Additional Spell Properties (5e Variant Rule)

From D&D Wiki

Jump to: navigation, search

Additional Spell Properties[edit]

This page exists as a convenient place for homebrew properties that expand the typical behaviors of spells and similar effects.

Schools of Magic[edit]

A spell's school classifies the nature and behavior of its effects. There are eight standard schools of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.


Thaumaturgy spells are spells that are cast to modify the behavior of other magical effects and spells, similar to metamagic. While this is similar to abjuration, thaumaturgy spells usually modify magic in a constructive way rather than dispelling or protecting from it.


For use with the ranger variant class, poultices are magical alchemical or herbal concoctions that are capable of effects similar to traditional spells.


Truespeak taps into the primal language of the universe, using utterances and truenames to change the fabric of reality. Used for the truenamer class.

Areas of Effect[edit]

An spells area of effect defines the physical area that its effects are applied to. The five standard areas of effect are cone, cube, cylinder, line, and sphere.


A beam extends from its point of origin in a straight path up to its length or to another point, and covers an area defined by it's width. Unlike a line, a beam can be persistent. If either the origin point or starting point of a beam is moved, the beam is considered to have traveled in a straight path between the previous position and the new position defined by those points, dealing its effect as normal within that traveled space.

(0 votes)

Back to Main Page5e HomebrewRules

Home of user-generated,
homebrew pages!