Analysing the spells from 3rd party supplements
D&D 5e has a vast array of spells with hundreds found in the Player’s Handbook alone and many more in supplements like Xanathar’s Guide to Everything and Heroes of Faerun. But that hasn’t stopped 3rd party creators from producing their own spells to add to the mix.
Sometimes, this is to plug a theme gap. This is the case for Crooked Moon, which introduces spells with more folk horror to them. In other cases, creators are adding a whole new type of magic which Grim Hollow does with its sangromancy (blood magic). There are also new character options that need new types of spells. Ryoko’s Guide to the Yokai Realms introduces spells specifically for their new bender class that draw from east Asian mythology and spiritual elementalism.
I’ve analysed the spells from a bunch of different 3rd party supplements for D&D as well as Wizards of the Coast’s official spells. I’ve found some spells are great. They’re interesting and warrant inclusion in campaigns. In other cases, I’ve found them to be dull imitations of existing spells or easily abused and not appropriate at your table.
If you’re keen to know which 3rd party supplements have good spell options, then I’ve summarised those I’ve analysed below and you can find my full guides to them too.
The Crooked Moon spells

What is the Crooked Moon?
The Crooked Moon is a 3rd party supplement created for D&D 5e (both the 2014 and 2024 editions) focused on a folk horror setting. It’s created by Avantris Entertainment.
About the spells
In The Crooked Moon, you get 40 new spells. These go from cantrips to level 6 so no really high level spells, but plenty of options for the more common playing levels.
There are spells for all the classes other than the artificer, granting spellcasters some folk horror options for their repertoire.
Evaluation
I really like the spells Avantris Entertainment have cooked up here. They’re really solid and well balanced. There’s nothing here I’d feel I’d need to ban at my table, and just about every spell has a plausible use case for a spellcaster with a couple of minor exceptions.
Personally, I’d happily use these spells at my table or grab some for my spellcaster.
Grim Hollow spells

What is Grim Hollow?
Grim Hollow is a dark fantasy setting from Ghostfire Games where monsters and misfortune are common. Even characters with the best of intentions, often succumb to the darkness, becoming cursed beings and even transformed into the monsters they hunt. Grim Hollow was originally released for 5e 2014, but has been updated for 5.5e (2024) in the Grim Hollow Transformed book.
About the spells
Grim Hollow Transformed contains 90 spells ranging from cantrip to level 9. It also includes mechanics for curses known as shadowsteel curses. All of these spells lean into themes of dark fantasy and horror. On top of this is a whole new classification of spells known as sangromancy (or blood magic).
Evaluation
I found that there’s a real mix of spells in Grim Hollow. This includes some really interesting and fun options to basically useless ones and even obscenely powerful ones. While they’re mostly reasonably well written, there are a few instances where I feel like the writing doesn’t make complete sense or where the spell needed more playtesting or reviewing.
And yet, there are some really unique and interesting ideas in here. There’s spells like crimson lash which has some interesting options for martial casters or bloat, which is a wonderfully fun way to incapacitate enemies.
There’s also a bunch of spells that are so perverse, I don’t know how I can justify my characters ever using them, but they are unique and interesting all the same. Take consume mind for example, where you literally eat someone’s brain to attempt to recall their memories. Sick and twisted? Yes! Is your character likely to justify that? No. But mechanically, a really interesting and useful spell that Wizards of the Coast would never produce.
I think ultimately, I applaud Ghostfire Gaming for trying some really new things with their spell options. I think they’re a bit hit and miss and would outright ban some of them, but there are plenty of great options here and most are wonderfully flavourful.
Yokai Realms spells

What are the Yokai Realms?
The Yokai Realms is an oriental inspired setting that draws inspiration from East Asian mythology and fantasy like Avatar: The Last Airbender. It’s created by Loot Tavern and DnD Shorts for D&D 5e (2014)
About the spells
In Ryoko’s Guide to the Yokai Realms, you get 62 new spells. These only go from cantrips to level 5 so no higher level spells, but plenty of options for the more common playing levels.
There are spells for all the classes other than the artificer. You also get a bunch for the tamer (included in Ryoko’s Guide and Heliana’s Guide) and many built specifically around the bender which needs 4 whole spell lists building around their 4 elemental disciplines.
Evaluation
For the most part, there’s a lot of new ideas in here that are worth taking without being overpowered. There are a few that feel a little pointless, highly situational or slightly overpowered, but those are rare.
The flavour here is great though, and by having spells created specifically for the bender class, it turns the class into something much more unique, that isn’t just another half caster with similar spells to the other classes. Largely, I like the spells in here and think they’re a solid addition to a table, especially one going for a more oriental vibe.
More spells guides for D&D 5e
Want to see more analysis and advice on spells in D&D 5e? Check out our latest guides.
