Thursday, January 29, 2026

New Spell: Arcane Dodgeball

Arcane Dodgeball

Level: Wizard 1
School: Evocation
Components: V, S
Casting Time: 1
Range: 50 ft.
Duration: Instantaneous
Saving Throw: Dexterity negates
Spell Resistance: Yes

The caster conjures a brightly colored sphere of condensed magical force and hurls it toward one creature within range.

The target must make a Dexterity saving throw. On a failed save, the ball strikes the target for 1d8+1 points of magical force damage.

The damage increases by 1d8 for every three caster levels beyond 1st, to a maximum of 4d8+1 damage at 10th level:

  • 1st–3rd level: 1d8+1
  • 4th–6th level: 2d8+1
  • 7th–9th level: 3d8+1
  • 10th level or higher: 4d8+1

On a successful Dexterity save, the target catches, deflects, or otherwise avoids the arcane ball and suffers no damage. The projectile immediately dissipates.

The spell affects only creatures and cannot normally be used to damage unattended objects or structures.

A creature unable to physically catch or deflect the projectile may still avoid it with a successful Dexterity save, with the exact description left to the Castle Keeper.

Notes 

  • Also known as 'Rabni's Arcane Dodgeball' the inspiration to create the spell came to Rabni when he saw a renowned thrower use a rubber 'super ball' to knock a tavern patron unconscious. She was so effective that witnesses believed the man was slain by the strike.
  • Uses concentrated force energy to create the ball. A quirk about the spell, due to the willpower and inspiration that Rabni was channeling when he created the ball, was that the dodgeball was harmless if caught.
  • Typically comes in shades of deep purple or prismatic pink. 

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