New Spells: Magical Girl
The Magic of the Miraculous
Magical Girls don’t pull spells from dusty grimoires or bargain with eldritch forces (well—usually). Their power flows from conviction, emotion, and inconveniently loud declarations of hope. The spells listed here reflect that: radiant blasts, heart-lifting wards, and just enough dazzle to make even a fireball feel personal. Whether you’re summoning courage, conjuring light, or charming your enemies into questioning their life choices, this list covers the full dramatic spectrum. Proceed with caution—and possibly a theme song.
New Spells
Fractured Devotion
Enchantment (Magical Girl - Fallen Star) • 4th-level
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 hour
Concentration: No
Save: Wisdom
Effect: Charmed
You reach into the heart of another and twist something just enough to make them believe they care. A creature of your choice within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While charmed, the creature views you through a lens of idealised emotion—whether devotion, pity, guilt, or the memory of someone they once failed.
The charmed effect ends if you or your allies harm the creature or force it to make a saving throw. When the spell ends, the target knows it was magically influenced, though it may struggle to understand why it cared in the first place.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Radiant Crescendo
Evocation (Magical Girl) • 5th-level
Casting Time: 1 action
Range: 60 feet (30-foot radius)
Components: V, S
Duration: Instantaneous
Concentration: No
Save: Constitution
Effect: Damage (Radiant), Blinded
A column of radiant light explodes in a crescendo of brilliance. Each creature in a 30-foot-radius cylinder centred on a point you choose must make a Constitution saving throw. On a failed save, a creature takes 4d10 radiant damage and is blinded until the end of its next turn. On a success, it takes half as much damage and is not blinded.
Undead and fiends have disadvantage on the saving throw.
The light spreads around corners and dispels any darkness in the area.
Weapon of Light
Evocation (Magical Girl) • 5th-level
Casting Time: 1 bonus action
Range: Touch
Components: V
Duration: up to 1 hour
Concentration: Yes (up to 1 hour)
Save: Constitution (for blinding burst only)
Effect: Buff, Damage (Radiant), Control
You infuse one weapon you touch with pure radiance. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. Attacks made with the weapon deal an additional 2d8 radiant damage.
As a bonus action on a later turn, you may end the spell in a flash of light. Each creature of your choice within 30 feet must succeed on a Constitution saving throw or be blinded until the end of their next turn.
The spell ends early if the weapon is dropped or thrown.
Starfall Barrier
Evocation (Magical Girl) • 5th-level
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 10 minutes
Concentration: Yes (up to 10 minutes)
Save: Constitution
Effect: Damage (Radiant), Blinded, Control
You create a shimmering wall of radiant motes in a 60-foot-long, 10-foot-high, and 5-foot-thick line (or a 20-foot-diameter circle). The wall sheds bright light in a 60-foot radius and dim light for 60 feet beyond.
When a creature enters the wall for the first time on a turn or starts its turn there, it takes 4d8 radiant damage and must succeed on a Constitution saving throw or be blinded until the start of its next turn.
The wall is lightly obscuring and can be shaped as desired within the spell’s dimensions.
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