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Your Table Just Got 33 New Spells. Your Combat Tracker Didn't.

Sixsmith Games·September 5, 2026

    Your Table Just Got 33 New Spells. Your Combat Tracker Didn't.

    Arcana Unleashed's renew-each-turn spells look great on paper and terrible in practice. Here's the one habit that keeps them from stalling your table.

    Arcana Unleashed hit shelves this month, and if you've skimmed the spell list yet, a few of these are going to complicate your next combat night. Take Waves of Exhaustion: a 5th-level concentration spell where the caster can spend their action every turn to emit another cone of gray light, and anyone who fails the save stacks another level of exhaustion, up to four. It's a genuinely nasty spell. It's also a bookkeeping problem waiting to happen.

    Here's why. Most of us track spells the way we've always tracked spells: someone casts it, somebody scribbles the name on an index card or a sticky note, and the table moves on. That works fine for effects that are just "on" until they're not -- Bless is Bless, check it once when someone's about to roll. But Waves of Exhaustion doesn't work that way. It asks the caster to make an active choice every single round: spend the action to renew it, or don't. Write "Waves of Exhaustion (concentration)" on a card at the start of the fight, and by round four nobody remembers whether the caster renewed last turn, how many stacks the ogre's actually carrying, or that the whole thing disappears the instant concentration breaks.

    And this isn't a one-spell problem. Renew-each-turn design keeps showing up in higher-level spell lists, probably because it makes a concentration slot feel like it costs something every round instead of being a "set it and forget it" tax on one action. Great for game feel. Bad for whoever's running the table without a system for it.

    The fix isn't a better index card -- it's ditching the idea that a spell effect is a static label at all. Instead of writing the spell's name once and forgetting it, write the renewal condition itself, on the same line as the target's HP: "Exhaustion +1 if caster acts -- currently 2 stacks." Every time it's that creature's turn, whoever's running the table glances at that line and either updates the count or crosses it off -- the same reflex as checking HP, not a separate mental checklist buried under the initiative order.

    That's exactly the kind of thing a live status row next to HP is built for -- Virtual Combat Simulator keeps conditions on the same line as each combatant's health so a stacking effect gets updated in the same glance as damage. But the habit holds even on paper: no condition gets written down as a name, it gets written down as a trigger and a current count.

    Thirty-three new spells is a lot to bolt onto an existing campaign, and most of them are still fire-and-forget -- check once, move on. The ones worth flagging before your next session are the ones that ask somebody to make a choice every round. Better to catch those at prep than discover them mid-fight when the table stalls out arguing over whether the wave landed again.

    #Virtual Combat Simulator#D&D#combat tracking#GM tips

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