Drink. Is your group tracking a kidnapped child and discover they dropped a toy? This spell could grant a lead in the direction of the culprit's movements. Your party's Rogue might've stolen a key item from a dubious noble; this spell might give a glimpse at what the noble was doing for the last 24 hours, provided that the item was on their person for that duration.With the optional function of a caster attempting to peer further back into the past, a player could chance the risk and hope to discern even more information. Not all important, vital clues happen within 24 hours of the players arriving there, so designing this spell its open-ended nature can even let DMs give juicy breadcrumbs to entice their group to take that risk. It's entirely in the DM's discretion how further back this spell could glimpse (depending on the roll, too) and how clear the holographic recreations appear. Something a week back, for example, might appear very blurry to the point where identifying key figures is a futile task. And, regardless on a success or a failure, the caster suffers one level of exhaustion; they must commit to the decision and be willing to accept the result, even if unsatisfactory.For DMs, you might notice that the spell's duration is 10 minutes but is able to recreate events that occurred 24 (or more) hours ago. The timing is not meant to be one-to-one; this spell doesn't access a realtime recording of an area or object. Tailor the recreated events to be something relevant and/or enjoyable for the players. We don't necessarily need to know that a soldier's sword was sheathed in its scabbard for 23 of those hours before a battle.I like to think of Illuminate the Past as a reverse Scry spell. A creature could ward against mind-reading and scying attempts, but they can't as easily ward against the things they've done and their imprint on the world around them. Illuminate the Past allows players to gain valuable information and delve deeper into the story of a game, greatly enabling collaborative puzzle-solving, good roleplay moments, and shocking reveals.To quickly dive into the flavor of this spell, I wanted to lean in on the psychometry aspect of it and its pseudo-science nature. Starlight magic's flavoring is half-scientific in how it manifests as holograms thanks to my Artificer character Opus's themes. The visuals of a spell scanning disturbed light particles in an area and being able to thoroughly examine them is a rad concept I came up with so I called it luminal psychometry. Without wanting to name the spell something esoteric like that though, I called it Illuminate the Past as a fun allusion to using light in revealing information hidden in the dark.

Relativity

5th-level Transmutation
last commentary update: v4

Playing with time in any game is a slippery, albeit fun slope. Especially designing gameplay mechanics for them. Chronomancy and time magic is one of the most popular homebrew themes in 5e, at least by how many times I see it in my feeds. But I also can't deny that spacetime and the theory of relativity is very relevant to the cosmos theme and space subtheme of Starlight magic. So I wanted to design an interesting, unique twist that toyed with it.Relativity has no saving throw. That's because it affects the environment itself rather than specific creatures like Slow or Haste. That restricts some of the power budget afforded to me with how drastic I can make its effects. However, Slow and Haste do provide excellent templates to start off from. And if I want Relativity to be flexible (as a Frosty spell likes to be) in providing options to either quicken or slow time, then these effects must be interchangeable.Common threads in both Slow and Haste include AC adjustments, speed changes, affecting DEX saves, and altering action economy. I felt iffy on changing AC and altering action economy without a saving throw, but the others were a great base indicative of how time-based spells in D&D tend to represent that flavor in their mechanics. Without altering action economy, that really freed the power allotment I had for this spell. Action economy is king, but one thing I see rarely represented in 5e spell design is altering initiative. I played with this for the other spacetime spell I designed called Paradox, but I felt like I could branch off into something more targeted compared to a whole battlefield-wide effect. Something you could use to your advantage and plan strategies around. With Double Time doubling initiative and Half Time halving initiative, that can be so crucial in determining the flow of battle. Allowing all of your allies to go first enables devastating combos, especially if used in the beginning of battle where enemies are less likely to be up close and personal with the party. Halving the enemies' initiatives, especially when they're clustered together, makes it a valuable control spell that allows for repositioning of your party or the continuous blast of multiple casters that exploit their weakened DEX saves.But because there's no saving throw this can easily be as detrimental to the party as it is beneficial, particularly as fights drag on and rounds tick by. Your party will mix with the opposition, so doubled initiatives, speeds, and advantaged DEX saves will benefit both your Fighter and the rampaging beast (that can now reach your d6 hit dice Wizard in the far back corner of the battlemap).I also wanted to introduce a stranger, unusual element to Relativity: affecting durations of other game abilities. I didn't want Double Time to just simply be the ally-buff variant and Half Time to be the enemy-debuff variant. Double Time will cause other effects, like the buff from Bless or the debuff of a foe's Bane, to additionally tick by faster than normal. While Half Time will extend these effects. It's not entirely relevant, for most battles don't last long enough rounds that buffs ending early would matter, but for the higher leveled combats where rounds can get to 10+, having a Haste end early on round 5 and imparting lethargy is going to be rough. It also, however, means that tracking durations will require more thought and effort. Sorry about that!Besides combat though, I also realized after designing the spell that Relativity has some creative use outside of it. While it requires a looser reading of the spell's description (i.e. "the spell causes time in the area to pass at double / half the rate"), I would personally encourage DMs to favor Rule of Cool. Timing is crucial in fast-paced encounters. Halving time would allow you to cross a collapsing bridge before it fully gives way, attain more leniency for time-sensitive puzzles, and react quicker to slowed-down traps in a dungeon!


6th Level Spells


Paraselene

6th-level Abjuration
last commentary update: v4

Paraselenes are the moon counterpart to parhelions' sun! With Parhelion being a protective mitigation spell Paraselene was bound to keep the trend. Due to the moon's light being a reflection of the sun, only its brightest phases were capable of producing these "moon dogs" as they're called. And they're much more faint and subtle compared to a parhelion, or "sun dog". To match this energy I wanted to give the spell Paraselene a more subtle effect compared to Parhelion's damage delay function.I turned to lunar deities for inspiration. They're abundant and broad amongst cultural folklore, mythology, and religion and a few of them share two common threads of nightly protection and hunting. I translated that into its current idea of protecting those in your care from falling unconscious.Paraselene lets the caster spend their reaction to prevent someone from being reduced to 0 HP. Think of a Half-Orc's Relentless Endurance or the Death Ward spell and supercharge it. A user of this spell could be in the thick of the hunt to ensure their companions do not suffer defeat, pressing on the attack. A user of this spell could also be a benevolent healer from behind who draws upon lunar power to shield a friend from certain death. As long as they've got their reaction, no one is going down.While this does cost your reaction every time, it's a great boon to be nigh unkillable and buys you time to afford more support and protection to who needs it most. Still, you might not want to pick this spell if you're a caster who enjoys using Shield, Absorb Elements, Counterspell, or any other reaction. Halfcasters don't get access to this spell since it's 6th level, so fullcasters will have to determine if the spell's value is worth the positioning effort, reaction tax, and concentration requirement. They could be using another concentration spell to end fights further, for example. To some folks it may be more resourceful to invest in Aura of Life and simply restore creatures back to consciousness when they reach 0 HP.[✨v4 Update] Paraselene really underperformed mechanically. With its costly 500g component, all the aura did was allow the caster to use an additional reaction. It provided no passive benefits, unlike the vast majority of other aura spells. I set out to add passive effects that match Paraselene's potency as a 6th level spell, but to keep the subtly that I described in the original design commentary. I settled on two, one being a mechanic that I enjoyed and wanted to explore in a spell, and another I felt more thematic for the flavor of the spell.The first was soft crit negation. I always liked the idea of turning critical hits into normal hits. Kind of like a step below adamantine or mizzium armor since I didn't want to offer blanket immunity. Originally, this property would turn a critical hit into a normal hit. The pacing and flow was quite awkward though… Imagine: your Fighter gets crit for 40 damage total. They pass the CON save DC 20 to turn the hit into a normal hit. But in core RAW 5e, crits aren't simply [double the end result number], they're [double the dice]. How do you retroactively determine the normal hit's damage? Do you shave off the other half of dice? Which do you choose? Chances are the DM's moved on or had forgotten which dice were which. This property slowed down the game's flow too much. But in order to make critical hits still maintain their impact and threat, the DC needed to be variable. It couldn't be against the caster's spell save DC or it'd be simply unfair. So while I couldn't design this property to be as elegant as reverting a crit to a normal hit, halving the critical hit's damage is as close as we'll get. Unfortunately this still does mean that the attack was a critical hit, so you better hope that you're dancing with a vorpal blade-wielding swordsman!The second property is that shapechangers have disadvantage on attack rolls in the aura. I think this part is quite significant if you're able to predict facing off against a band of werecreatures (or even certain dragons). I remembered Moonbeam's secondary effect in being particularly effective versus these types of creatures and wanted to incorporate that in Paraselene, another spell that evokes the moon's light. Of course, you can designate your party's lycanthropes to be immune to this!

Eclipse

6th-level Conjuration
last commentary update: v4

Eclipse is a doozy of a spell. It differs depending on the type of eclipse and is generally weaker indoors or when there's no celestial body in the sky, leading to its rather lengthy description. At a glance, with the spell's 1 minute cast time, consumable costly material component, and non-concentration duration of 1 hour, Eclipse is a spell you cast in preparation for a big showdown. It may be one of Lux Asterum Phari's most niche spell in that regard but with its array of powerful defensive and offensive options, it's an indispensable tool when the moment presents itself. If you find your party often needing to prepare to battle tough enemies and can control the time of engagement, you might find merit in utilizing Eclipse. Plus it's got a rather wicked visual of forging a black disc to literally block out the sun / moon from far up above. I can easily imagine Eclipse used as the backdrop to a critical climatic battle of a campaign, NPC allies and all.Solar Eclipse is the first option and can only be cast during the day. It generates a pool of points, and allies who are damaged within its large AoE can draw from this pool as a reaction to gain temporary HP that's drained first. 14d4+20 averages to about 55, a big hoard of points that can shield allies from assault. This option is best if you anticipate high damage during the encounter you're preparing for or favor a defensive approach, though it will require reactions from those hurt to mitigate any of it. As a fun fact, this option's pool of points was borrowed from the scrapped variant of the Pillars of Light spell in this homebrew.Lunar Eclipse is the second option and can only be cast during the night. It turns the moon into the blood moon and invokes the ferocity often found in feral predators and werecreatures. This option is ideal for an offensive approach; cast this and pounce upon your foes with unrelenting brutality! Imbued allies will get a stacking movement speed buff upon hitting an enemy, immunity to fear and charm effects, and Pack Tactics with a bonus to damage. Essentially this all encourages your group to never back down and maintain aggressive tactics. Pursue cowards like wolves and ravage those who stand in your way. For a group of martials this will heavily enhance their bloodletting, so don't be afraid to use it even when you're facing off against an apex predator. Show them who's the real predator.The last option is when there's no celestial bodies visible or you're indoors. Eclipse is much more potent while outdoors but I didn't want the spell to be completely ineffective while inside. Many times we can't control the location of engagement and sometimes you just have to accept you're fighting the malevolent god of the duergar in her underground mechanical metropolis. Or is that just me? Anyway, this option takes from both the solar and lunar variants, bestowing something along the lines of Magic Weapon and Heroism combined. It's not the best and it might not even be worth a 6th level spell slot or the 500g costly component, but for prebuffing any boon is welcome in my eyes. On the bright side, outdoor battles frequently have large environments that combat could stroll across while indoors are [generally] much more confined, meaning this option could potentially cover an entire arena.[✨v4 Update] Turns out, 14d4+20 is not a big hoard of points for a 6th level spell! I talk about this more in Shining Shield's commentary, but in order for Shining Shield to have competitive scaling for higher spell slots, it actually triumphed over Eclipse's Solar Eclipse's numerical strength. Can't have that; Solar Eclipse is supposed to be the option you prepare in advance when you anticipate a tough battle. So many potential creatures can draw from that temp HP pool. I've increased the pool by 20 points, meaning the average is brought up to 75. More fitting for a 6th level spell with a costly component and long casting time I'd say!

Horoscope

6th-level Divination
last commentary update: v3

Before I designed Tarot in this homebrew I came up with Horoscope. I wanted to explore the divination school of magic as something that could be offensive in nature. We've only got Mind Spike for that and even that classification is tenuous at best. This set of two spells, Horoscope and Tarot, revolve around predicting the flow of combat and match their namesake as astrology terms. I love Horoscope because I love calling out and planning different courses of action and anticipating what really happens. As a player, whenever I know a combat's to occur next session, I usually enjoy planning for what my character would likely do next, what the enemies might do, how to play around that, and other contingency strategies. Horoscope fits that fantasy for me because it's a minigame between the players and the DM. A secret game.The caster doesn't have to show the DM their prediction. Of course, the best fun is when things are fair and the prediction isn't manipulated after the casting. That's just trust and honesty. Because the spell doesn't require you to share the prediction, your DM may desire full transparency and that's valid too. However, I love that this spell could incite a huddle between the players, away from the DM, and strategize about what might happen and/or how to make it happen.Because, yes, while you may predict a certain course of action, you can also force it to happen. Personally it's less fun to do that (is it really a prediction if you're influencing it?) but I equally think it can be more fun for others in making it a communal goal in the group to ensure its occurrence. Spells like Crown of Madness, Compelled Duel, or the Dominate spells can ensure a clever synergy to make the prediction come true, along with class features like an Ancestral Guardian Barbarian "taunting" a creature or a Rune Knight Fighter using their Cloud Rune to redirect an attack to the predicted target.
That's also why this spell doesn't have guaranteed damage. Some courses of action might just be really easy to predict. An ogre will continue to club your party or a dragon on the first turn of battle will likely want to use their breath weapon.
10d12 is mindblowingly absurd damage, especially for a 6th level spell! That averages 65 damage! Even Harm is just 14d6 in damage—55 average! Despite 10d12 being extremely swingy as well, we have to remember that Disintegrate is 10d6+40—75 damage on average. With much more consistency and a much more devastating effect for a 6th level spell. If we want to make Horoscope a viable and enticing pick, it needs to compete with Disintegrate. Horoscope has to be comparable in damage because it's entirely possible that your prediction doesn't occur, even with your best efforts. Just like if someone passes the DEX save for Disintegrate, Horoscope would have done nothing. That's a 6th level slot wasted. Other factors we have to consider is that Disintegrate is immediate while Horoscope takes a round to pass, Disintegrate's force damage is far less resisted than Horoscope's psychic, and that Disintegrate has much more utility. It's mentioned in many spells as the only thing capable of destroying their respective thing, including this homebrew.If you're using Disintegrate, you're making a statement. I want that same energy—using Horoscope and predicting accurately sends a rather chilling statement too.

Essential Debility

6th-level Enchantment
last commentary update: v3

I quite enjoy the concept of controlling a creature's flow of combat by deterring it from repeating the same action. It's not a direct limitation like Tasha's Mind Whip or Slow, but if a target were to continue their normal course they're going to suffer and quickly realize the predicament they're in. Essential debility in astrology refers to the weakness of a planet, so casting this enfeeblement upon a foe inhibits their ability to persist. Beyond the first CHA save for the debuff to take hold, the damage the creature would take is guaranteed. There's no save. It just happens. They will feel the cosmos punishing them for acting against fate. They can only attempt to break out of these mental shackles by taking the damage first, then making another CHA save. This acts as a lose-lose trap for whomever you deign to invoke this upon.By having Essential Debility be tied to CHA saves, I'm keying it off of the target's force of will, character, and soul. Souls who brace against Essential Debility must exert their presence and conviction to resist it as the very fates seek to degrade them.Part of the fun I imagine with using this spell is the fact that every target might circumvent it in different ways. An enemy spellcaster and a burly brute would approach their curse oppositely I would think. Leading to a memorable encounter of playing around their circumvention and guiding them further to your wrath.It can be especially difficult to recover from a debuff like this, especially for subpar or average CHA targets. It's the reason why this spell is 6th level and only attainable beginning at level 11. At this tier of play parties will encounter or have encountered a diverse set of foes on their path. Compared to tier 1, much more of these enemies will be equipped to handle Essential Debility; and in turn these enemies will also be fleshed out with more complex abilities, traits, and tactics that Essential Debility can exploit.

Remote Satellite

6th-level Divination
last commentary update: v4

I once joked to myself "what if I turned the International Space Station into a spell?Then it wasn't a joke anymore.There's not many scouting tools in a spellcaster's arsenal. Divination-wise, the Locate X spells are like a radar and getting pinged for specific targets, Scrying is constrained to just peeping on a particular creature or place, and Clairvoyance requires familiarity with the place you want to observe. Arcane Eye is the one of the closest we've got—allowing you to invisibly scope out a joint or perform reconnaissance. For the strategic and cautious player, it's useful in the cases it was designed for even if the 4th level spell slot price is steep. It can act as a cheaper Scrying for targets you might want to tail nearby or help out with mapping interior enemy territories closely without risk of getting caught. But it's slow, limited, and not a ritual spell. For mapping out entire regions, Arcane Eye won't get that job done for you. The closest we got for that is casting Fly upon yourself, physically levitating a mile above the terrain, and hoping your Perception checks are good enough. If I were to compare, Arcane Eye / Fly is like a GoPro camera attached to a hiker.I wanted Remote Satellite to be the drone. When trying to draft this concept and realize the earlier joke, I turned to one of the coolest aspects of navigation in video games: the map. Specifically, a few games have an animation of literally pulling back the camera from the player character and showing an overhead view of the region or world, like in one of my favorite games Outer Wilds. Remote Satellite was meant to capture that feeling of the camera raising above you to the skies and gaining a bird's eye view of the entire region.Despite only being available at around tier 3 of play, Remote Satellite is a very valuable intel-gathering tool. It was designed to fill the gap that Arcane Eye / Fly cannot reliably achieve. Infiltrating an enemy fortress is much easier when you can see from above exactly how the battlements are structured, the patrol patterns, and any weaknesses from within its walls. With a top-down view you can scout entire cities, discern the best trail up a hazardous mountain, surveil hostile-rich zones, discover the location of a kidnapped VIP at a camp, and even search for high-value targets hiding from your party. The advantage on Perception checks really helps vs. trying to rely on the sluggish Arcane Eye or putting yourself in harm's way by casting Fly and surveying a bandit camp yourself.This spell does have its flaws though. Notably because it's a bird's eye view of the region. As mentioned in the description, it can only work outdoors and clouds could potentially obstruct your vision. While an evil mage may prepare for Arcane Eye intrusions with See Invisibility mechanisms and Dispel Magic traps, nature itself could coincidentally block your sight simply because it's a rainy day. Dense forests with clustered canopies might make it difficult to tune your senses within and buildings with overhang architecture make it nearly impossible to see underneath. And due to the tax of the spell requiring a 100g telescope (theoretically not a hurdle at this level of play), it still means that you can't simply prepare this brand new spell and snap your fingers. It requires advanced preparation to use. But when the scenario is right, you can be certain that this ritual spell will be at your aid for any number of castings.

Convergence

6th-level Transmutation
last commentary update: v4

I love to blast boss music in my ears when designing important fights and statting out beefy statblocks. It doesn't usually inspire me with homebrew spells, but listening to Two Planets Approach the Roche Limit from Kirby and the Forgotten Land had that effect on me. Convergence is the result of me imagining how a spell breaking the Roche Limit would look like!Convergence deals a lot with manipulating gravity and as such can be a complex spell with many components (especially when you see a variable in the spell's description). But let's break them down one by one.First, pick two targets to make STR saves. Convergence shines when they're very far apart. You'll want to keep the end location in mind when picking targets, since a target two sizes larger than the other automatically succeeds on the STR save and change the following components. If you want to fling both targets towards the midpoint of a straight line connecting them, pick similarly-sized targets. If you want one target to be flung all the way to the other, pick the other target to be much larger. Because the spell says "targets" and not "creatures", objects are valid here!The second component asks who failed the STR save. Did both targets fail the save? They're flung in a straight line towards each other, destined to collide at the midway point. If only one target failed, they're flung to the other one (likely a longer distance). For this, you've gotta calculate how many times a target travels 10 ft. before they collide. That's the variable: Distance. For example, 40 ft. equals 4.The third component is mostly a conditional check. Since the spell never requires a straight unimpeded travel path between both targets, there can be other hazards obstructing our big boom. It's possible for our targets to collide with them before each other, so if any of these hazards are creatures, they can make a DEX save to avoid being the center of their own collision.Fourth is the spectacle—the collision. This can be one larger collision (if nothing intercepted the targets' travel path) or two smaller collisions (if something did intercept). When a target collides, they and whatever they collide with takes Distance d6 bludgeoning damage. In our earlier example, that would be 4d6. As a small rules notes, if this is one large collision, both targets only take this damage once. Finally, if either target is a creature that failed the initial STR save from the first component, they're also knocked prone.Fifthly and lastly, another spectacle—an explosion! For each collision (1-2), calculate an explosion sphere's radius using Distance * 5. With our earlier example, that's 4*5=20. That's a 20 ft. radius sphere, just like Fireball! Each creature in that area must make a CON save or take Distance d10 force damage—4d10 in our example. Half on a success.Phew! Lots of math for a spell, huh? It's something I felt should've belonged to a Graviturgy Wizard. Gravity Sinkhole and Gravity Fissure are fine, but they target areas, I want to be able to fling targets whole! Regarding the whole variable business, when I first concepted the spell I had a flat number on both the collision damage and the explosion damage. But that never felt right. You could cast this spell on two targets adjacent to each other; they'd never be flung more than 5 ft. and yet had the same impact as two targets 100 ft. away from each other. I wanted to reward the best situation that Convergence shines in and make it feel realistic to the mechanics that drive it, so that meant converting the damage to the Distance variable. It also means that it's best cast in outdoorsy environments with lots of space between targets and least useful in tight interior confines. Fling the enemy mage from the fortress's battlements and onto fair playing grounds. Bonus points if the midway point is midair—they'll have to contend with falling damage as well!


7th Level Spells


Entropy

7th-level Transmutation
last commentary update: v4

When I first published Lux Asterum Phari I never anticipated designing anything above 6th level spells. It's harder to balance for that level simply because balance typically collapses inward at tiers 3 and 4. Less games are played at that level, leading me to prefer designing fun, new, and unique toys for tiers 1 and 2. However, that being said, some ideas are so wacky and game-shattering that their power budget simply necessitates higher spell levels. I'm not even sure if their inclusion here is really necessary or warranted, but they're enjoyable, satisfactory to use, and incredibly impactful. So I want to give it a shot at the very least. Also, there was feedback on including some higher leveled spells, so there is some demand!Entropy was heavily inspired by a fan favorite Illithid Power called Mind Sanctuary in Baldur's Gate 3. Every time I see it, it's another way on how to utterly destroy the game's balance and annihilate [insert any boss here] or simply to show off absolutely silly interactions. So why not translate that to tabletop 5e too! I'm sure it'd be fiiiine.Entropy here resembles Mind Sanctuary very closely: both allow you to use any action as a bonus action and vice versa. But there's two key differences with Entropy. One, if you use the same action twice, you're going to take force damage. And two, if you decide to cast two spells, only one can be higher than 5th level. That's the [hopeful] saving grace for Entropy and my meager attempt at balancing this monster of an ability. You can't cast anything more than a 5th level spell on the same turn you cast Entropy (assuming you're within your own AoE), and if you do, you're taking damage that could potentially cause you to drop concentration.And like in BG3, enemies can fully exploit this as well. An ancient dragon is not gonna care about the force damage if they know they can Multiattack you twice. Of course, will the ancient dragon survive a salvo of high leveled spells and extra Extra Attacks from your party?I haven't had the opportunity of trying out Honor Mode yet in BG3, but after looking on the wiki, apparently Mind Sanctuary was changed to provide AoE Haste? That does take away some of the unique game-breaking flavor of the power, but I suppose it makes sense for a hard+ mode . . .

Event Horizon

7th-level Transmutation
last commentary update: v4

Like with Entropy, I had an idea for a high power, odd, yet fascinating spell that could only be acceptable in higher tiers of play. I was always intrigued with game mechanics—particularly in card games—that have you play a game within the game. And not like a Mario Party minigame, I mean mechanics like "play the same game before you can continue the original game". Like the Enter the Dungeon, Tug of War, or even Karn Liberated cards from Magic the Gathering. It segments the game into something smaller.One of D&D's biggest pillars is combat. A majority of mechanics and rules revolve around it. So if we're to segment D&D into a smaller subgame, how does that work? Well, in combat, we can say you have to play a round within a round.That's what Event Horizon is; in my opinion, a much more interesting Time Stop. You literally cause spacetime to shatter and force time to reorient itself. By that, of course, I mean you conjure a 15-ft. radius sphere and cause everyone within to play a subround of combat. It can be used to isolate enemies from their friends and gang up on them, as an opportunity to give your whole party another round to activate buffs or heal up, or to cinch a critical moment in combat with the battle's most important fighters. There's a lot of possibilities, several I can't even begin to imagine.Just like how I can't even begin to imagine how much this breaks gameplay. It certainly slows down a combat, especially at tiers 3+, but this Duel Dome™ enables a vast variety of intriguing synergies when you're able to contain exactly who you want to isolate. You're able to Ready actions (you regain reactions too!), recuperate effectively, and strictly control the flow of engagement. Unlike Entropy where you're punished and limited for casting two Fireballs in the same turn, with Event Horizon you're able to exploit the distinct split in initiative—assuming you roll well, that is. Event Horizon proffers many tactical uses, even in non-ideal situations. Because a creature forfeits their special turn if they're moved outside the dome, one PC could use their turn to Shove or Thunderwave them away.To remotely balance this spell, I gave it a costly, consumed component of a 500g onyx touched by the light of a collapsed star. No idea where folks would find something like that, but good luck!


Ákos Kalnath
🎨Lines by Zinthings, coloring by me

Changelog

 
The following tables chronologically documents the homebrew's growth. It lists detailed adjustments for spell updates as well as other changes made to the homebrew and/or the Homebrewery doc.


Quick Navigation - Major Updates


4/30/2024
v4.0

  • Subclasses are now featured in Lux Asterum Phari! Starting with the Lightsmith subclass for the Artificer.

  • 11 new spells released: Gamma Flash, Convergence, Synodic Shift, Spellflux, Entropy, Event Horizon, Zenith/Nadir, Shining Shield, Corustcate, Perturb, and Superposition.

  • More spell design commentaries were added. Any spell missing a commentary from v3 has been remedied and all new spells introduced in v4 come with commentaries too. You can check them out here (or just scroll up I guess).

  • Added more artwork and rearranged spell locations.

  • Several spells were adjusted. Check out the following changes table for the comprehensive list:

Spell NameChanges (▼ Nerf - 🛠 Tweak - ▲ Buff)Reasoning
Revitalizing Glow
Cantrip
Now has a casting time of 1 action.There wasn't a good reason to keep Revitalizing Glow limited to a casting time of 1 minute where the most you can heal in combat is a d12 to a Barbarian. At levels 5+, your healing options are going to require more oomph in battle. This makes the cantrip more viable and even enticing in early levels.
Note. Please see Revitalizing Glow's updated spell design commentary for detailed thoughts on these changes.
Dazzle Dart
1st-level
🛠 Wording changed to clarify the spell's versatility. Each dart must be specified if it's an Dazzle Dart (targeting an enemy) or a Razzle Dart (targeting an ally).Preventing confusion between the different functionalities of the spell. Having distinct names for an enemy dart and an ally dart makes it easier to separate their mechanics.
Stardust
1st-level
🛠 Clarified the spell's wording: "the spell ends early if you expend the last mote" changed to "the spell ends early if the last mote's power is expended".Prevents an unintentional misinterpretation that the spell ends after you send the last mote in your possession, but before it ever gets utilized.
Aperture Magic
1st-level
1. Reverted to an older version where the spell maximizes dice rolls.
2. No longer triggers secondary effects that occur based on the result number of the dice rolls.
1. Aperture Magic needed a boost as it was rarely ever worth an equivalent-leveled spell slot to only guarantee half damage.
2. However, I still wanted to prevent the Chaos Bolt infinite jump exploit.
Note. Please see Aperture Magic's updated spell design commentary for detailed thoughts on these changes.
Spectrum Shroud
1st-level
🛠 Wording changed to clarify that the spell's retalation happens if the origin of the damage is within the light the spell emits.Was unclear before!
Cosmic Effusion
2nd-level
Upcasting is now +2d4 damage per level.+1d4 per level never felt good. +2d4 increases the potency and marks the spell as a viable pick for upcasting with a 3rd level slot and beyond, especially when the cap is also similarly increased.
Opposition
2nd-level
1. Now enables the caster to ignore any instance of disadvantage due to the Ranged Attacks in Close Combat rule.
2.🛠 Clarified the spell's wording to refer to the triggering attack when being granted advantage versus secondary effects.
1. Unintentionally, it was possible to react with Opposition against a ranged attack, but your attack as part of that reaction would've had disadvantage if you were in melee with another enemy. This fixes that.
Protospell
2nd-level
Mimicked spells are now always cast at their base level, no matter the spell slot used to cast Protospell.While technically a nerf, this was more so to fix an oversight. Protospell was never meant to be able to mimic a 4th level Fireball if you cast it at 5th level.
Dark Nebula
3rd-level
🛠 Clarified the spell's wording so that all magical effects triggering the suppression simultaneously are handled at the same time, rather than one-by-one.Hopefully this improves the flow of the spell!
Bound by Fate
3rd-level
🛠 Clarified the spell's wording to follow the Creature A / B wording just like in the "Tips & Notes" block on the page.Reads much better than before! Even if it's unconventionally worded compared to other spells. Readability is more important.
Aurora Vitalis
4th-level
🛠 The spell was completely redesigned to allow a creature to continue fighting at 0 hit points.Aurora Vitalis was almost never worth a spell slot for the small powers it bestowed upon a dead creature. It was always better to use that spell slot to end the combat faster or use a resurrection spell.
Note. Please see Aurora Vitalis's spell design commentary for detailed thoughts on these changes.
Paraselene
6th-level
1. Now additionally provides a passive benefit of allowing allies within the aura to halve critical hit damage.
2. Also additionally imparts disadvantage to shapechangers' attacks within the aura (you can designate allies that are immune).
1. I wanted Paraselene to give more bang for your spell slot buck at 6th level. This meant a passive effect like other aura spells. Along with the Relentless Endurance reaction, the ability to soft-negate crits felt fitting to the spell's subtle concept.
2. Felt more thematic as a lunar-inspired spell, and borrowing inspiration from Moonbeam's secondary effect to round out the triad boons that this spell can offer.
Note. Please see Paraselene's updated spell design commentary for detailed thoughts on these changes.
Eclipse
6th-level
Solar Eclipse's point pool increased from 14d4+20 to 14d4+40.With Shining Shield's introduction in v4, I felt the amount was low for a group-wide AoE protection option that costs a 6th level spell slot and a 500gp consumable component. You know, the same reasoning as from v3.
Note. Please see Eclipse's updated spell design commentary for detailed thoughts on these changes.

5/30/2023
v3.0

  • New spells released (Embrace Umbra, Bound by Fate, Retrograde, Illuminate the Past, Stargaze, Transmute Weapon, Flickerburn, Mirror Magic, Relativity, Exaltation).

  • Moved the entire changelog to this site to prevent bloating the Homebrewery doc with less-important info.

  • Experimental spell clause removed. I didn't want to foster negative connotations upon these spells any more than the normal spells; all spells deserve equal scrutiny in feedback and design change. The clause deterred away potential usage, leading to more harm than good.

  • Detailed spell design commentaries were added for a vast majority of spells. To prevent bloating the Homebrewery and doubling its length, I've decided to host them on this website. You can check them out here (or just scroll up I guess). I wrote each commentary to talk about my ideas, inspirations, reasonings, intents, balance, and other aspects about their respective spell. Each spell level on the Homebrewery has a link to its category on this website, and if a spell's description has a 🔍, then a commentary exists for it. Hopefully this can serve as insight to why I created these spells and be helpful in the long term!

  • Added annotative tips and notes for DMs and players to provide guidance, examples, and clarification for certain spells.

  • Added more artwork and rearranged spell locations to ensure the doc stays Aesthetic™.

  • Formatting, typo corrections, and editing of CSS to tie everything to the cooler color tones. Inverted spells have a purple coloring and the overall spell list has a faded color for spell schools to better differentiate it from the actual spell's name.

  • Several spells were adjusted. Check out the following changes table for the comprehensive list:

Spell NameChanges (▼ Nerf - 🛠 Tweak - ▲ Buff)Reasoning
Astral Flare
Cantrip
Melee damage reduced from 1d10 to 1d8.This spell is not meant to powercreep Primal Savagery.
Aperture Magic
1st-level
The spell can now empower spells 1st-level and below, enabling synergy with cantrips.This greatly increases the spell's value when used with cantrips during higher tier play.
Dazzle Dart
1st-level
1. Number of darts reduced from 3 to 2.
2. When targeting an ally with a dart, they roll the bonus damage upon dealing damage.
3.🛠 Wording changed to clarify that all darts hit simultaneously and that darts sent to allies don't require attack rolls.
1. This aligns the spell's damage with other 1st-level spells' output.
2. This allows allies' critical hits to also double the bonus damage from a dart; it also doesn't require the player to remember the rolled bonus when this spell initially affects them.
3. Matches Magic Missile's wording; and prevents confusion on whether or not darts launched at allies requires you to hit them.
Astral Parser
1st-level
1.🛠 Clarified the spell's wording:
"Choose a 5-foot cube you can see within range, then choose a second 5-foot cube you can see within range" to "Chose two 5-foot cubes".
"Doesn't alter the terrain" to "natural terrain".
"Difficult terrain" to "magically difficult terrain".
"Can't move solid objects" to "naturally occurring solid objects".
"directly affect creatures" to "creatures".
Specified that the relocated, source-less effect is what would disappear.
2. A relocated effect that cannot continue to exist in its new location now disappears at the start of your next turn, rather than at the end of your current one.
1. Hopefully this better describes the spell's function as a "snipping tool" for lingering effects in the world.
2. This improves the spell's threat when relocating harmful effects to other areas.
Irisation
1st-level
🛠 Wording changed to clarify that the augmentation can't exceed the spellcaster's highest level spell slot they're capable of casting.Preventing confusion of interpretations that lead to being unable to augment spells higher than the highest unexpended spell slot level.
Photon Bomb
2nd-level
1. The spell now functions akin to Produce Flame; you summon the orbs, and for the duration of the spell (increased to 10 minutes), you can throw any number of orbs to targets within 60 feet.
2.🛠 Wording changed to clarify that a creature with an exploding orb stuck to them automatically fails the DEX save.
1. It did not make sense to me that you could summon bombs that you can detonate at any time, but you must throw them upon summoning them. Buffing the spell to 10 minutes and allowing you to carry the bombs instead of being forced to throw them opens up more strategic use of the spell. This also allows allies to carry and throw bombs as well, but it's still up to you to detonate them.
2. Was unclear before!
Luster Matrix
2nd-level
1.🛠 Wording changed from "the matrix can amplify" to "the matrix amplifies".
2.🛠 Changed the upcast so that you can optionally expand the matrix.
1. This removes an unintentional interpretation of the spell that the caster can choose which damage gets amplified; the matrix must amplify all passing damage.
2. Sometimes you don't need a bigger matrix!
Cosmic Effusion
2nd-level
🛠 The spell was revamped to deal damage based on the number of magical actions the target had executed in the past minute. The damage was lowered from 1d6 to 1d4.Modern 5e creature design has strayed from complex statblocks with convoluted spellcasting traits. Creatures often have magical actions that aren't spells. To broaden this spell's viability and to keep apace with this trend, the spell was changed to target any type of magical ability or action in the last minute. DMs no longer need to make mental calculations or guesstimates on what an enemy spellcaster might've casted in the last 8 hours. The damage was lowered to account for the increased frequency of magical actions compared to spells.
Opposition
2nd-level
The spell now grants advantage on any save or check to resist a secondary effect from an attack you successfully clash against.Oftentimes many secondary effects are tied to attacks. Having Opposition grant advantage makes thematic sense upon a successful clash, giving you the edge on resisting any devastating effect.
Chromatic Aberration
3rd-level
1. The red option now prevents all instances of concentration, rather than just spells.
2. Now additionally affects creatures who move into the area during their turn.
3. Creatures with blindsight are now also immune to the spell.
1. There are a few fringe instances of concentration that aren't derived from spells, such as a Lunar Dragon's bonus action Phase. This change encompasses those.
2. It did not make sense to me to be entering a heavily obscured area and not be immediately affected by the spell's severe blurriness. This enables synergy with pushing enemies into the area.
3. Many creatures with immunity to blindness don't have blindsight. It only makes sense that creatures who can sense other than sight would also be immune.
Magic Void
3rd-level
1.🛠 Renamed to Dark Nebula.
2. Now additionally has a chance of suppressing current magical effects on a creature.
1. Dark Nebula is a much more gratifying and evocative name for this spell's function. Its association with dark matter also better fits with the subset of inverted spells.
2. Added to solidify Dark Nebula's niche in disrupting magic in an erratic way as a form of battlefield control. With everything else this spell disrupts, sitting in the area comforted by a whole swathe of magic buffs doesn't make sense to me.
Dark Nebula
3rd-level
1.🛠 Renamed to Equator.
2. Now prevents d20 rolls from being rerolled or having an additional d20 beyond the dis/advantage system, and d20 rolls to have a minium set number.
3. Area reduced from 50 to 40-foot cube.
4.🛠 Wording changed to better convey the nullifcation and equalization of d20 rolls.
1. With Dark Nebula being the new name for Magic Void, I had to come up with a new name for this spell. Equator is an unusually fun name with a cosmological origin of drawing a line to split a planet in two! In the same vein, we can imagine the equalization magic attempting to draw the world's forces towards this line.
2. This is to prevent effects that don't play nice and think they're above the dis/advantage system. Like Elven Accuracy, Fortune's Favor, or Silvery Barbs. As well as a Rogue's Reliable Talent
3. An attempt to curb the strength of the spell in granting a very reliable accuracy for any d20 roll. Reducing the area forces more strategic placement.
4. Specifically "attain" to "occur" and the first "negated" with "nullified". Hopefully this better conveys the spell's function!
Realignment
3rd-level
1. Magic, spells, and other abilities that target an area can now target spaces beyond the portal.
2.🛠 Verbal component switched to somatic.
1. I was originally concerned about this spell's balance when used as an extender for powerful spells or other abilities, leading to the clause that they couldn't pass through the portal. However, no matter how much I think it might help in balancing, I cannot fathom a logical reason why or how the portal could even do this or differentiate between effects. Other than handwaving, which I'm not fond of. Therefore, I want to open the dam and allow creative extensions to flourish with this spell. The spell should function as you imagine it without arbitrary limitations.
2. The image of drawing a portal and physically bridging two points in space together makes much more sense as a somatic component than verbal.
Diffraction
3rd-level
Now also affects the target's magical actions, rather than solely spells.Like I mentioned in Cosmic Effusion's change's reasoning, modern 5e creature design has strayed from complex statblocks with convoluted spellcasting traits. To address this trend, I adjusted this spell to be more applicable for a wide variety of magical actions. Now this spell can be used against more creatures than just traditional spellcasters.
Prismatic Echo
3rd-level
Damage dice reduced from d6s to d4s.This balances the spell closer to the average for single target 3rd-level spells. For a spell that can potentially discover and exploit weaknesses and vulnerabilities fairly easily, the damage should be on the weaker side.
Lightspeed
3rd-level
1. You now have resistance to all damage except thunder, psychic, and force. Not just nonmagical weapon damage.
2. You are now also incorporeal and weightless during the spell.
1. It didn't make sense to me to be resistant to nonmagical weapon damage; you're not provoking Opportunity Attacks. There is little else that can damage you from this category. Instead, the spell now grants resistance to all damage but three. Thunder: vibrations and shockwaves both bend light waves. Psychic: you're still a creature with mental capability. Force: very little resists raw magic.
2. This small bonus ribbon reinforces the idea of transforming into light waves and moving at breakneck speeds. In order to move so fast, you need to weigh next to nothing.
Wall of Nebulae
3rd-level
1. The diminishing side of the wall now lightly obscures the other side.
2.🛠 Wording changed to clarify that the wall does not completely block line of sight and that creatures can pass through the wall harmlessly. Also, reworded the diminishing criteria to be "if . . . must pass through the diminishing side first to reach its target. . .".
1. Very slight buff, but the wall is sorta like trying to see through tinted glasses.
2. Hopefully the added specificity can reduce any potential misinterpretations of the spell's function.
Crystalline Preservation
3rd-level
1.🛠 Wording changed slightly to have the caster roll the healing instead of the recipient.
2. You can now prematurely end the spell as an action to return the unspent Hit Dice to their owner.
1. A small change, but wanted to bring the rolling dice flow in line with the rest of healing spells.
2. I wanted to give the option to end the spell early so as to not be locked into having the Hit Dice be stored for an entire 8 hours. For example, if you discover that a short rest is possible and you can spend such stored Hit Dice during it, adding your CON mod to each roll.
Tarot
3rd-level
1. You can now cast another leveled spell on the turn you cast Tarot.
2. You now may only cast Tarot at the start of your turn before taking any other type of action.
3.🛠 All options can only be fulfilled while in the presence of hostile creatures of at least mild threat, determined by the DM.
1. Makes the Magician option much more appealing and accessible. You can only cast a cantrip after casting a leveled bonus action spell, leaving only non-spells and saving throw cantrips to fulfill this option; those aren't many depending on your character and game.
2. This prevents the exploit of pre-fulfilling the prediction you want to make on your turn before casting the spell. You wouldn't cast the spell if you didn't pre-fulfill it.
3. This prevents the exploit of casting the spell when in combat with squirrels or animals summoned via a Bag of Tricks; easy targets for both options.
Note. Please see Tarot's spell design commentary for detailed thoughts on these changes.
Stellar Wind
3rd-level
🛠 Changed the Repulsing option so that any damaged creature is pushed away from the cube that damaged it, rather than being pushed away from you.Does it make sense if you snake your Stellar Wind cubes so that the tail end hits a creature in front of you, but the creature is pushed away from you and not the direction of the wind? This change fixes that irrational logic.
Twilit Convalescence
3rd-level
🛠 Wording changed to clarify that the spell ends at the start of your next turn, when the healing is dispersed.Hopefully clears any confusion on the sequence of what the spell does.
Twin Constellations
4th-level
🛠 The spell was completely redesigned. It now bestows a crystal on a target, and they can consume it to recast a spell they had cast last round.This was to steer away from the prior iteration of the spell being just a spell-ified version of a Sorcerer's Twin Spell metamagic.
Note. Please see Twin Constellations's spell design commentary for detailed thoughts on these changes.
Infrared Sight
4th-level
Range extended from 30 to 60 feet.30 feet is too short to be useful. 60 feet aligns it with Darkvision.
Paradox
4th-level
1.🛠 Wording changed to clarify that the specified range is only applicable for the out-of-combat use of the spell, and that the initiative is set to 10 without any modifiers. The spell description's range is changed to Special.
2. Out-of-combat range increased from 120 to 150 feet.
1. Wording was previously unclear with the spell description's range; it could easily be misinterpreted that the range was also applicable for the in-combat use of the spell. The wording was also unclear if the initiative roll was set to 10, or the end result was set to 10. The clarification emphasizes the latter to prevent any modifiers from being added to it.
2. Many out-of-combat situations can tend to have the characters and NPCs be spread out distance-wise. The 30 foot increase can help cover larger ranges. Say, initiating a combat against a fortress's guard, knowing the archers are planted high atop the walls.
Spell NameChanges (▼ Nerf - 🛠 Tweak - ▲ Buff)Reasoning
Redshift Transferspell
4th-level
1.🛠 The spell functions differently depending on who's concentrating on the spell you're transferring to the target.
2.🛠 The transferred spell no longer ends and restarts; it simply shifts and resumes.
3.🛠 The saving throw to avoid a transferring spell is now flexible and matches the original spell's saving throw, using CHA as a fallback.
4.🛠 Wording changed to improve readability for eligible targets and attempting to transfer higher-leveled spells.
5. Upcasting reduced to follow the "spell level - 1" progression like the spell's description.
1. Necessary to prevent exploits with stacking concentration spells without requiring it.
2. This prevents interactions with spells ending, and wasn't the original intent with the spell.
3. My attempt in trying to match logic for how transferring a spell is like. For example, your target must make an INT save if you attempt to transfer their own Synaptic Static's debuff to them.
4. Was unclear previously! "Within reach" was changed to "you touch" for spell targeting, for example.
5. This is more an oversight fix than a nerf. The spell currently is 4th level, and you can innately transfer 3rd level or lower spells without making a check. The upcasting progression now follows this.
Note. Please see Redshift Transferspell's spell design commentary for detailed thoughts on these changes.
Blueshift Pilferspell
4th-level
1.🛠 The spell functions differently depending on who's concentrating on the spell you're pilfering.
2.🛠 The pilfered spell no longer ends and restarts; it simply shifts and resumes.
3.🛠 Wording changed from "that you know of" to "that you know is active".
4.🛠 Wording changed to improve readability for eligible targets and attempting to pilfer higher-leveled spells.
5. Upcasting reduced to follow the "spell level - 1" progression like the spell's description.
1. Necessary to prevent exploits with stacking concentration spells without requiring it.
2. This prevents interactions with spells ending, and wasn't the original intent with the spell.
3. Helps avoid confusion of the idea that you know a spell a caster can cast on themself, but don't know if it's currently active on the target.
4. Was unclear previously! "Within reach" was changed to "you touch" for spell targeting, for example.
5. This is more an oversight fix than a nerf. The spell currently is 4th level, and you can innately pilfer 3rd level or lower spells without making a check. The upcasting progression now follows this.
Note. Please see Blueshift Pilferspell's spell design commentary for detailed thoughts on these changes.
Star-Cross
4th-level
🛠 WIS save reverted to CHA save.This spell was originally a CHA save. I feel it's the best mental save for this, as CHA saves are a force of will, character, and soul. One category of that is resisting misfortune placed upon your spirit, such as Bane. Balancing-wise, less creatures are proficient in CHA saves, and this spell requires multiple failures to be a valuable casting.
Note. Please see Star-Cross's spell design commentary for detailed thoughts on this change.
Cauterizing Corona
4th-level
1. Can now cleanse negative effects not classified as conditions.
2. The ally damage and cleansing aspect of the spell now occurs after the AoE damage.
3.🛠 Wording changed to clarify that a negative effect imparted to an ally NOT by a saving throw will need to be determined by the DM.
4. The spell can no longer cleanse curses, exhaustion, or conditions caused by another creature physically holding the ally, like grappled, restrained, or blindness from being swallowed.
1. There are many secondary effects that statblocks can inflict that are not classified as conditions, but would be similarly cleansed by cauterization.
2. This is classified as a buff due to the possibility that the AoE damage causes enemies to lose concentration on any effect you might be wanting to cleanse from an ally. Before they have to take damage.
3. This is to encompass conditions and effects that would make sense to be cleansed, but weren't imparted via saving throw.
4. While mental effects like fear or charm make sense to me from a "knock some sense into you" and a "renewing fire" perspective, curses aren't something you can physically excise from yourself, and exhaustion isn't really "cleansed" by fire. And obviously, the idea of cauterization can't really apply for breaking free from a creature's hold over you.
Asteroid Belt
4th-level
Having four or more asteroids now halves your movement speed.Having three-quarters cover means +5 to AC and DEX saves. Such a great buff should be balanced by some drawback. Needing to make your body denser to have asteroids orbit around you makes sense.
Tesseract
4th-level
1. You can now swap with your hologram indistinguishably with no indication of the change.
2.🛠 Clause added to clarify that the hologram mimics your movements perfectly.
1. Though interactions with the hologram affect your game stats, this was added to reinforce the idea of using the spell to trick and deceive enemies to make them guess your true location.
2. Added to bolster the above point.
Summon Zodiac
4th-level
1. The spirit's star motes are now intangible.
2. Creatures can now be damaged by more than one mote with Solar Decan.
3. Lunar Bounds no longer has a saving throw and its effect is guaranteed.
4. Planetary Rulership's imbuement and advantage lasts until the next hit, and it deals +3d6 force damage instead of +1d10.
5.🛠 Place Star Mote's wording changed from "It can place up to 5 motes" to "Up to 5 motes can exist simultaneously".
1. Could've previously been interpreted that the star motes are physical. Making them intangible makes their spaces free to be occupied, allowing for maneuverability.
2. 2d8 damage is less damage than a full round of attacks from Multiattack, making this action frequently the lesser option. Allowing multiple motes to damage a single creature encourages smart placement to maximize damage.
3. This action takes, at minimum, 2 turns to set up. It'd feel bad to struggle with concentration checks, taking damage, and strategic mote placing if the enemy passed the saving throw DC and fully resisted the effect.
4. Like with the above, Planetary Rulership requires 3 turns to set up. All for the possibility of a missed attack even through advantage, and a paltry +1d10 damage. Buffing the damage and granting advantage until the first hit removes how underwhelming it was.
5. Done to prevent misinterpretation of thinking the spirit can only place 5 motes per casting of the spell.
Nursery Cocoon
4th-level
1. The healing now adds your spellcasting ability mod.
2. The spell now has upcasting for +1d6 healing per spell slot level.
3.🛠 Wording changed to clarify that the cocoon is not weightless and can be carried by other creatures if they can handle the enshrouded creature's weight.
1. The healing was underwhelming otherwise for the time the enshrouded creature spends unable to use a vast majority of their toolkit.
2. Added to lessen the dissatisfaction of casting the spell at a higher level for increased cocoon HP, but not gaining additional healing.
3. Hopefully this prevents confusion regarding the weight of the cocoon. Previously it could be misinterpreted that the cocoon made the enshrouded creature weightless.
Knit-o'-Wisp
4th-level
1.🛠 Name changed to Instill-o'-Wisp.
2. Range increased from touch to 30 feet.
3. The targeted creature can now burst the remaining healing as a bonus action, rather than as an action.
1. The new name rhymes with will-o'-wisp and better associates with some folklore about such wisps as a symbol of distant hope.
2. As a heal over time spell without much immediate benefit compared to Cure Wounds, limiting the spell to touch range constrained its usage and made it less appealing compared to current healing options.
3. It did not make sense for the targeted creature to have to spend an action for typically less healing than a Healing Word; the action was already cast in bestowing the wisp.
Shooting Star
4th-level
1.🛠 Duration changed from 1 to 8 hours.
2. Chance of failure from cumulative castings in a single day increased from 33% to 50%.
1. This allows DMs much greater breathing room to determine how this spell would manifest.
2. To account for the increased duration of 8 hours and that this spell still remains a ritual, increased chance of failure discourages spamming the spell out-of-combat.
Refraction
5th-level
🛠 Wording changed to lessen redundancy and to require the caster have the Spellcasting trait.Specifically about the unnecessary differentiation between prepared and learned/known casters by combining them both together, as well as removing the clause about concentration and other obvious spellcasting mechanics that would derive from the lendee casting the spell. Requiring the Spellcasting trait also prevents shenanigans with magic items granting non-spellcasters the ability to cast spells.
Asterism
5th-level
🛠 Aspect of Resistance renamed to Aspect of Resolve.Lessens confusion about if resistance was referring to damage resistance; but the aspect itself does not confer such benefit.
Paraselene
6th-level
🛠 Wording changed to add an (including you) clause.Helps clarify that the spellcaster can also save themself.
Eclipse
6th-level
Solar Eclipse's point pool increased from 12d4+10 to 14d4+20.Personally, I felt the amount was low for a group-wide AoE protection option that costs a 6th level spell slot and a 500gp consumable component.
Horoscope
6th-level
Damage increased from 9d12 to 10d12.This helps it compete with Disintegrate's damage at the same spell level.
Remote Satellite
6th-level
🛠 Wording changed from "if you are not outdoors" to "if you cannot see the sky", as well as clarifying that clouds could potentially obsctruct vision.Allows greater flexibility in where you can cast the spell. But also, clouds exist too and they might obstruct vision. This could even lead to some interesting synergies in using Skywrite to clear away clouds.

12/21/2022
v2.2

  • New experimental spells released (Tarot, Wall of Nebulae, Shooting Star).

  • Rearranged some artwork; the Loregit family is now in this section (referring to an old Homebrewery version) and the Changelog is in its own.

  • Some spells were adjusted. Check out the following changes table:

Spell NameChanges (▼ Nerf - 🛠 Tweak - ▲ Buff)Reasoning
Astral Flare
Cantrip
Ranged attack damage reduced from 1d10 to 1d8 damage.Better distinguishes itself from Fire Bolt.
Aperture Magic
1st-level
1.🛠 Now only a reaction.
2. No longer maximizes dice rolls, instead causes dice to be minimum half its value.
2. This stops an exploit with Chaos Bolt infinitely jumping!
Rainbow
2nd-level
🛠 Upscaling changed to follow more closely to Shadow / Fire Blade. 

12/6/2022
v2.1

  • New experimental spells released (Magic Void, Opposition, Cascading Comet, Paradox, Luminous Lance, Conversion Screen, Astral Parser, Remote Satellite, Aura of Glory, Twilit Convalesence, Knit-o'-Wisp, Crystalline Preservation, Red Sprite, Prism Nexus, Resonance).

  • Rearranged artwork and flavor text tidbits to account for new spells; added some new ones.

  • Major formatting rework of the cover page and page styling, including a proper URL embed.


11/27/2022
v2.0

  • HUGE expansion of additional new spells! Keep in mind all of these are still in development and may be further changed or tweaked. Experimental spells are indicated with purple text and this symbol: ✜. The full list: Tenebrous Torment, Revitalizing Glow, Sparkle, Aperture Magic, Dazzle Dart, Rainbow, Protospell, Dark Nebula, Coalesce into Cosmos, Realignment, Magnetar Motes, Diffraction, Prismatic Echo, Stellar Wind, Lightspeed, Aurora Vitalis, Redshift Transferspell, Blueshift Pilferspell, Pillars of Light, Star-Cross, Cauterizing Corona, Asteroid Belt, Tesseract, Summon Zodiac, Pulsar, Essential Debility, Eclipse, Horoscope.

  • Revamped the introductory page, adding Caster Lists, Material Component, Max Spell Level, Introducing These Spells, and Living Homebrew sections to better describe the purpose of this homebrew.

  • Revamped the Thanks & Support and License sections. The former now has links to my Ko-fi and the Lux Asterum Phari Discord server.

  • Spells on the spell list now have a ⚉ symbol if they can be cast as a ritual.

  • The Changelog has been reordered to show the most recent changes first.

  • Page counting now auto-increments starting from the cover page.

  • Added more artwork and small tidbits of flavor text.


10/31/2022

  • Happy Halloween!

  • Formatting update: the spell list now displays an icon for spells that require concentration; and added Thanks & Support and License sections.

  • The following spell was changed:

Spell NameChanges (▼ Nerf - 🛠 Tweak - ▲ Buff)
Infrared Sight
4th-level
Added the following line to the spell: "Intense heat sources like a wildfire or active volcano, however, may render the creature blinded."

10/21/2022

  • New spells released (Dark Matter Vortex, Luster Matrix, Paraselene).

  • Updates to formatting and the introductory paragraph, as well as added illustrations of more characters who have used starlight magic in my games.

  • Some spells were adjusted. Check out the following changes table:

Spell NameChanges (▼ Nerf - 🛠 Tweak - ▲ Buff)Reasoning
Astral Arc Attack
Cantrip
🛠 The range was rewritten to mimic Booming Blade and Green-Flame Blade with a 5-foot radius and a 5 sp material component.Makes the spell more consistent with the two other Blade spells as standardized by Tasha's.
Chromatic Aberration
3rd-level
🛠 The blue option now reduces affected creatures by half, rather than impose disadvantage on attack rolls.The spell already imposes the blinded condition because the area of effect is heavily obscured, making the previous blue option redundant.

10/13/2022

  • New spell released (Infrared Sight).


10/10/2022

  • New spell released (Blacklight Blade).


10/7/2022

  • Some spells were adjusted. Check out the following changes table:

Spell NameChanges (▼ Nerf - 🛠 Tweak - ▲ Buff)Reasoning
Asterism
5th-level
1. Range reduced from 120 to 90 feet.
2.🛠 School of magic changed from conjuration to evocation.
3. Th 7th level upscaling of the spell no longer grants an additional aspect.
4.🛠 Aspect of Turmoil's wording was changed from "the creature believes . . ." to "the creature treats . . ."
2. Matches other Wall spells.
Cosmic Effusion
2nd-level
🛠 This spell was redesigned. It no longer removes a creature's spell slot, and instead deals more damage based on non-cantrip spells the creature had cast.Spellcasting NPCs now typically don't use the traditional spell slot system. Its purpose now is to punish heavy spellcasting rather than attempt to restrict it further.

9/20/2022

  • New spell released (Asterism).


7/20/2022

  • New spell released (Parhelion).


2/25/2022

  • Some spells were adjusted. Check out the following changes table:

Spell NameChanges (▼ Nerf - 🛠 Tweak - ▲ Buff)Reasoning
Irisation
1st-level
🛠 Spell's trigger changed to only be able to target another creature.Disallows the caster from targeting themself.
Refraction
5th-level
🛠 Learned spellcasters can now also use this spell to share their spell list. 

7/6/2021

  • Additional spells released (Cosmic Effusion, Eyes of the Stars, Refraction, Twin Constellations).

  • Reorganized spells, each spell level now has their own separate section (in the Homebrewery).


7/4/2021

  • Additional spells released (Photon Bomb, A Star to Guide, Stardust, Glint).

  • Some spells were adjusted. Check out the following changes table:

Spell NameChanges (▼ Nerf - 🛠 Tweak - ▲ Buff)Reasoning
Astral Flare
Cantrip
🛠 The spell was redesigned. It is now a ranged spell attack that can be used as a melee spell attack for targets within 5 feet of you.Done to better distinguish itself from a radiant damage reskin of Fire Bolt.
Astral Arc Attack
Cantrip
🛠 The spell was redesigned. It now deals additional damage upon another successive hit against the target.Done to better distinguish itself from a radiant damage reskin of Green Flame Blade.

7/3/2021
v1.0

  • Original spells released (Prismatic Grasp, Spectrum Shroud, Chromatic Abberation, Irisation, Maledict Mirage, Astral Arc Attack, Astral Flare).

You can't believe how much queer you can fit in these characters

++enby++ Nonbinary:Opus, Akos, Ptero
++bi++ Bisexual:Opus, Akos, Ymir
++gay++ Gay ++2gay++:Nozzy, Roscoe, Lytingr, Magnum, Taroo, Convergence of Clouds, EYEBALL
++poly++ Polyamorous:Opus, Osprey, Ephram, Convergence of Clouds
++pan++ Pansexual:Ptero, Ephram, Isnath
++trans++ Trans:Lytingr
++agen++ Agender:Xyzzy, EYEBALL
++omni++ Omnisexual:Xyzzy
++const++ Constellimasc:Taroo
++grayce++ Gray Ace:Osprey
++demi++ Demisexual:Osprey
++queerp++ Queerplatonic:Osprey