Touhou Spells 2

by nomiddlename303

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Touhou Spells 2

This document presents more homebrew spells inspired by Touhou Project, a series of bullet hell games set in the fantastical land of Gensokyo.

Astronomical Entombment

8th-level abjuration


  • Classes: Cleric, Druid
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a moonstone worth at least 500 gp)
  • Duration: Concentration, up to 1 minute

You invoke pale celestial energies to envelop around one creature you can see within range. That creature must make a Wisdom saving throw. On a successful save, the target takes 4d8 radiant damage, and the spell ends. On a failed save, the target takes 8d8 radiant damage, and the celestial energy forms an opaque 15-foot-radius sphere centered on the target that provides total cover. A creature that tries to enter the sphere takes 8d8 radiant damage and is shunted into the nearest unoccupied space outside the sphere. If the target is too large to fit in the sphere, the spell ends. Otherwise, the target is trapped in the sphere.

While the target is trapped in the sphere, it is blinded and restrained, and it takes 8d8 radiant damage at the start of each of its turns. A trapped creature may repeat the saving throw at the end of each of its turns. On a success, any subsequent damage this spell deals is cumulatively reduced by 2d8. Once the damage is reduced to 0, the spell ends.

Devil's Recitation

8th-level conjuration


  • Classes: Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Four crimson beams of infernal energy strike down from the sky in 15-foot-radius, 120-foot-high cylinders centered on points you can see within range. The beams shed bright light for 30 feet and dim light for another 30 feet, and ignite flammable objects that aren't being worn or carried.

When you first cast this spell, creatures of your choice within range that can see you must succeed on a Wisdom saving throw or be frightened of you for the duration. If a frightened creature ends its turn in a location where it doesn't have line of sight to you, it can repeat the saving throw, ending the effect on itself on a success.

When a creature enters a beam's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. A creature takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action on each of your turns, you may move any number of the beams up to 60 feet to a point or points you choose within range.

Eye of Destruction

9th-level transmutation


  • Classes: Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: Sight
  • Components: S
  • Duration: Instantaneous

With a single motion of your hand, you violently warp reality to utterly destroy a creature or object you can see. If you target a creature, make a ranged attack roll against the target. On a hit, the target takes 20d12 force damage. This damage ignores resistance and immunity and cannot be reduced in any way. The target's hit point maximum is also reduced by an amount equal to the force damage it took. The target's hit point maximum can only be restored to normal through a wish spell or divine intervention. A creature reduced to 0 hit points by this spell is completely annihilated.

If you target an object, it is completely annihilated, magical or not, if it can fit in a 30-foot cube. If the object is larger than that area, a section of the object of up to that size is

annihilated instead. An
artifact is not completely destroyed
but is damaged enough to prevent its use
for the next 7 days.

Quadruple Barrier

8th-level conjuration


  • Classes: Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a fan and a silver key)
  • Duration: Concentration, up to 1 minute

Make a melee spell attack against a creature within
your reach. On a hit, you create several transdimensional barriers that rapidly carve into the creature. The target
takes 8d10 force damage, and is incapacitated and has a speed of 0 for the spell's duration. On each of your turns for the duration, you may use your action to deal 8d10 force damage to the target automatically. The spell ends if you use your action to do anything else or if the target creature leaves your reach.

Additionally, as an action on your turn, you may cause the barriers to rupture, prematurely ending the spell. The target takes 12d10 force damage, and the spell ends.

Red Eyes of Lunacy

7th-level illusion


  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Your eyes are imbued with a maddening scarlet energy for the spell's duration. When you cast this spell, one creature within 120 feet of you that you can see must make a Intelligence saving throw. The target succeeds automatically if it's immune to being charmed.

On a failed save, it starts perceiving illusory attacks made against it from every angle. The target is restrained, and whenever the target takes damage, you can use your reaction to deal 5d10 psychic damage to it. The target repeats the save at the end of each of their turns, ending the spell for themselves on a success.

On each of your turns until the spell ends, you can use your action to target another creature with the spell. You can only have one creature affected by the spell at a time, and you can't target a creature that has succeeded on a saving throw against this spell.

Seventeen Article Laser

7th-level evocation


  • Classes: Bard, Cleric
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a ceremonial sword worth at least 50 gp)
  • Duration: Instantaneous

Seventeen golden rays of light streak out from your hand. Each ray targets an enemy or friendly creature you can see within range, and you may target the same creature with multiple rays.

Make a ranged spell
attack against each enemy targeted
by any number of rays. On a hit, the target
takes 1d8 radiant damage for each ray targeting it. If it is targeted by seven or more rays, it is also blinded until your next turn.

A friendly creature targeted by any number of rays regains 5 hit points for each ray targeting it. If it is targeted by seven or more rays, you can also end any disease affecting the target and one condition that can be blinded, deafened, paralyzed or poisoned.


Art Credits

Previous Document

This homebrew was made as a 'sequel' to the first Touhou Spells homebrew I did, which can be found here.