DnD: Every New Spell in Strixhaven, Ranked | CBR

2021-12-30 22:03:01 By : Ms. Jane kuang

Dungeons & Dragons' latest Magic: The Gathering crossover, Strixhaven: A Curriculum of Chaos, brings five powerful new spells to Fifth Edition.

As Dungeons & Dragons once more merges with Magic: The Gathering, it brings with it an exciting new prospect: a magical school players can attend and explore. At Strixhaven University, magically-inclined students will not only have access to a vast array of knowledge imparted by world-renowned magical scholars, but adventure and danger lurks around every corner.

Fortunately, the students will have access to some incredible new backgrounds, spells, magical items and feats. Strixhaven: A Curriculum of Chaos introduces five brand new spells, which can be learned after choosing one of the five Strixhaven College paths to follow. However, while each College has plenty to offer its students, not all of the new spells are equally useful.

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Bards, Wizards, Warlocks and Clerics from Lorehold College gain access to the spell Borrowed Knowledge, which allows the caster to draw from the wisdom of spirits. For one hour, the caster can choose one skill in which they lack proficiency and gain proficiency in that skill on every roll made with it. One of the perks of this spell is that it doesn't require concentration, which means the caster can maintain their proficiency and still cast other spells.

The downside to Borrowed Knowledge is that it can be costly. It requires 25 gold pieces to cast, so unless the player is carrying around more coin than they know what to do with, chances are they won't be casting this spell willy-nilly. It also can't be cast as a ritual, which means it'll take a spell slot that could be used for something more important should the player wind up in combat.

Students from Prismari College (as well as Bards, Artificers, Wizards and Sorcerers) gain access to Kinetic Jaunt, which can really come in handy in a tight combat situation. The player empowers their own movement, so it becomes dance-like as they move across the floor.

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Not only does it increase the player's walking speed by +10, but it allows them to move through enemies without taking attacks of opportunity. The caster can also move through an enemy space without suffering the penalties of difficult terrain. However, if they end their turn in the space of another creature, they are forced to the last unoccupied space they they were in and suffer 1d8 force damage. Kinetic Jaunt can be incredibly useful, though the fact that players will need to survey the terrain and strategically plot this course to avoid force damage may make it a bit too complex for high-stakes situations that require quick action.

Players often don't get to use their reaction spells, but when the opportunity arises, they are certainly worth having on hand. A level one spell, Silvery Barbs can potentially turn the tide when the caster catches wind of a potential enemy success and attempts to force their confidence to waiver. When cast, the creature can be forced to reroll their d20 attack roll and take the lower of the two rolls.

That's not all Silvery Barbs does. After forcing the re-roll, the caster can then choose another creature they see within range (including the caster) and grant them advantage on their next attack roll, ability check or saving throw. One of the great things about this spell is there is no saving throw to avert it. It just happens and there's nothing the enemy can do about it.

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Quandrix College is for those who understand the mathematical nature of the universe, and how manipulating the numbers can work to their advantage. Bending time and space itself to their will, the Vortex Warp spell allows the caster to transport a creature -- willing or unwilling -- to an unoccupied space the caster can see within 90 ft. The target must succeed on a Constitution saving throw (which can be willingly failed by an ally) or they are transported a space on a surface either solid or liquid that can support their full weight without them having to squeeze.

This spell is perfect for moving allies out of the path of rampaging enemies or magical effects that could potentially get them killed if they remain in place. It's also great for putting an enemy far enough away from the battle that the party can regroup.

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The Witherbloom mages draw the energy of their magic from the unending cycle of life and death. They come to understand that, in order for life to continue, death must also be a part of that cycle, and so they manipulate these forces to aid the natural order.

Students from this college gain access to the spell Wither and Bloom, which allows them to choose a 10 ft radius sphere in which they create a harrowing necrotic effect. All creatures caught within the sphere, including allies, are forced to make a Constitution saving throw. On a failed save, the target takes 2d8 necrotic damage, or only half the damage on a successful save against the effect. While the potential harm to allies is risky in tight spaces, the fact that it can damage multiple enemies at once makes Wither and Bloom incredibly useful when up again large groups of foes.

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Artist, writer, avid gamer, lover of comics, manga and anime and all around nerd, Jennifer has been creating online content for numerous websites for over 15 years. She can generally be found on Tuesday nights playing Drow Warlock Zaelien Vel'rai in the So Many Levels D&D campaign on Twitch!