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
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.
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.
Mascot Companion
Conjuration (Magical Girl – Starcaptor) • 1st-level
Casting Time: 1 hour
Range: 10 feet
Components: V, S
Duration: Until dismissed or reduced to 0 HP
Concentration: No
Save: None
Effect: Summons a magical mascot
You summon a whimsical creature—your magical mascot—drawn from your Deck of Seals. This familiar might take the form of a winged plush animal, a sparkly dragon-fox, or an irate furball with celestial eyebrows. It is a sentient companion, with a sharp tongue and sharper insight.
You may only have one Mascot Companion at a time. Summoning it again replaces the previous one.
See New Summons: Magical Girl for the statblock
Call of the Bound Beast
Conjuration (Magical Girl – Starcaptor) • 2nd-level
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
Effect: Summons a spirit beast
You release a card that bursts into radiant motes, forming the shape of a spiritual beast. This creature fights loyally for you.
Acts on your initiative. Vanishes when reduced to 0 HP or when the spell ends.
See New Summons: Magical Girl for the statblock
Call of the Gladeheart
Conjuration (Magical Girl – Starcaptor) • 3rd-level
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
Effect: Summons a fey guardian
You draw a card that swirls with flower petals or starlight. From it, a fey guardian emerges—a capricious spirit in glittering form.
It acts on your turn. It vanishes in a trail of giggles when dismissed.
See New Summons: Magical Girl for the statblock
Call of the Fourfold Flame
Conjuration (Magical Girl – Starcaptor) • 5th-level
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
Effect: Summons an elemental guardian
A dramatic card rises into the air, splitting into swirling elemental glyphs. You summon an elemental force—fire, water, earth, or wind.
Acts on your initiative. Disappears in a roar of elemental light when defeated.
See New Summons: Magical Girl for the statblock
Binding Seal
Abjuration (Magical Girl – Starcaptor) • 5th-level
Casting Time: 1 action
Range: 60 feet
Components: V, S, Deck of Seals
Duration: 24 hours
Save: Charisma
Effect: Binds a creature to your command
You summon a glowing seal from your deck and strike a creature of extraplanar origin. If it fails a Charisma saving throw, it is magically bound to you for 24 hours and follows your commands.
- The creature must already be present and restrained, incapacitated, or willingly bound.
- If it was summoned by another spell, this overrides that spell’s duration.
- You may expend 5 Soul Points in place of a 1000gp material component.
Only one creature may be bound at a time using this spell.
Call of the Primal Star
Conjuration (Magical Girl – Starcaptor) • 5th-level
Casting Time: 1 minute
Range: 90 feet
Components: V, S, Deck of Seals
Duration: Concentration, up to 1 hour
Concentration: Yes
Save: None
Effect: Summons a powerful elemental spirit
You release a sealed card etched with the glyph of an ancient force. In a swirl of cosmic energy, a primal spirit takes form—fire, water, earth, or air—channelled through the magic of the stars.
Choose one of the following elemental forms: fire, water, earth, or air. The summoned creature uses the statistics of an elemental of that type (as in the SRD's Conjure Elemental), but its form is stylised to match your Starcaptor aesthetic—perhaps a flaming phoenix, a glittering crystal giant, or a swirling dancer of stormlight.
The elemental is friendly to you and your companions for the duration. It acts on your turn and obeys your verbal commands (no action required). If you don’t issue any, it defends itself but takes no other actions.
If your concentration is broken, the elemental doesn’t vanish—instead, it becomes hostile. The DM rolls initiative for it, and it attacks the nearest creature. An uncontrolled elemental can be dangerous. A dispel magic or similar effect ends the spell early.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can summon two elementals of the same type.
Ignition Grasp
Evocation (Magical Girl – StarNova) • 1st-level
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Save: Strength
Effect: Grapple + Burning
Your gauntlet flares with elemental energy as you grab hold of a target and refuse to let go. Choose one creature within reach. Make a melee spell attack against them. On a hit, the target takes 2d6 fire damage, and glowing chains of heat lash around them.
While you maintain concentration, you can use your action each turn to maintain the grapple with burning intensity. If the creature is Medium or smaller, it is considered grappled (escape DC = your spell save DC). At the start of each of the target’s turns, it takes 1d6 fire damage.
If the target escapes the grapple, the spell ends. If you lose concentration, the chains vanish.
The visual flavour of this spell may vary by Affinity — searing stone, icy vines, electrified coils — but the intent is always the same:
You’re not done with them yet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st.
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