Analysing whether the spells are any good, how you can use them and which you should take.
Avantris Entertainment launched their folk horror supplement for D&D 5e, taking players into the dark world of Crooked Moon. With this comes a load of new player options including a bunch of brand new spells to sink your teeth into.
For this article, I’m going to analyse and dissect each of the spells and score them so you can see just how good they are and if they’re worth taking. Keep in mind these are rough scores and some builds may get more or less from each spell. I’ll try to keep that in mind in my analysis, but if a spell is going to be great for your build, don’t let my score stop you taking it. I bought the 2024 version of The Crooked Moon and have based my analysis on this version of the spells.
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.
Cantrips

- Blood bolt (2/5) – It’s not a lot of temporary hit points and I’m not sure the trade off is quite fair here on lost damage. If we compare to toll the dead (which also deals necrotic damage) that will deal 1d8 or 1d12 damage (though I think you’ll more often deal 1d12). You’re losing 1-3 damage for 2 temporary hit points. Maybe that seems fair-ish at lower levels, but the disparity only grows, especially against d12 damage dice. It’s maybe OK, but it gets worse at mid to high levels and if you have other sources of temporary hit points, this can become obsolete.
- Dissolution (2/5) – A 1AC reduction is decent and the force damage is the best damage type, but it requires a touch and is only available to a wizard. Wizards typically don’t want to be getting close enough to touch their enemies making this a poor option for them. The main exception might be for an eldritch knight who can weave this into their attacks.
- Eye burn (5/5) – A cantrip as a reaction can be used each round. Blinded for that creature’s turn means disadvantage on all its attack rolls (just keep in mind the blinded condition will end at the end of their turn). Even if the saving throw succeeds, you still knock 1d4 off the attack roll. This feels like a great option, especially if you don’t use your reaction a lot.
- Mysterious presence (1/5) – My problem with this is it could be great out of combat, but it only lasts 1 minute, so you need to use it as you attempt a stealth segment, but the verbal component means you’ll give yourself away when you do so. Alternatively, it could be useful to give a rogue that likes to hide in combat, but the action cost is quite dear. As is the concentration requirement. I’d give this a miss.
Level 1 spells

- Ancestral communion (2/5) – A reroll every turn for a minute is quite nice but you’re going to need to weigh up the setup costs with the rewards later in combat. It’s also a concentration spell so you lose the ability to use other concentration spells. While this can be defensive, it’ll be at its most reliable on attack minded characters (as opposed to relying on saving throws to make rerolls). This means rangers stand to benefit most, but this will conflict with hunter’s mark and your round 1 attacks. Really great in theory, but a bit too awkward in practice.
- Captivate undead (3/5) – Great if you happen to be up against undead creatures, terrible if you’re not. Undead aren’t uncommon, especially in a horror setting so there may be value here, but it lands in the realms of being situational so take with caution. Upcasting is a big boost to the scope of what the spell can manage too.
- Devil’s due (4/5) – The best comparison here is hellish rebuke. This is healing Vs damage but a similar trigger. This will average 6.5-9.5 healing depending on your spellcasting modifier and your hit point dice. Hellish rebuke will average 11 damage but isn’t as guaranteed (half damage on a successful saving throw). If we assume a 65% fail rate, this becomes 8.4 damage on average. Basically, a high charisma warlock is your best bet here and it’s got similar levels of power to hellish rebuke with the right build. It scales better with upcasting though. Be aware that it will eat into your hit point dice, but the healing is higher per use than from a short rest. It’s also healing with the reasonably uncommon reaction and easier to trigger than hellish rebuke. I think this works really well.
- Hungering blade (5/5) – Worse damage than hunter’s mark or hex once you hit 2+ attacks per turn, but you gain temporary hit points which balances it more closely and works just as well without dual wielding. The biggest advantage over these spells is it doesn’t require concentration making it a really strong option, so long as you have a build focused on weapon attacks.
Level 2 spells
- Blood sacrifice (2/5) – Somehow a worse version of hungering blade, despite being a higher level spell. The additional damage is probably lower (depending on spellcasting ability modifiers), there’s no temporary hit points and you have to damage yourself. Admittedly, hungering blade is no good for non-weapon attacking builds, but this is just inferior in every way.
- Chain of conviction (4/5) – Great control spell. The damage is alright, but this is mainly about keeping certain enemies close and gaining consistent advantage on attack rolls. Great against tough enemies, especially those that prefer to be ranged (like spellcasters). This is especially good because it only requires a bonus action and no concentration.
- Chorus of the lost (4/5) – There’s some lack of clarity over the duration of this spell because it says it has a duration of a minute, but writes the effects from the AoE as if they’re instantaneous. I think the duration is specifically for how long the frightened condition and concentration lasts, not that the AoE stays there, otherwise it would mention when it’s triggered on subsequent turns. With that understanding, we can compare this to shatter which deals 13.5 damage on average vs the 7 here. However, this has a larger area (15ft vs 10ft) and can cause the frightened condition, but it does consume your concentration. It’s a good, low level AoE spell which is rare before level 3.
- Harrowing ballad (2/5) – It’s handy that this only requires a bonus action to cast, but the damage is low, the concentration is a pain and the effects are quite poor unless you happen to target a spellcaster, and then they’re alright. Sadly the concentration cost makes this hard to recommend.
- Sanguine secrets (3/5) – Not a bad information gathering spell. If you didn’t have a use for your bonus action anyway and weren’t going to use another levelled spell that turn. This could be useful for unfamiliar monsters, especially those likely to have a lot of resistances.
- Summer winds (3/5) – Cure wounds upcast to level 2 will probably average about 21-23 hit points healed. This is 7 per target. Realistically, you’ll need 3+ targets in the cone to make this worthwhile which could be tricky. The damage to undead is a situational bonus, but makes that target tally easier to achieve if fighting undead.
- Unraveling whisper (2/5) – This is significantly underpowered compared to chorus of the lost. It’s the same damage, but this only has 1 target and frightened is only for a round, not a minute and chorus of the lost still frightens a bit on a successful saving throw. The only advantage here is the lack of a concentration requirement, but it just feels quite underpowered.
- Veil of the reaper (5/5) – This is really good! Invisibility between turns is a major safety feature. It does lock you into making attack rolls though. The invisibility ends at the start of your turn too so no advantage on subsequent attack rolls, but you could make opportunity attacks with the advantage if already next to an enemy for instance. This is way better than the less reliable blink which is a level higher than this.
Level 3 spells

- Creeping rot (4/5) – For comparison, this deals an average of 13.5 initial damage per target (with a maximum targets of 4). Fireball will deal an average of 28 damage per target with no maximum, but it can cause friendly fire and relies on smaller clusters of enemies. Creeping rot will cause some damage on subsequent turns, but slow damage isn’t as good as initial damage. There is the poisoned condition to add in though which is nice. Fireball is probably better more often, but this is good too, especially for handling crowds that include allies or to debuff enemies.
- Crimson harvest (3/5) – If you add average damage and the healing, then this isn’t far off a fireball in total hit points affected, but the healing is just a single target and the emanation is less flexible than the fireball’s ranged sphere. There’s no friendly fire here though, but being in the middle of enemies is rarely a good place for a full spellcaster. Warlocks may be the better option here, or perhaps an eldritch knight. Still a decent spell though.
- Crooked ward (4/5) – An area in which a lot of creature types have disadvantage on attack rolls is good. The ability check disadvantage is less commonly useful, but escaping a grapple, for example, will be harder. Add to this the frightened condition too and you’ve got quite a few effects going on here. You’ll need to coax enemies into the area though, but that might be as easy as standing in it.
- Culling sickle (3/5) – Like spiritual weapon but you gain regular temporary hit points and the range is more fluid. The damage is similar to spiritual weapon, but the temporary hit points make it worth the higher spell slot. The concentration and bonus action demands are a bit of a problem and prevent it getting a higher score.
- Cursed cacophany (3/5) – Cursing a creature with disadvantage is decent, and it affects all d20 tests. Problem is the repeated saving throw. It’s not the end of each turn, but after the first d20 test on a turn so may not be maintained for a full turn like most similar effects. Having said that, most similar effects don’t affect all d20 tests and can’t be cast ahead of combat.
- Harvest moonglow (5/5) – 2d6 temporary hit points for all your allies and depending on where and when you grant this, you can replenish them throughout a combat (though this needs a bonus action). You’ll get more out of this in combat, but if you can prepare ahead of time and keep your combat in the same area, that’s ideal. Plenty of pretty fluid temporary hit points and there’s no concentration requirement. The invisibility element is situational, but I’d consider that a bonus if it does affect anything.
- Isolation (3/5) – Quite debilitating save or suck spell. It’s not as debilitating as hold person, but works on all creatures making it more flexible. Hypnotic pattern will debilitate more and for more creatures making that a superior option in my opinion.
- Martyr (3/5) – This spell is big on vibes and maybe less so on pragmatism. You give up your life for another but there’s a chance you won’t die whereas that individual was definitely going to die, so there is a mathematical benefit. You might also consider one party member more crucial in a moment than another (like the cleric with raise dead to bring you back to life). But really this is a spell for a big moment, where one hero gives their life for another. Great vibes, but perhaps equates to a similar outcome in the end.
- Mist of mourning (3/5) – Decent for blocking narrow areas then shooting through the mist, forcing enemies to come at you through the mist. But at other times, might get a single turn of effects and then creatures get round it or are through it, in which case, hypnotic pattern would have been better.
- Sanctum of the flock (4/5) – This is incredibly cheap on spell slots as you cast it before a long rest so whatever spell slot is used for this spell is recovered for the next day anyway. It does cost 25gp though, so be aware that it’s not free, but some decent temporary hit points and a boost to face skills is pretty nice for no real drain on spell slots.
- Scarlet dawn (3/5) – The damage is OK, but it’s less than a fireball (though the damage type is a little better). You do gain more height with the spell (which is rarely useful), can get rid of magical darkness (which is quite situational) and it’ll heal undead and constructs. Depending on whether you have constructs and undead available to you depends on whether that’s actually useful. I can see it more often being an obstruction. Basically a weaker fireball in my opinion.
- Shadow drain (5/5) – This is basically a half damage spirit guardians, but disadvantage on attack rolls is really strong and well worth the damage reduction. A worthy alternative.
Level 4 spells
- Buried alive (5/5) – Wonderfully macabre and much better than something like hold person due to needing an extra saving throw success to escape and the possibility of suffocation (though attacking the target is much harder). It’s maybe more similar to banishment. That just works for a minute on a failed saving throw so the effects are superior, but that requires concentration whereas this doesn’t. If you want a problematic save or suck spell and be able to use your concentration on something else, then this is great!
- Call of the wild (2/5) – Most beasts quickly become a bit ineffectual as you go up in levels as they’re pretty much isolated to lower challenge ratings. For this spell, you’re already at least level 7 (if not more). The other issue you have here is how situational it is. How often are you really going to be fighting in the vicinity of a bear or 2? Maybe you’ll call a horde of squirrels… It’s possible for this to be good, but it’s so situational I think it’s hard to justify taking.
- Consuming pyre (2/5) – This is an average of 18 damage per turn on a single target. An upcast scorching ray at level 4 will deal an average of 35 damage in a single turn. This means you need to manage 3 turns of damage to be worth the output. Even then, single turn damage is better than the same amount of damage spread over a longer period. This does have the advantage of requiring an action to attempt to douse, but it also consumes concentration which is a lot for some unreliable damage. I’d be more inclined to just upcast scorching ray and save my concentration for other things.
- Intrusive despair (3/5) – This is decent, but banishment will give no actions or anything else for a minute. If I’m going to concentrate on a save or suck spell, then I’m more inclined to use that. Having said that, this spell will allow you to do this while being able to hit your target, but banishment is still better, or grab buried alive if you want to preserve your concentration.
- Murder of crows (5/5) – About 10 less damage per target than conjure barrage upcast to level 4 with half the range. However, this causes the blinded condition without requiring concentration which is quite strong (and technically, blinded only ends if they manage to pass a saving throw, otherwise it just carries on). That makes this a really strong option.
- Puppet master (5/5) – Like enemies abound, but you have more control over who is attacked making this superior (and enemies abound is already really good). However, this requires a wisdom saving throw and enemies abound needs an intelligence saving throw. Intelligence is typically lower on creatures than wisdom which does put this at a bit of a disadvantage. It’s still a very strong spell though.
- Sacrificial siphon (2/5) – -1d4 on attack rolls and ability checks and 10 temporary hit points at the expense of a reaction just doesn’t feel like enough for a concentration save or suck spell when banishment and buried alive are available and far more debilitating. Don’t think this is great for the level.
- Sanctum of the shepherd (5/5) – Like sanctum of the flock, this is wonderfully kind on your spell slots as you can cast before a long rest and have the benefits for the next day. The effects are major too. A whole party (probably) with +1AC for the day and no concentration. The only problem is it will set you back 200gp so can’t just be used all the time.
Level 5 spells
- Field of reaping (3/5) – While the effects are automatic, the damage and healing is quite low. This really requires hordes for it to make sense as a concentration cost, against a couple of tough enemies, this just isn’t going to do enough, but it could be a decent amount of healing with enough enemies to affect. I’d place this under the umbrella of situationally useful.
- Lucky charm (3/5) – Interesting trade off in capabilities. The d20 tests aspect is all encompassing, so this means attack rolls, ability checks and saving throws. The safe thing to do is hand it to someone before they make a load of ability checks (say to a rogue in a dungeon looking for traps or stealthing around). Hopefully that means the disadvantage won’t harm you too much. Alternatively, it could be useful in combat if you intend to go quite heavy on spells that require saving throws, however, it will limit you to non-concentration spells.
- Mirrored agony (3/5) – Only requires a reaction to cast and the damage can be quite high, but only if the triggering attack deals a lot of damage. Blight cast at level 5 will cause an average of 40.5 damage on a failed saving throw. Because this only requires a reaction (rather than an action), the triggering damage doesn’t need to be quite that high to justify this, but it does still consume a level 5 spell slot. How often a creature will deal enough damage to justify this is questionable, but strong if that ends up the case. I suppose this gets better as you face higher CR enemies.
Level 6 spells
- Ghastly charge (5/5) – A lightning bolt upcast to this level will deal 38.5 damage per target. This is a little less at 32.5, but the width of the line is considerably wider, frightened for a turn is decent and consuming an enemy’s reaction to run away is a nice bonus. I’d say this is significantly better than lightning bolt and handily, there’s no friendly fire either.
Are the spells any good?
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.
The one spell I felt just didn’t work at all was mysterious presence. In theory, it sounds useful, but I think unless your DM is quite lax, it’s just not that useful in practice. There were also a couple of spells that do kind of work, but feel weak compared to similar equivalents like unravelling whisper and blood sacrifice.
Otherwise, I think there’s some brilliant and creative options here. Buried alive is just very appropriately grim while sanctum of the shepherd is an interesting trade off between gold and protection. I like that veil of the reaper does a better job of accomplishing what blink should do. It’s also refreshing to see plenty of unique ideas that seem to pay off here.
Personally, I’d happily use these spells at my table or grab some for my spellcaster.
