Up until now, I've only occasionally touched on new spells. Making new spells is imprecise, and can affect multiple classes in wide sweeping ways. As such, I like to avoid it whenever possible.
Problem is, I use homebrew to fill holes left by the core rules, and magic in D&D contains very few spells that pertain to water, and very, very many that pertain to lightning and fire. That in mind, I made 19 new spells (including several I've ported from Stormwrack, because everyone loves Stormwrack) that more fully encapsulate the use of water in magic.
Are they balanced? Hopefully! This is a rough draft, after all, tell me what could use some fixing.
- 19 new spells, including all-new creations and classic spells brought over from Stormwrack!
- Spell lists for every casting class, dividing these new spells along thematic lines.
- Public domain artwork, which represents my first steps towards publishing on the DM's Guild!
- 19 spells is a heck of a lot, I'm sure there's some balance errors in there.
- Some spells I kind of had to eyeball a bit as to what spell level they should be. Your mileage may vary, tell me if you disagree.
WHAT I LEARNED:
- Public domain art is easy enough to find and work with, but I'll still miss the fancy, fantasy-specific art I'm used to. :(