Touhou Spells
This document presents homebrew spells inspired by Touhou Project, a series of bullet hell games set in the fantastical land of Gensokyo.
Fantasy Seal
8th-level evocation
- Classes: Cleric
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a ying-yang orb)
- Duration: Concentration, up to 1 minute
Eight brilliant multicolored spheres of light surround you for the duration of this spell. You may use your bonus action to release up to two spheres, sending them to strike a point or points you choose within 90 feet of you. Once a sphere reaches its targeted point, it explodes with radiant energy. Each creature in a 15-foot radius centered on that point must make a Dexterity saving throw, taking 6d8 radiant damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one explosion is affected only once.
While you have five or more spheres remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet, and you are considered as having half-cover from all nonmagical ranged attacks. If you have one to four spheres remaining, they shed dim light in a 30-foot radius.
Killing Doll
6th-level conjuration
- Classes: Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a silvered dagger worth at least 100 gp)
- Duration: Instantaneous
Brandishing the dagger used for this casting, you conjure forth hundreds of knives and launch them all towards a creature within range. The trajectory of the knives forms a 5-foot-line that extends out from you to the target.
Each creature in the line excluding you and the targeted creature must make a Dexterity saving throw, taking 10d4 piercing or slashing damage (your choice) on a failed save,
or half as much damage on a successful one.
Additionally, the target creature must make a Dexterity saving throw, taking 20d4 piercing or slashing damage
(your choice) on a failed save, or half as much on a
successful one.
Any knives created by this spell disappear after the
spell is cast.
At Higher Levels. When you cast this spell using
a spell slot of 7th level or higher, the damage taken
by the target creature and creatures in the line
increases by 4d4 and 2d4 respectively for each
spell slot above 6th.
Master Spark
8th-level evocation
- Classes: Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self (120-foot line)
- Components: V, S, M (a miniature furnace worth at least 500 gp)
- Duration: Concentration, up to 1 minute
A massive beam of energy forming a line 120 feet long and 20 feet wide shoots out from you for the duration of the spell. Each creature caught in the area of the line when the spell was cast must make a Constitution saving throw. On a failed save, a creature takes 8d8 force damage and is blinded until the start of your next turn. On a successful save, it takes half as much damage and aren't blinded. A creature also makes this save when it moves into the beam for the first time on a turn or starts its turn there.
The beam of energy moves with you and stays in the same place in relation to you, and you can use your action to change the orientation of the beam for the duration of the spell. If you do not change the orientation of the beam and do not move, you can also use your action to increase the damage of the spell by 2d8. This bonus damage stacks until you move or change the orientation of the beam, at which point the damage reverts to its original amount.
The beam dispels any darkness created by a spell of 8th level or lower in its space.
Peerless Wind
6th-level transmutation
- Classes: Druid, Sorcerer
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You empower yourself with blistering speed. All of your speeds increase by 120 feet for the duration of this spell. Additionally, you can take the dash action as a bonus action on your turn, and opportunity attacks have disadvantage against you. However, while you have this speed increase, you can move no less than 30 feet in a straight line before you can willingly come to a stop or change direction, and changing direction costs 15 feet of movement.
If you take the dash action while this spell is active, your movement this turn causes a deadly shockwave of air. Each creature within 10 feet of the trajectory of your movement must make a Strength saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. A creature can be affected by this no more than once on your turn.
Perfect Freeze
5th-level evocation
- Classes: Druid, Sorcerer
- Casting Time: 1 action
- Range: Self (20-foot square)
- Components: S, M (a shard of ice)
- Duration: Instantaneous
You strike the ground in front of you, causing the ground in a 20-foot square originating from you to suddenly freeze. Each creature in the square must make a Dexterity saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. A Large or smaller creature that fails the saving throw is also restrained for 1 minute.
A restrained creature can use its action to make a Strength check against your Spell Save DC. On a success, it breaks free from the ice.
The spell's area is also turned into difficult terrain until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.
Present World Slash
5th-level evocation
- Classes: Ranger
- Casting Time: 1 action
- Range: Self (15-foot-radius semicircle)
- Components: S, M (a martial melee slashing weapon)
- Duration: Instantaneous
You empower a weapon you are holding and unleash a devastating, magically charged attack. As part of the action used to cast this spell, you must make an melee weapon attack with your weapon. This attack is magical and ignores any magical increases to the target's AC.
Whether the attack hits or misses, it causes a huge slash of energy to emit from the weapon in a 15-foot-radius semicircle originating from you. Each creature in that area must make a Dexterity saving throw, taking 6d10 force damage on a failed save, or half as much damage on a successful one. The target has disadvantage on this save if the initial attack hit it.
Return Inanimateness
5th-level transmutation
- Classes: Artificer, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You cause a nonmagical object or creature to magically explode. If you target a creature, it must make a Constitution saving throw, taking 8d10 fire damage on a failed save, or half as much damage on a successful one. Constructs have disadvantage on the save. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it automatically takes maximum damage from the spell.
The explosion forms a 15-foot-radius sphere centered on the target. Each creature in this area excluding the original target must make a Dexterity saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.
If the target is reduced to 0 hit points by this spell, it is turned to ash.
Royal Flare
7th-level evocation
- Classes: Cleric, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
A brilliant light erupts from your palm. The light sheds bright light out to 60 feet and dim light for an additional 60 feet. When you cast this spell, each creature of your choice within 60 feet of you must make a Constitution saving throw or be blinded until the start of your next turn.
For the duration of the spell, you can use your action to emit four scintillating beams of radiant energy from your palm and sweep them across the ground. For each beam, choose two points on the ground within 60 feet of you that are no further than 30 feet apart. Each creature in a 5-foot-wide line between the two points must make a Dexterity saving throw, taking 5d8 radiant damage on a failed save, or half as much damage on a successful one. A creature in the space of more than one beam is affected only once.
Subconscient Aura
7th-level enchantment
- Classes: Bard, Sorcerer, Warlock
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V, S
- Duration: Concentration, up to 1 minute
An aura of mental chaos with a 30-foot radius surrounds you for the duration of this spell. When you cast this spell, you can choose any number of creatures you can see to be unaffected by it. Each creature affected by the spell in the aura must make an Intelligence saving throw. Any creature with an Intelligence score of 2 or less is unaffected. A creature takes 4d10 psychic damage on a failed save, or half as much on a successful one. A creature also makes this saving throw when it enters the aura for the first time on a turn or starts its turn there.
In addition, when you cast this spell, choose one of the following effects. When a creature fails a saving throw against this spell, it is also subject to the chosen effect. If a creature succeeds on a saving throw against this spell, it is exempt from the additional effect of the aura for the rest of the spell's duration.
Id Release. The aura amplifies the unconscious instincts of those within it, making rational thoughts borderline impossible. The creature is charmed by you until the start of its next turn. While charmed in this way, it has disadvantage on Intelligence, Wisdom and Charisma saving throws. This disadvantage does not apply to the saving throw made against this spell.
Super-Ego Repression. The aura inflames the conscience and incapacitates the mind, rendering the creature almost catatonic with paranoia. The creature is frightened of you until the start of its next turn. While frightened in this way, it is incapacitated and its speed is reduced to 0.
Art Credits
- Valiant Ride by メロントマリ
- 幻想郷の鴉天狗 by Miruto Netsuki
- ひとりぼっち by 文矢