Spells: Combat Tricks

Combat tricks are a fundamental part of one of my favorite games, Magic: The Gathering. These low-cost, instantaneous, temporary effects don't seem to have much impact on their own, but when deployed at a strategic point in combat, they can turn the tide - hence the name combat tricks.

In Limited formats in particular, clever use of combat tricks can swing the game in your favor, and knowing how to play and play around these spells is the mark of a skilled player. 

I was thinking about how these spells could be implemented in 5e, and decided to explore this space by essentially transcribing some MTG combat tricks to 5e. 


Illustrated by Doug Chaffee

Blinding Beam

1st level evocation
Casting Time: 1 reaction, which you take when you or a friendly creature you can see within 30 ft of you are attacked
Range: 30 ft
Components: S, M (a reflective piece of glass or metal)
Duration: Instantaneous
Classes: Cleric, Paladin
 
As an enemy readies an attack, you hit it with a blast of light, burning and blinding it.  When you cast this spell, choose one of the options below:
  • The attacking creature is momentarily blinded by glaring light, imposing disadvantage on the triggering attack.
  • Searing radiance burns the attacking creature, dealing 2d6 radiant damage. 

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may choose both options.

 

Illustrated by Ryan Pancoast

Downsize

1st level transmutation
Casting Time: 1 reaction, which you take when a hostile creature you can see within 30 ft of you makes an attack
Target: the hostile creature
Range: 30 ft
Components: V, S, M (a glass lens)
Duration: 1 round
Classes: Sorcerer, Wizard

As an adversary prepares to strike, you minimize the situation. The attacking creature is momentarily shrunk down to half its size until the start of its next turn, imposing the following penalties:

  • The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduces its size by one category - from Medium to Small, for example.
  • The target has disadvantage on Strength checks and Strength saving throws.
  • The target's weapons also shrink to match its new size. While its weapons are reduced, the target's attacks with them (including the triggering attack) deal 1d4 less damage (this can't reduce the damage below 1).

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may target any number of hostile creatures you can see within 30 feet of you (up to your proficiency bonus), in addition to the main target. Each creature you target is shrunk until the start of its next turn. 

 

 

Illustrated by Christopher Moeller

Supernatural Stamina

4th level necromancy
Casting Time: 1 reaction, which you take when a friendly creature within 30 ft of you is reduced to 0 hit points
Target: the friendly creature
Range: 30 ft
Components: V, S, M (a handful of medicinal herbs)
Duration: 1 round
Classes: Cleric, Sorcerer, Warlock

As one of your allies goes down for the count, you infuse them with unearthly vigor, forcing them past their mortal limits. At the beginning of the target's next turn, it regains 1 hit point and automatically becomes stable. It can then take its turn as normal.

 

Illustrated by Tomasz Jedruszek

Infuriate

2nd level enchantment
Casting Time: 1 reaction, which you take when a friendly creature you can see within 30 ft of you attacks or is attacked
Target: the friendly creature
Range: 30 ft
Components: V
Duration: 1 round
Classes: Bard, Sorcerer, Warlock
 
With a choice turn of phrase, you send one of your allies into a raging frenzy - for their own good, of course. The target becomes momentarily enraged until the start of its next turn, gaining the following benefits:
  • It has advantage on Strength checks and Strength saving throws.
  • When it makes a melee weapon attack using Strength (including the triggering attack, if applicable), it deals an extra 1d4 damage.
  • It has resistance to bludgeoning, piercing, and slashing damage. 

 

Illustrated by Matt Cavotta

Giant Growth

1st level transmutation
Casting Time: 1 reaction, which you take when a friendly creature you can see within 30 ft of you attacks or is attacked
Target: the friendly creature
Range: 30 ft
Components: V, S, M (a plant clipping)
Duration: 1 round
Classes: Druid, Ranger

You infuse the target with a momentary surge of strength until the start of its next turn, granting it the following benefits:

  • The target's size doubles in all dimensions, and its weight is multiplied by eight. its size increases by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available.
  • The target has advantage on Strength checks and Strength saving throws.
  • The target's weapons also grow to match its new size. While its weapons are enlarged, the target's attacks (including the triggering attack, if applicable) with them deal 1d4 extra damage.