Forged

⚡🔥 Forged in Fire and Storm: Homebrewed Spells from Under the Dome

-forged-in-fire-and-storm:-homebrewed-spells-from-under-the-dome

⚡🔥 Forged in Fire and Storm: Homebrewed Spells from Under the Dome

In our Under the Dome campaign—helmed by the ever-diabolical Dave—I play a sorcerer who’s just a little obsessed with fire and lightning. Velrian Blitzstorn (yes, that’s the name—medusa

because subtlety is for wizards) has been blazing through spell slots and leaving scorch marks in his wake since level one.

Now that we’ve reached the lofty heights of level 19, things are getting wild. Like many casters who’ve walked the arcane path long enough, I’ve reached that classic rite of passage: naming my own spells. There’s just something satisfying about unleashing “Vel’s Pyroclasm” or “Vel’s Maelstrom of Inferno and Storm” and watching the table react with equal parts excitement and fear.

One thing became clear to Vel recently—there were plenty of fire and lightning spells, but no high-level spell that combined lightning and thunder. Naturally, he decided that had to change.


🌩️ Why Stop at Level 20?

If you’re wondering how we’re even talking about these kinds of power spikes, it’s because Dave is taking us all the way to level 30. You read that right.

We’re gaining one level per session, and after last night’s explosive session (literally), we’ve just hit level 19. That means we’ve got about 12 sessions left to complete the campaign. And yes—Dave is homebrewing an entire post-level-20 ruleset for us to explore what it means to be truly mythic.

We’re talking Epic Boons, world-altering magic, and possibly—probably—a final battle against a fleshwarped god-entity made of chaos crystal and regret.

So in preparation, I’ve been working on custom high-level spells that Vel would reasonably develop as part of his evolution from “overconfident stormcaster” to Planar Arcano-Weapon of Destiny™.


🔥⚡ New Spells: The First of Many

Today’s post is the first look at Vel’s growing library of custom spells, tailor-made for Under the Dome‘s late-game arc. These are powerful, cinematic, and made to feel like you’re rewriting the rules of nature itself.

These are not your typical PHB spells—these are the kind of arcane detonations that level cities, shatter timelines, or call down the fury of the storms themselves.

And yes, If I get more of his signature spells aproved by the DM, I will of course share them with you—as Vel continues crafting the spell arsenal that legends are written about (or cursed by).

So without further ado, let’s dive into the first batch of high-level homebrew spells forged in the heart of Under the Dome.


🪄 Vel’s Pyroclasm

6th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a small obsidian shard and a spark of flint)
Duration: Instantaneous

With a guttural incantation and a snap of your fingers, you unleash a cataclysmic eruption of flame and lightning at a point you can see within range. The blast detonates in a 15-foot-radius sphere, crackling with arcs of energy and molten fire.

Each creature in that area must make a Dexterity saving throw. On a failed save, the creature takes 8d6 fire damage and 8d6 lightning damage, and is knocked prone if it is Large or smaller. On a successful save, the creature takes half damage and remains standing.

The explosion scorches the ground, leaving behind flickering embers and forked trails of lightning that crackle for a moment before fading. Nonmagical objects that aren’t being worn or carried are ignited, melted, or shattered if they are flammable or fragile.

“Why settle for one element of destruction… when you can have two?”
— Velrian Blitzstorn

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the fire and lightning damage each increase by 1d6 for every slot level above 6th.

But as stated Vel has reached 19th level, that means he really should have a nice 9th level spell to shake things up with, right? The DM, Dave, has said we need to play test this out but it matches up with other spells that are out there so lets get pumped with some serious storm of fire and lightning.

Vel’s Maelstrom of Inferno and Storm

9th-level evocation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a shard of obsidian wrapped in copper wire)
Duration: Concentration, up to 1 minute

Description:

With a surge of arcane power, you call forth a colossal vortex of fire and lightning at a point you can see within range. The maelstrom swirls in a 30-foot radius and rises 100 feet high, crackling with

If your adventures do lead you into Out of the Abyss, blend right in with denizens of the Underdark #TeamDemogorgon

fiery tendrils and electric arcs. The area within the maelstrom becomes heavily obscured and deafening thunder roars continuously within its swirling chaos.

When the maelstrom appears, each creature in the area must make a Strength saving throw. On a failed save, a creature takes 15d6 fire damage and 15d6 lightning damage and is pulled 30 feet toward the center of the maelstrom. On a successful save, the creature takes half damage and is not pulled.

Lingering Chaos:

At the start of your turn for the duration, any creature that ends its turn within the maelstrom must make another Strength saving throw, taking 8d6 fire damage and 8d6 lightning damage on a failed save, or half as much on a success.

Conduction Arc:

If a creature outside the maelstrom attacks a creature within or casts a spell targeting a creature within the maelstrom, a sudden arc of energy lashes out. The attacker must succeed on a Dexterity saving throw or take 6d6 lightning damage.

Gravitational Pull:

As a bonus action on your turn, you can intensify the vortex’s pull, causing all creatures within 60 feet of the center to be pulled 15 feet toward it. Any creature pulled into the area of the maelstrom must immediately make the initial saving throw as described above.

Classes: Sorcerer, Wizard

Let’s blow the roof off the dome.

With Vel’s Pyroclasm, we unleashed a concentrated burst of elemental fury—a perfect blend of fire and lightning that scorches the battlefield in a flash of raw destruction. Then we took it a step further with Vel’s Maelstrom of Inferno and Storm, a spell that doesn’t just strike—it dominates the battlefield, turning a massive area into a swirling tempest of chaos and elemental might.

These aren’t just high-level spells. They’re statements. They’re the kind of spells you cast when the sky is falling, when the gods are watching, or when you want the world to remember your name long after the smoke clears.

As Under the Dome continues its push toward level 30, you can bet this won’t be the last time we dig into custom spellcraft. With the planes cracking open, chaos magic bleeding through reality, and characters wielding power that would terrify most archmages, Vel’s spellbook is only going to get bigger, bolder, and more explosive.

Keep an eye on the blog for more custom spells, epic boons, and maybe even a few wand collaborations with Eravan the Wandwright—crafted for those brave (or reckless) enough to wield them.

Until next time, may your spell slots be full, your dice be hot, and your enemies flammable. Thanks for reading.Until Next Time, Stay Nerdy!!

Leave a Reply

Your email address will not be published. Required fields are marked *