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Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Freezing Clutch
Level: 1
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 4 Hours
Components: M
Material cost: the finger of a creature you've killed
Description: After touching an object that is not being carried or worn, you place a curse on it that harvests the cold regrets of a creature that you've killed. The next creature that attempts to pick up the object must succeed on a Wisdom saving throw or be grabbed by a ghastly transparent claw manifesting from the object. The claw deals 2d4 cold damage and 1d4 necrotic damage when this happens. If the Wisdom save succeeds, no necrotic damage is dealt, the cold damage dealt is halved, and the claw manifests only to slap whoever picks up the object |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Freezing Gale
Level: 3
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (60-Foot Line)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a pinch of snow
Description: A line of freezing strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Additionally, a creature that enters the spells area for the first time during a turn or ends its turn there must make a Constitution saving throw, taking 3d6 cold damage on a success or half as much on a failure..
A creature killed by this spell becomes a frozen statue until it thaws.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each spell slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Freidyne
Level: 3
School: Evocation
Classes: Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: With a somatic gesture, you evoke a spherical blast of white light at a point within range. Each creature in a 20 foot radius sphere centered on that point must make a Constitution saving throw. A target takes 5d6 radiant damage on a failed save, or half as much damage on a successful one. Creatures have disadvantage unless they are a celestial, construct, dragon, or undead.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Frenzy
Level: 4
School: Enchantment
Classes: Bard, Paladin, Warlock
Casting time: 1 Action
Range: 90 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: a drop of bull's blood
Description: You whip creatures of your choice within range into a supernatural battle frenzy. Each creature who isn't willing must make a Wisdom saving throw to resist the effect.
Each affected creature gains the following benefits:
Whenever it would take the Attack action, it may make one additional weapon attack.
It can't be charmed, frightened, or put to sleep.
Its movement speed increases by 10 feet.
If it gets reduced to 0 hit points, it doesn't drop unconscious until the spell ends; It still makes death saving throws each turn as normal.
Each unwilling creature that failed its saving throw additionally suffers the following effects:
It is consumed with blind bloodlust, and is unable to tell friend from foe.
It must use its actions and movement on each of its turns to move toward and attack the nearest creature it can see.
The spell ends for a creature if it gets knocked unconscious, or didn't receive or deal any damage since the beginning of its last turn. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Friends, Variant
Level: 0
School: Enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V
Description: You attempt to convince a humanoid that you can see within range that you are a friend. It must make a Wisdom saving throw, and it succeeds if you or your companions are fighting it. If it fails the saving throw, you have advantage on all Charisma checks against it until the spell ends or until you or your companions do anything harmful to it. The creature regards you as a friendly acquaintance. When the spell ends, the creature is unaware that you used magic on them. If the creature succeeds on its saving throw, you cannot cast this spell on them again for 24 hours. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Frigid Darkness
Level: 2
School: Necromancy
Classes: Druid, Shadowcaster, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: A sphere of darkness shoots out towards the target, make a ranged spell attack, on a hit, the target takes 1d10 cold damage and 1d10 necrotic damage and has its base walk speed reduced by 5 feet until the target either spends 1 round next to a source of heat, casts a spell which deals fire damage, or is the target of a spell which deals fire damage.
If you have mastery of the Coldness of Night path, this spell deal an extra 1d4 cold damage if the target is in an environment where the surrounding temperature is below freezing and an extra 1d4 necrotic damage if the spell was cast at night |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Frigid Javelin
Level: 2
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a drop of blood
Description: You cut yourself, causing the blood flowing from you to freeze, assuming the shape of a javelin on your empty hand. Make a ranged spell attack against a creature you can see. On hit, you cause 3d6 piercing damage and 1d6 cold damage.
In addition, the target must succeed on a Constitution saving throw after being hit by the javelin, being stunned until the end of your next turn on a failed save.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both the piercing and cold damage increase in 1d6 for each spell slot spent after the 2nd-level slot. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Frigid Rebuke
Level: 3
School: Evocation
Classes: Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Reaction, Which You Take When Hit By An Attack From A Creature You Can See
Range: 60 Feet
Duration: Instantaneous
Components: V
Description: You utter a string of magical words and a momentary blizzard surrounds the creature that attacked you. The creature must succeed on a Dexterity saving throw or take 8d6 cold damage and suffer disadvantage on attack rolls against you until the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Frigid Smite
Level: 3
School: Evocation
Classes: Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V
Description: The next time you hit a creature with a melee weapon attack before this spell ends, the weapon is enshrouded in freezing energy, and the attack deals an extra 3d8 cold damage to the target. Additionally, the target is restrained by ice for 1 minute. A creature restrained by the ice can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: From the Brink
Level: 2
School: Transmutation
Classes: Bard, Cleric, Druid
Casting time: 1 Reaction, Which You Take When A Creature Within Range Is Reduced To 0 Hit Points
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: The triggered creature regains hit points equal to 1d4 + your spellcasting ability. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d4 for each slot level above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Frost Bolt
Level: 0
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You hurl a ball of magical frost at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Frost Breath
Level: 1
School: Evocation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (15-Foot Cone)
Duration: Instantaneous
Components: V, S
Description: As you hold your hands with thumbs touching and fingers spread then blow outward through the gap between your hands, a sheet of shimmering, impossibly cold mist and ice crystals shoots forth from the gap in front of your mouth. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half of 2d6 cold damage on a successful one. The damage inflicted by this spell on a failed save is considered to be critical damage, and features and traits that trigger on critical hits can trigger on creatures that fail their saving throw against this spell, however this spell's damage on a failed save cannot be made critical by any features or traits that would otherwise cause it to be, as it is already considered to be critical damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage on a failed save increases by 2d6 and the damage roll on a successful save increases by 1d6 for each slot level above 1st |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Frost Strike
Level: 1
School: Evocation
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Round
Components: S
Description: You fill your weapon with the chill of death. The next time you hit a creature with a melee weapon attack before this spell ends, that attack deals an extra 1d8 cold damage and the target’s speed is halved until the end of its next turn. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Frostball
Level: 3
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a small snowflake
Description: A small ball of blue and white energy leaves the tip of your finger and flies to a point you can see within range, exploding upon impact with a sharp crack and covering surfaces in a 20-foot-radius sphere centered on that point with snow and frost. Each creature in that area must make a Constitution saving throw. A target takes 5d8 cold damage on a failed save, or half as much damage on a successful one. Until the end of your next turn, a creature that enters the area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or slip on the ice coating and fall prone.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Frostfall
Level: 9
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 10 Miles
Duration: Concentration, Up To 24 Hours
Components: V, S, M
Material cost: a perfectly preserved snowflake
Description: The temperature in the area within the spell's range centered on you begins to plummet, causing increasingly severe and cumulative weather conditions based on how long you maintain concentration on this spell. As long as you maintain concentration, you are immune to these weather effects.
As an action at any point while concentrating on this spell, you can choose a point on the ground within the spell's area. A 500-foot high, 40-foot radius cylinder filled with a freezing aura appears centered on that point. The weather within the cylinder counts as one stage greater than the weather within the rest of the spell's area. Creatures that start in the area are chilled and have their speed halved, while creatures that end their turn in the area take 6d6 cold damage. At the start of your next turn after choosing the point, a freezing comet plummets from the sky and impacts everything in the previously designated cylinder. All creatures within the cylinder must succeed on a Dexterity saving throw, taking 20d6 bludgeoning damage and 20d6 cold damage on a failed save, or half as much on a successful one. The cylinder then dissipates.
You may attempt to manually escalate the weather stage while concentrating on this spell once on each of your turns. Make a spellcasting ability check (DC 19 + the next stage). On a success, you increment the weather's stage by 1. On a failure, you receive one level of exhaustion.
Stage 1. (1 minute) Light snowfall begins to occur in the area, limiting visibility to 500 feet.
Stage 2. (10 minutes) The area within the spell is now difficult terrain due to snow buildup. In addition, water within the area has turned into ice.
Stage 3. (1 hour) Heavy snowfall begins. Visibility within the area is limited to 100 feet and creatures within the area experience the effects of extreme cold.
Stage 4. (8 hours) The weather escalates into a blizzard that fills the area. The blizzard's howling wind limits hearing to a range of 100 feet and imposes disadvantage on ranged weapon attack rolls. It also imposes disadvantage on Wisdom (Perception) checks that rely on hearing. The wind extinguishes open flames, disperses fog, erases tracks in the snow, and makes flying by nonmagical means nearly impossible. A creature falls at the end of its turn if it is flying by nonmagical means and can't hover. Visibility in a blizzard is reduced to 30 feet. Creatures without goggles or other eye protection have disadvantage on Wisdom (Perception) checks that rely on sight due to blowing snow. Any creature that is concentrating on a spell in a blizzard must succeed on a DC 10 Constitution saving throw at the end of its turn or lose its concentration on the spell unless the creature is sheltered against the elements. Additionally, the temperature has become supernaturally chilling. All creatures that end their turn in the area while exposed to the elements take 4d6 cold damage. A creature killed by this damage becomes a frozen statue.
If at any point the spell ends, the weather effects begin decrementing backwards with inverse durations. For example. if the spell ends at Stage 4, it takes 1 minute to go to Stage 3, 10 minutes to go to Stage 2, 1 hour to go to Stage 1, and 8 hours for Stage 1 to finally end. This spell can't be targeted by dispel magic. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Frostfire Bolt
Level: 2
School: Evocation
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet.
Duration: Instantaneous
Components: V, S
Description: You summon a glowing bolt of burning, smoking, purple ice that impales, freezes, and scorches your foes.
A flaming spear of ice bursts forth from your hand, scorching and impaling the target. Make a ranged spell attack against the target creature in range. On a hit, that creature takes 3d6 cold damage and 3d6 fire damage. This damage is considered piercing, in addition to its regular elemental types. Targets that are hit by this spell must make a Constitution saving throw or have their speed reduced by 10 feet for 1d4 rounds. targets already slowed by this spell cannot be slowed by it again while currently slowed. This spell ignites flammable objects.
At Higher Levels.
When you cast this spell using a spell slot of 3rd level or higher, the cold damage or the fire damage (your choice) increases by 1d6 for each slot level above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Froststrike
Level: 0
School: Evocation
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: V, M
Material cost: a small block of ice or other frozen liquid
Description: You enhance your next attack with the bitter cold of ice itself.
The next time you make a melee weapon attack against a creature, you can use your spellcasting ability modifier instead of your Strength modifier when calculating the attack and damage rolls. In addition, the targeted creature's speed is reduced by 10 feet and the attack deals cold damage instead of its normal damage type. You do not receive these bonuses if you do not take the attack action during the turn you cast this spell, as the cold ice around the blade disperses.
The amount that the targeted creature deducts from its speed increases when you reach the 5th level (15 feet), 11th level (20 feet), and 17th level (30 feet) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Frostwave
Level: 1
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (10-Foot Circle Or 15-Foot Cone)
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: A spray of crystal laden cold sweeps out from you to deter movement. When casting this spell, you choose whether to affect a 10-foot circle centered on you or a 15-foot cone in front of you. For the duration, this ice turns the ground in the area into difficult terrain.
A creature of Medium size or smaller in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the frost until the spell ends. A creature restrained by the frost can use its action to make a Strength check against your spell save DC. On a success, it frees itself. Prone creatures have disadvantage on the save and the check.
When the spell ends, the frost dissipates harmlessly |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Frozen Armament
Level: 0
School: Evocation
Classes: Sorcerer, Warlock
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V, S, M
Material cost: a handful of ice and a nonmagical weapon
Description: You magically coat a weapon you touch with a bluish-white sheen that is freezing cold. That weapon's damage increases by 1d6 cold damage for the duration.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Frozen Blood
Level: 3
School: Transmutation
Classes: Warlock
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: S
Description: You flick your hand at a creature that has taken slashing or piercing damage since the end of your last turn, freezing the fresh blood. They take 2d6 cold damage and must succeed on a Constitution saving throw or be stunned until the start of your next turn. A creature stunned in this way takes an additional 4d6 cold damage at the end of their next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the later damage is increased by 1d6 for each slot level above 3rd, and the initial damage is increased for every two slots levels above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Frozen Defenses
Level: 5
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, Which You Take When You Are Hit By An Attack
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: A tiny silver figurine, worth at least 50 gp, which the spell consumes.
Description: You become a statue of ice for a few seconds, nullifying oncoming attacks and chilling nearby creatures to the core.
You become a statue of ice. Until the beginning of your next turn you are petrified and have vulnerability to fire damage. This damage resistances from being petrified apply against the triggering attack.
In addition, each creature within 10 feet of you must make a Constitution Saving Throw. The creature that struck you has disadvantage on this saving throw. On a failure, the creature takes 6d6 cold damage, and cannot move. The creature can repeat this saving throw at the beginning of each of its turns to restore its ability to move.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Frozen Fragment Field
Level: 3
School: Abjuration
Classes: Wizard
Casting time: 1 Action
Range: 80 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: You create a large chunk of ice that breaks into 8 smaller pieces of ice to float around a creature or object you can see within range. If the target is unwilling, it must succeed on a Dexterity saving throw to avoid being surrounded by the ice.
While the target is affected by the spell, each time it makes a ranged weapon attack roll or a ranged weapon attack roll is made against it, one piece of ice moves to intercept the attack, causing the attack to automatically miss and destroying the chunk of ice in the process. If the attack is capable of dealing 11 or more damage, the piece of ice instead reduces the damage dealt by the attack by 10. If all 8 pieces of ice are destroyed, the spell ends early.
While there is at least one piece of ice, you can use a bonus action to change the target of this spell to another creature or object within 30 feet of the current target, which can choose to make a Dexterity saving throw to avoid being surrounded by the ice.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, 2 additional pieces of ice are created for each spell slot level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Frozen Tomb
Level: 8
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You wave your hand and entomb a creature you can see within range in ice. The target takes 6d10 cold damage and becomes encased in ice, and each creature within 15 feet of the target must succeed on a Constitution saving throw or take 4d10 cold damage. While encased in ice, the target is restrained and has resistance to all damage. At the end of each of its turns, the target can make a Constitution saving throw, ending the spell on a success. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Fulgur
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You invoke arcane lightning, smiting a group of opponents within range. Choose a point within range: all creatures within a 5-foot radius of that point must make a Dexterity saving throw. On a failed save, a creature takes 1d6 lightning damage.
At Higher Levels. This spell’s damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Full Counter
Level: 9
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: Any Weapon
Description: When you cast this spell, every time a creature makes an attack roll against you or forces you to make a Dexterity saving throw to avoid damage from an effect that targets you (but not an area), you can use your reaction to cause that attack to fail.
As part of the same reaction, you can release that attack back against your aggressor, if you are able to see it, up to a range of 120 feet. The aggressor must succeed on a Dexterity saving throw, or take damage equal to twice the damage of the original attack.
While this spell is active, you can't use your action to make attacks or cast spells that force other creatures to make a saving throw. Taking any of those actions end the spell |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Furious Charge
Level: 0
School: Abjuration
Classes: Bard, Druid, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You create a shield of force on your shoulder and ram into a creature you can reach. Make a melee spell attack against the target. On a hit, the target takes force damage equal to 1d4 + your Strength modifier, and if it is Medium or smaller must make a Strength saving throw. On a failed save, the target is pushed 10 feet directly away from you and knocked prone.
You can instead cast this spell as a bonus action after you have used your action to dash, and have moved at least 10 feet straight towards the target of your attack.
At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Furious Unleashment
Level: 3
School: Evocation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action Or 1 Reaction
Range: Self (25-Foot Cube)
Duration: Instantaneous
Components: V, S
Description: You unleash your fury and a powerful lighting emerges from your amygdala that strucks yourself and others around you. You and each creature within 25 ft. of you take 6d6 lightning damage.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 2d6 for each slot level above 3th and you can roll a Charisma saving throw of DC 10 to take only quarter of the total damage of this spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Fusion Grenade
Level: 3
School: Transmutation
Classes: Warlock
Casting time: 1 Action
Range: 60 Feet (10 Foot Radius)
Duration: Up To 15 Seconds (3 Turns)
Components: S, M
Material cost: A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast
Description: You can throw a magical grenade that can attach to a target. You make a ranged spell attack. If it hits a target the grenade sticks and they take an additional 1d4 Fire damage, the target also takes 3d8 Radiant damage upon detonation at the start of your next turn. Each target that the grenade is not attached to with in the radius must succeed on a Dexterity saving throw against your spell casting DC. A target takes 3d8 Radiant damage on a failed save, or half as much damage on a successful one.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gaiastrike
Level: 0
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, M
Material cost: a weapon
Description: Calling forth from the land around you, your weapon seems to grow armor and becoming sharper, hardening to be stronger than steel.
As part of the action used to cast this spell, you must make a attack with a weapon against one creature within the spell's range, otherwise the spell fails. This attack gains a +1 to hit. On a hit, you add your spellcasting modifier in addition to your Strength or Dexterity modifier to the damage roll of the attack.
The spell’s damage increases by 1d6 when you reach 5th level (1d6 + your spellcasting modifier), 11th level (2d6 + your spellcasting modifier), and 17th level (3d6 + your spellcasting modifier) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gale Arms
Level: 3
School: Transmutation
Classes: Artificer, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: One weapon that you are holding is enveloped in whirlwinds. For the duration, the weapon ia magical if it wasn't already, and it also has a +1 bonus to attack rolls and deals an extra 1d6 force damage on a hit.
In addition, ranged attacks made with it the affected weapon ignore disadvantage caused by long range, being within 5 feet of the target, being underwater, or the effects of wind, and it returns to one of your free hands at the end of your turn if it has the thrown property.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d6. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d6. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gale Arrows
Level: 3
School: Transmutation
Classes: Artificer, Bard, Ranger, Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 force damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Galvanize
Level: 2
School: Abjuration
Classes: Bard, Cleric, Druid, Paladin, Ranger
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You heal a target creature for a number of hit points equal to 2d6 + your spellcasting ability modifier, and grant them a number of temporary hit points equal to the healed amount for up to 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the heel amount increases by 1d6 for each spell slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gamma Radiation
Level: 8
School: Evocation (Ritual)
Classes: Sorcerer, Warlock
Casting time: 1 Minute
Range: 150 Ft.
Duration: Instantaneous
Components: S
Description: You create a radioactive sphere of gamma radiation. All creatures within the sphere make a Constitution and a Dexterity saving throw
If the creature fails the Constitution saving throw, the target is transformed into a Fomorian for 5 minutes (keeping ability scores when lower than the Fomorian's). If a target is transformed, it can't take reactions, it can only walk up to half it's speed and it has disadvantage on attack rolls.
On a failed Dexterity saving throw, the creature takes 2d8 poison, 4d8 force, and 6d8 necrotic damage or half as much on a successful one |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gaslight
Level: 2
School: Enchantment (Ritual)
Classes: Bard, Sorcerer, Warlock
Casting time: 1 Action
Range: 60 Feet
Duration: Until Dispelled
Components: V
Description: One creature within 60 feet and actively engaged in conversation with you must succeed on a Wisdom saving throw. On a failed save, you alter its memories, based on a single sentence you say. This doesn't affect what it currently can perceive, only past experiences or recollections.
If the creature encounters any experience or information that conflicts with the altered memories, it must make another Wisdom saving throw,taking 2d6 psychic damage on a failed save, or ending the spell on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it deals an additional 1d6 psychic damage for every slot level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gather
Level: 6
School: Conjuration
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 500 Feet
Duration: Instantaneous
Components: V
Description: Choose up to four creatures within range that you have seen before or know of by name. The selected creatures are each teleported to an unoccupied space of your choice that you can see within 60 feet of you. This space must be on the ground or a floor. An unwilling creature can make a Wisdom saving throw to resist this effect.
At Higher Levels. If you cast this spell using a spell slot of 7th level, you can choose up to 9 creatures within a distance of 1 mile. With a spell slot of 8th level, you can choose up to 16 creatures within a distance of 10 miles. With a spell slot of 9th level, you can choose up to 25 creatures within a distance of 100 miles. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gaze of War
Level: 0
School: Enchantment
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Hour
Components: S
Material cost: direct eye contact
Description: Target one humanoid within range, who must make a Wisdom saving throw, or be persuaded (charmed) to wretchedly hate the first person they see, for one hour. This person cannot be the spell caster, or anyone the target has never met or heard of. Upon a successful saving throw the target becomes aware that you tried to cast this spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gem Containment
Level: 8
School: Abjuration
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Round
Range: 20 Feet
Duration: Instantaneous
Components: None
Description: You summon forth swirling energy towards your target that tries to imprison it.
As a part of casting this spell, you must make a
Charisma (Performance) check. The DC for this check is
equal to 10 + the target's Challenge Rating. this is lowered based on your gem as shown in the table below.
On a success, you correctly perform the technique, adjusting it to the power of
the creature you're targeting. If you fail, nothing happens and the spell fails. If the Performance
check is failed by 5 or more your gem gets destroyed.
You target a single creature within range. The target must
make a Charisma saving throw. Against your spell save DC + Your gem as seen on the table below.
On a failure, the target is sucked into the gem for a number of rounds equal to
your Spellcasting modifier. + The Gem rounds as shown at the table below.
Once a creature is contained, you
can use another action to place the binding curse on the gem, making it near impossible for the target to escape.
If the cost of the gem is 500 or lower.
The target can repeat their Charisma saving throw to escape the gem once a year, ending the effect on a success.
If the cost of the gem is higher then 500 they can not.
Additionally, if the curse is removed or the containment gem is broken, the effect ends.
Only 1 target can be sealed per gem. And a cursed gem can not be used or formerly be used by any form or type of magic
Table: Gem sealing Power
Price
(Performance) check DC
Spell save DC Bonus
Gem Rounds
10-50 GP
-0
+0
+0
50-100 GP
-1
+1
+1
100-500 GP
-3
+3
1d4
500-1000 GP
-4
+4
1d6
1000-5000 GP
-5
+5
1d8
5000+ GP
-10
+10
1d20 |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: General Inventory
Level: 6
School: Divination (Ritual)
Classes: Artificer, Bard, Cleric, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A square piece of paper or parchment, with a grid of blue and red lines on ones side, folded into a little triangle
Description: You target a non-magical container of which you have line of sight with at least one of it's contents within range. It can be a bottle, bag, cask, pitcher, barrel, basket, bucket, pot, pouch, chest, sack, or room made of any material as long as it can fit within a 30 foot cube. Really anything that isn't alive but contains things that are not part of itself can be considered a container.
You instantly become aware of every item and it's quantity that the container holds.
If there is any item you have never encountered before, you are aware of it's approximate shape and size, but not it's name or purpose.
You become aware of the approximate market value of any and all valuable items.
If any item is magical, you detect which items are magical and their properties as if identified with the Identify spell.
If there are containers within the container you are targeting you become aware of the contents and it's quantities unless the inner container is sealed, locked, or magically protected against divination with a 6th level or higher spell.
You become aware of the exact position of each individual items inside the container.
Any knowledge you gain by this spell stays fresh and clear for a number of minutes equal to your intelligence score times four. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Genesis
Level: 9
School: Conjuration
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Week (8 Hours/Day)
Range: 180 Feet (See Text)
Duration: Instantaneous
Components: V, S, M
Material cost: a crystalline sphere
Description: The spellcaster creates a finite plane with limited access: a demiplane. Demiplanes created by this power are very small, very minor planes.
This spell can be cast only on the Ethereal Plane. Upon casting the spell, a local density fluctuation precipitates the creation of a demiplane. At first, the fledgling plane grows at a rate of 1 foot in radius per day to an initial maximum radius of 180 feet as it rapidly draws substance from surrounding ethereal vapors and protomatter.
The spellcaster determines the environment within the demiplane when they first cast genesis, reflecting most any desire the spellcaster can visualize. The spellcaster determines factors such as atmosphere, water, temperature, and the general shape of the terrain. This spell cannot create life (including vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth). The spellcaster must add these things in some other fashion if they desire such. Once the basic demiplane reaches its maximum size, the spellcaster can continue to cast this spell to enlarge the demiplane, adding another 180 feet of radius to the demiplane each time. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Genetic Reshuffle
Level: 4
School: Necromancy
Classes: Artificer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: part of the target's body, which the spell consumes
Description: You target one creature in range, and begin to rewrite their DNA on the fly. Very poorly.
Roll 3d6. If this is equal to or greater than the target's current hit points, their body explodes into a massive ball of meat, two size categories larger than their normal size. They essentially die instantly, and can only be revived by divine intervention, the wish spell, or similar effects. The spell then ends.
If it is not above their current hit points, at the start of your next turn, you roll again, but add 2d6 for every round you've been concentrating beyond the first.
The spell fails if the target is a creature not at least partially made of flesh.
At Higher Levels. When cast at 5th level or higher, add an extra 1d6 for every round you've been concentrating, for every level above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gentle Impact
Level: 2
School: Abjuration
Classes: Wizard
Casting time: 1 Reaction
Range: Self
Duration: Instantaneous
Components: V
Description: At the moment of impact, during a fall, flight or after being thrown, you may cast this spell as a reaction, creating a protective shell around you preventing damage. At the same time, the shell explodes, creating a shockwave that does damage in an area, based on the speed you were travelling.
Creatures in the AOE (Area of effect) must make a Strength saving throw against the intensity of the shockwave. DC = 10 + 2 for every 10ft moved during that turn. On a failed Saving throw the creatures are pushed back 5 feet and knocked prone.
If you would collide with a creature they automatically fail the saving throw, if the creature is considered Large have disadvantage on their saving throw.
(E.G. In D&D, movement is measure in "feet per turn". When you are flying you are travelling at 60 feet per turn. For this spell, that would affect an area of 20 feet and deal 2D10 in shockwave damage)
To calculate your speed from falling use the following: For every 30 feet travelled the Spell Shockwave AOE equals 10 feet and ShockWave Damage equals 1D10. After 180 feet of travel during a single turn, Maximum Damage and AOE is reached. AOE is 60 Feet and 6D10 Damage. This would also carry a DC to avoid equal to 22. If you can somehow accelerate to a speed beyond 180 feet you can not increase this spells damage.
(Who wants to do that much math |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Geyser
Level: 2
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Minute
Components: V, S
Description: On a 5-foot-square of land you can see within range, you create a cylinder of water 5 feet wide and up to 20 feet tall. This pillar persists for the duration or until you cast the spell again. The water is created at the pillar's bottom, rushes upward vertically like an inverted waterfall, and disappears at the top of the pillar. The top of the pillar is consistently flat, and the upwardly rising water enables it to be treated as solid ground by most creatures. Any Medium or smaller creature inside this pillar of water, or enters it at any point, is instantly soaked and harmlessly carried to the top of the pillar. Such a creature can move off the pillar's top, but is subject to the perils of falling as it would be with walking off any sheer cliff.
A creature of Large size or greater is still soaked but isn't forced to move. It treats the pillar of water as difficult terrain unless it has a swim speed.
Your DM may determine that this spell affects a dense creature (like animated armor) as though it was Large, or lightweight Large creatures (like an air elemental) as though it was Medium.
Any ranged weapon attack that enters the pillar's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the pillar to reach its target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the pillar's width increases to 10 feet. You can also increase the height by 10 feet per spell level above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Ghost Puppet Creation
Level: 2
School: Necromancy (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Hour
Range: Touch
Duration: While The Puppet Doesn'T Break.
Components: V, S, M
Material cost: 10 gp, a piece of a coal, six pieces of medium wood, a drop of blood, incense worth at least 10sp
Description: You create a rustic wooden doll that has magical inscriptions made of gold, coal and blood that allows a lost soul to possess it. When the ritual ends, a soul that was attracted by the incense possesses the puppet and begins to obey your orders. You can control a maximum of one puppet at a time.
The puppet rolls it's own initiative in combat. If the puppet's owner commands it with a bonus action to attack an enemy, the puppet will attack that enemy untill it's dead or untill recieving a new command. If the puppet's target dies and it doesn't recieve a new order, it will randomly attack a new enemy without having to be commanded again.
The owner can use a bonus action to order the puppet to enter a defensive instance, attacks made against the puppet while on this position are made with disadvantage.
The puppet can't move more than 60ft away from the owner, otherwise the captured soul escapes. The user can feel the puppet's location while within this distance.
Ghost Puppet[edit]
Medium construct, unaligned
Armor Class 14
Hit Points 16 (4d6)
Speed 15 ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1)
17 (+3)
14 (+2)
7 (-2)
9 (-1)
2 (-4)
Damage Vulnerabilities fire, radiantDamage Immunities poisonCondition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages of its creator but can't speak
Challenge 1/2 (100 XP)
Antimagic Vulnerability. The Ghost Puppet is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the Ghost Puppet must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Protection When in a defensive position, the puppet can take the damage the owner would take.
ACTIONS
Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
At Higher Levels.When you cast this spell using a spell slot of 3nd level or higher, add 1d6 to the Puppet health points and +1 to the damage, for each spell slot above 2st Level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Ghostly Encirclement
Level: 3
School: Illusion
Classes: Bard, Sorcerer, Warlock
Casting time: 1 Action
Range: 10 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: 13 tiny mirrors
Description: You create 13 ghostly shifting images of yourself encircling up to 3 creatures within 5 foot proximity, obscuring where you actually are. If you cast this on more than one creature, the creatures must be within 5 feet of each other. You create 13 images of your self swirling around and encircling the target of your spell. The target of your spell is one creature, and may affect up to two other creatures next to them. Your 13 images swirl around the target(s).
Attacks On You
Each time one of the creatures tries to attack you or cast a spell on you they have a 1/12 chance of targeting you rather than targeting one of your copy illusions. A roll of 1 on 1d12 means they have targeted you. All attacks by any of the creatures affected on you are considered to be at a range of 5 feet. The spell ends if the target moves more than 10 feet from you.
Target Movement
If the target creature moves, the spell drags you along with them as a reaction unless their movement exceeds yours by 10 or more feet per turn or you choose to end the spell.
Your Movement
On your move, you may move anywhere within 5 or 10 feet of the target creature as long as there is no creature in the space you want to move to.
Affected creatures do not get opportunity attacks when you move this way.
Unaffected creatures do get opportunity attacks.
The spell ends if you move more than 10 feet from the target creature.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher you may affect one additional creature within 5 feet of the target creature. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Ghostly Hands
Level: 0
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a few grains of dirt from a graveyard
Description: You touch a willing creature and cover its hands with ghostly energy. For the duration, the first unarmed strike the creature hits with on each of its turns deals an additional 1d8 necrotic damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Ghoul Touch
Level: 5
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a small scrap of cloth, wrapped around your hand when you touch the target
Description: You touch a living creature to imbue a minor magical strain of undeath, paralyzing it. The target must succeed on a Constitution saving throw or become paralyzed for the spell's duration. Constructs and undead automatically succeed on this saving throw.
A creature paralyzed with this spell exudes a terrible stench that effectively nauseates all other creature within proximity. During the spell's duration, when a creature first enters or starts its turn within 5 feet of the paralyzed creature, it must succeed on a Constitution saving throw or become poisoned until the start of its next turn. Constructs and undead automatically succeed on this saving throw |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gilded Wave
Level: 4
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Self (20-Foot-Radius)
Duration: Instantaneous
Components: V, S
Description: You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 20 feet of you must make a Constitution saving throw, getting knocked prone and taking 5d6 thunder damage and your choice of 5d6 radiant or 5d6 force damage on a failed save. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Glacial Armor
Level: 8
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a small crystal
Description: You grow in size and at the same time, your flesh turns into animate ice, making you into a living glacier. Your size doubles in all directions, and your weight is multiplied by 8. This growth increases your size by one category — from Medium to Large, for example. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available. Any equipment you have is merged into your glacial form and has no effect.
Until the spell ends, you have advantage on Strength checks and Strength saving throws, and you have immunity to cold damage. Your AC becomes 18, if it isn't already higher. At the start of each of your turns, each creature within 5 feet of you takes 3d6 cold damage. A creature that touches you or hits you with a melee attack while within 5 feet of you also takes 3d6 cold damage. Your unarmed strikes are magic weapons which deal 2d6 bludgeoning damage and 2d6 cold damage, and you have a +3 bonus to attack and damage rolls you make with unarmed strikes |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Glacial Blast
Level: 4
School: Conjuration
Classes: Druid, Ranger, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a small ice crystal
Description: You exhale a blast of freezing mist at a target in range. The target must make a Dexterity saving throw. The target takes 6d8 cold damage on a failed save, or half as much damage on a successful one.
If the target of this spell fails the saving throw it is encased in ice and becomes restrained. A creature restrained by the ice can use an action to make a Strength saving throw against your spell DC. On a success, it frees itself ending the spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, it deals an additional 1d8 cold damage for every spell slot level above 4th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Glacial Crash
Level: 1
School: Conjuration
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a small fragile rock or a piece of ice
Description: You conjure a large chunk of ice and launch it at a creature in range. The target must make a Dexterity saving throw, taking 1d12 bludgeoning damage and 1d12 cold damage on a failed save. On a succesful save, the target instead takes 1d4 piercing damage from the shards of ice |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Glacial Pass
Level: 3
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (30-Foot Line)
Duration: Instantaneous
Components: V, S, M
Material cost: a clear gemstone worth at least 10 gp
Description: You create a wave of ice shards that rise out of the ground along a line 5 feet wide and 30 feet long. When you cast this spell, you can choose to teleport to an unoccupied space that is completely within this area, halting the advance of the wave up to that point and thus shortening the line. Each creature in the spell's area must make a Dexterity saving throw, taking 2d10 piercing damage and 3d6 cold damage on a failed save or half as much on a success. The shards leave a wake of ice in their path, causing the ground in the area to become difficult terrain until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d6 for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Glacier
Level: 9
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Foot Cone
Duration: Instantaneous
Components: V, S, M
Material cost: 5 cubic feet of ice consumed on casting
Description: You put your hand to the ground and then spikes of ice blast out of the ground.
All creatures in the cone must make a Dexterity saving throw. A creature in the cone takes 15d6 cold damage and 15d6 piercing damage on a failed save, or half as much on a successful one. If a creature fails the Dexterity saving throw, they must make an additional Strength saving throw. On a success of this second saving throw, the creature stands their ground. On failure of this second saving throw, the creature is launched 50 feet into the air and knocked prone upon landing.
The ice spreads around corners |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Glacies
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You invoke arcane frost, freezing dry an adversary and their allies. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage. Creatures within 5 feet of the target take half damage.
At Higher Levels. This spell’s damage and radius increases by 5 ft and 1d10 at 5th level (2d10; 10 ft), 11th level (3d10; 15 ft), and 17th level (4d10; 20 ft). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Glare
Level: 0
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: A small beam of holy light is directed from you towards an enemy. Make a ranged spell attack. On a hit, the target takes 1d8 radiant damage. Glare illuminates the area 30 feet around its travel path if going through darkness or dim light.
The damage increases by 1d8 when you reach 5th (2d8), 11th (3d8), and 17th level (4d8) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Glass Cannon
Level: 4
School: Transmutation (Ritual)
Classes: Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: an area of natural sand at least 5 ft. by 5 ft.
Description: You transmute the surface sand – at an unoccupied space you can see within range – into a cannon made of glass. It turns back into sand when it reaches 0 hit points or when the spell ends. The glass cannon is a piece of siege equipment and its statistics can be found at Glass Cannon (5e Equipment).
At Higher Levels. When you cast this spell using a spell slot of 5th or higher, the glass cannon deals an extra 1d6 slashing damage for each slot level above 4th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Glass Form
Level: 0
School: Transmutation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: S
Description: You choose an amount of glass that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You move the glass up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
You instantaneously melt or harden the glass.
You instantaneously shatter or mend the glass.
You cause the glass to form into crude shapes or animate at your direction for 1 hour.
You change the glass’ color or opacity for up to 1 hour.
If you cast this spell multiple times, you can have no more than three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Glass Storm
Level: 2
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a small orb of glass, which is consumed by the spell
Description: You lob an orb of glass imbued with magic at a point within range, which shatters into a 15-foot-radius storm of tiny glass shards that lasts for the duration. The affected area becomes difficult terrain.
Creatures that enter the affected area or begin their turn within it must make a Dexterity saving throw. A target takes 3d4 piercing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gliding Light
Level: 5
School: Transmutation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a hawk tail feather and a bit of gold dust
Description: You summon an orb of light which distorts gravity and velocity.
You conjure an orb of golden light in front of you. Choose a point you can see within range. The orb flies to the chosen point, and tendrils of golden light shoot out in all directions, waving gently. They form a 15-foot-radius sphere, and the area they occupy shimmers faintly with golden light. If the point chosen is ‘self,’ the spell remains anchored to you and moves with you as you move.
While the spell lasts, creatures within the affected area are weightless and can move through the air as if it was water, gaining a flying speed equal to half that creature’s walking speed. Objects that interact with the space the spell occupies react as they would if they had come in contact with water; for instance, arrows that fly into the space are slowed and begin to gently tumble. Objects and creatures within the spell’s area do not move with the spell and will fall if no longer within the affected area.
Creatures that fall due to either moving outside the boundaries of the area or due to the spell ending must make a dexterity saving throw. Creatures that succeed land on their feet and are not affected by normal fall damage.
This spell extends around corners, is unhindered by liquids, but cannot pass through solid objects |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Glintstone Pebble
Level: 0
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a small chunk of glintstone
Description: A small pebble-sized rock of the material glintstone shoots at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 piercing damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Glitterdust
Level: 5
School: Conjuration
Classes: Warlock, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: ground mica
Description: Choose a point within range. A cloud of golden particles covers everyone and everything within a 10-foot radius of that point, blinding creatures. Everyone and everything within the area is covered by the dust, which cannot be removed and continues to sparkle until it fades.
For the duration, any target covered by the dust has disadvantage on Dexterity (Stealth) checks, and gains no benefit from being invisible.
Each target that is a creature must succeed on a Wisdom saving throw or become blinded for the duration. At the end of each of a target's turns, it may repeat its saving throw, ending the blindness on a success.
At Higher Levels. The sphere's radius increases by 5 feet for every two levels above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Glyph of Oath-binding
Level: 5
School: Abjuration
Classes: Bard, Wizard
Casting time: 1 Hour
Range: Touch
Duration: Until Dispelled Or Triggered
Components: V, S, M
Material cost: A signed contract, incense, and powdered diamond worth at least 500 gp, which the spell consumes
Description: When you cast this spell, you inscribe a glyph on a humanoid's body. The humanoid must state their oath as a part of casting. If casting on more than one person, all of the targets must approve of the oaths for the spell to succeed. If the spell fails only the signed contract and incense are consumed.
The glyph is visible as if tattooed into the skin. The glyph is triggered if the oath-bound attempts to break its oath. When triggered, the oath-bound must make a Wisdom saving throw. If it fails the saving throw, it is unable to break the oath if possible. Also when the glyph is triggered, a short message stating that an attempt was made will be sent to you and all other targets of this spell as if the oath-bound used the spell Sending. However, no one may answer the message in the same way.
The caster must choose whether to include a penalty. If the caster chooses to include a penalty and the oath-bound passes the saving throw, a glyph of warding with explosive runes will appear in place of the original glyph. The trigger for this new glyph will be the oath-bound breaking their oath. If the glyph of warding is triggered, the oath-bound does not get a saving throw.
If cast on more than one person, the glyph is dispelled on all other targets if an oath-bound breaks their oath.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional humanoid for each slot level above 5th. Also, the damage of the explosive runes glyph increases by 1d8 for every two slot levels above 5th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Glyph of Pain
Level: 0
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S, M
Material cost: a quill
Description: You scribe an arcane glyph in the air in front of you and launch it at a creature in range. Make a ranged spell attack against a target within range. On a hit, the target takes 1d8 psychic damage. If you are missing any hit points, the target instead takes 1d12 psychic damage.
At Higher Levels. The spell creates more than one glyph when you reach higher levels: two glyph at 5th level, three glyph at 11th level, and four glyph at 17th level. You can launch the glyph at the same target or at different ones. Make a separate attack roll for each glyph |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Glyph of Teleportation
Level: 3
School: Conjuration (Ritual)
Classes: Sorcerer, Bard, Wizard
Casting time: 1 Action
Range: Touch
Duration: Until Dispelled
Components: V, M
Material cost: gem powder worth at least 50G which the spell consumes
Description: When you cast this spell, you inscribe a glyph either upon a surface (such as a table or a section of floor or wall) or an object ( such as a dagger or a piece of parchment) as wall as a corresponding glyph on you skin. You trigger a glyph by focusing on it and casting this spell again (material components are not required to cast the spell this way).
triggering a glyph either teleports you, a willing creature, or an object to it's location or if the glyph is on an object you may teleport the object to you, objects teleported this way must weigh less then 10 pounds.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
At Higher Levels. you can bring an additional creatures equal to the number of levels above 3rd or increase the weight of the object you teleport by 10 pounds per level. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Glyph of Tracking
Level: 1
School: Divination
Classes: Artificer, Bard, Wizard, Sorcerer, Ranger
Casting time: Varies
Range: Touch
Duration: Until Dispelled Or Varies.
Components: V, S, M
Material cost: Any piece of parchment with glyph symbol inscribed
Description: When you cast this spell, you inscribe a glyph, no larger than a few inches wide, either upon a target (such as a creature) or within an equipped object (such as a weapon, a shield, or an artifact) to conceal the glyph.
The glyph blends itself onto whatever surface it is inscribed on requires a successful Wisdom (Perception) check against your spell save DC to be found once this spell expires, the glyph disappears.
Once inscribed, the glyph will grant you insight into the target's approximate location, no matter the distance, and grant vision within 10ft of where it is inscribed until dispelled or exceeds its duration. While under the effects of spells that would disable or obscure information from scrying, such as antimagic field, this glyph becomes disabled for the duration. However, it will still persist for the duration. This Glyph cannot track a creature on a different plane of existence. You may have a number of these active glyphs no greater than your spellcasting ability modifier (minimum one). If you create a new glyph while you are already at the maximum, the oldest one is dispelled without effect.
When you inscribe the glyph, choose Hasty Glyph, Smart Glyph or a Lingering Glyph.
Hasty Glyph. This glyph can be placed as a reaction to any physical interaction between you and another creature or surface. The physical interaction can be anything as simple as a handshake, touching a piece of clothing, or, at worst, your blood spilling on another creature. Casting this spell as a reaction causes it to lose the Material component requirement. However, the glyph itself will only last for 1 hour before expiring.
Smart Glyph. Creating this glyph will take 1 minute to inscribe onto a surface, and once inscribed it will initially be inert, lasting until you or another creature dispels it. You may specify certain conditions or triggers for the glyph to react to allow itself to transfer from one surface or creature to another so long as it physically interacts with the glyph itself, causing it to activate to grant insight of the creature who triggered it. These specifications could be to exclude being activated by yourself, only being activated by those of a specific race such as elves, or those that meet a certain physical characteristic. You may only have a number of conditions equal to your spellcasting ability modifier when creating a Smart Glyph. Upon activation, the glyph will only last for 12 hours before expiring.
Lingering Glyph. Due to the longevity of this glyph, it will take an hour to prepare correctly, but once inscribed, it will immediately activate, allowing you to be aware of the location of the creature or surface it was inscribed upon. This Glyph will last for 24 hours before expiring. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Glyph Trap
Level: 0
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 5 Feet
Duration: 1 Hour
Components: V, S, M
Material cost: a few droplets of ink or paint
Description: You cast a glowing pool of magic upon the ground by drawing a glyph with paint, or something that can mark a surface, that damages and hinders anyone who wanders through or is pushed into it.
Designate an unoccupied area to draw the glyph to receive the magical glyph which then hides the glyph from normal sight: anyone attempting to see the glyph must succeed on a Wisdom (Perception) check with a DC equal to your spell save DC (see invisibility, blindsight, and truesight detect it automatically). Anyone other than you who steps onto the glyph's area of effect must succeed on a Constitution saving throw or take 1d4 force damage.
The trap dissipates immediately after it deals damage but leaves behind the drawn glyph, now visible by everyone, and unable to be active again until the glyph is entirely removed, which takes about a minute. You can't have more active glyphs than your proficiency modifier.
At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Witchers cast this cantrip using the Yrden sign. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: God Hammer
Level: 5
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Components: S
Description: You make a swift motion with your index and middle fingers, creating a hammer of lightning which falls on a creature or object within range. Make a melee spell attack against the target. On a hit, the target takes 4d10 lightning damage and 4d12 thunder damage. On a miss, the target takes half as much thunder damage and no lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the lightning damage increases by 1d10 for each slot level above 5th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: God Time
Level: 9
School: Transmutation
Classes: Cleric, Warlock, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V, S, M
Material cost: A magical timepiece worth at least 1,000 gp
Description: You dip into an extra reserve of pocket time from some place known only to gods, and the most powerful of mighty monsters and warriors. For the duration of the spell, you can take up to 5 extra legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. You regain all spent legendary actions at the start of each of your turns until the spell ends.
Attack. You make up to one weapon attack.
Cantrip. You cast a cantrip from among the cantrips that you know.
Movement. You move up to your walking speed. Other creatures can still make opportunity attacks against you while you move in this manner.
Extra bonus action. You may immediately take another bonus action. You lose this bonus action if you do not use it right away.
Cast a spell (Costs 2 Actions). You cast a spell with a casting time of one action from among the spells you know using one of your spell slots.
Recover reaction (Costs 2 Actions). You gain one additional temporary reaction, which you can use until the start of your next turn.
Use a class feature (Costs 2 Actions). You use one of your class features that you can normally use by using an action.
Extra action (Costs 3 Actions). You may immediately take another action. You lose this action if you do not use it right away. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Golden Experience
Level: 7
School: Evocation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: Your hand hits a creature and you send a shot of life into them, leaving their senses in a daze and giving them an out of body experience. As an action, you may hit a creature and send an overwhelming amount of life energy into their body. The target must make a Constitution Check against your spell save DC or be paralyzed for 18 seconds (3 turns) as their consciousness leaves their body. In addition you may add 1d6 damage to any attack you make against the creature during this time.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you increase the number of turns the target is paralyzed by 1. The amount of turns increases for each spell slot used above 7th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Golden Wind
Level: 4
School: Transmutation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Up To 30 Minutes
Components: V, S
Description: As you touch an object, you feel life spring forth as a golden force rushes like the wind through your arm, turning the object into a living entity. You touch an object and think of a beast or non-sentient plant of size class equal to or less than your own. The object then becomes that creature or plant for the next 30 minutes or until you dismiss the ability. If it is a beast then it acts of its own accord but will feel inclined to return to either you or the person the object belonged to. To determine who the beast follows either have your DM decide or flip a coin.
If someone attempts to harm the creature or plant, the damage they inflict is rebounded and they must make Wisdom saving throw or take damage equal to what they attempted to inflict. As an example, if you turn an object into a frog and someone attempts to hit the frog with a non-magical dagger. The frog takes no damage and the attacker, should they fail the saving throw, takes the dagger's damage die + their dexterity modifier.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may choose who the creature follows, make the plant one size class larger than you, or add additional rebound damage. By increasing the rebound damage, you may add 1d6 for every spell slot above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Goldweaver's Ray
Level: 5
School: Evocation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: Full Turn Action
Range: Self (100-Foot Line)
Duration: Instantaneous
Components: V, S
Description: You hold your ground and begin charging up a massive rain of force bolts, as you create an inch wide, 100 foot line originating from you. At the beginning of your next turn, a barrage of force emits from your body, reaching everything within this line. If there are creatures within the area of the barrage, you may make up to 6 spell attacks. You must target the nearest living creature within the area for each attack, and you deal 2d8 force damage on a hit. If there are no creatures within the area when you would first make these attacks, you can make up to 2 spell attacks against one creature within 10 feet of it.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can make 2 additional attacks against creatures within the beam for every level above 5th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Golem
Level: 7
School: Transmutation
Classes: Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: At least 6,000 lbs earth or stone which the spell consumes
Description: Choose a mass of earth or stone that fits within a 10-foot cube within range. Your spell binds an elemental spirit to the target, causing it to temporarily take form and rise as a golem under your command. The target becomes a clay golem if you chose earth or a stone golem if you chose stone (The DM has the creature's game statistics.) You can alternatively target a nonmagical Large-sized statue that fits these requirements, in which case the statue will animate with statistics appropriate to its material.
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
When the spell ends the golem will cease to animate, becoming a stiff statue. In addition, if you cast this spell again to create another golem when you have a golem conjured, the previous golem become a statue as well.
At Higher Levels. When you cast this spell using a spell slot of 8th level, its duration increases to 8 hours. When you cast this spell using a spell slot of 9th level, its duration increases to 24 hours and it no longer requires concentration. Casting this spell at 9th level on the same golem once every day for a year renders its animation permanent. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Good Hope
Level: 3
School: Enchantment
Classes: Bard, Cleric
Casting time: 1 Action
Range: Self(25-Foot Cube)
Duration: Instantaneous
Components: V, S
Description: This spell instills powerful hope in those around you, relieving them of their worries. You inspire hope in those around within a 25-foot cube around you magically curing them of several ailments, which include: being stunned, being paralyzed, being frightened, and preventing yourself and those around you of being charmed(does not affect currently charmed individuals) until the start of your next turn |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gordian's Tripwire
Level: 1
School: Transmutation
Classes: Bard, Ranger, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: 1 Hour
Components: V, S, M
Material cost: A sufficient length of rope, string, wire, or cable
Description: You cause a length of rope, wire, string, cable or other similar material to move at your command, magically fixing itself between two points within range that you can see. For the spell's duration, any creature of Large size or smaller, other than those that you designate, that move into or through a line between these two points must make a Dexterity saving throw as the rope lurches for its legs, falling prone on a failed save. The creature has disadvantage on this saving throw unless it made a Perception check against your spell save DC to detect the trap.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, its duration increases to 24 hours (2nd level), 1 week (3rd level), 1 year (4th level), or until dispelled (5th level or higher). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gorgath's Rock-Volver
Level: 1
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: six stones, or more at higher levels
Description: You make six stones hover around your wrist and then shoot them at creatures within range. You shoot six stones, and can either have them all shoot at a single creature or spread them out across different creatures (six stones for one person, three stones for one and three stones for another, etc.). Make a single ranged spell attack roll against all targets. Each stone that hits a creature deals 1d4 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell shoots two more stones for each slot level above 1st. The material component changes to reflect the new amount of stones |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gorgon's Glare
Level: 7
School: Illusion
Classes: Wizard, Sorcerer, Warlock
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a chip of a petrified creature and a piece of snakeskin
Description: You create a horrifying illusion, changing your face to that of a horrifying monster. Your hair appears to be composed of snakes and your face looks reptilian. Your eyes turn a deep, serpentine gold.
When a creature that can see your eyes starts its turn within 40 feet of you, you can force it to make a Constitution saving throw if you aren't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the [[5e SRD:|Greater Restoration|greater restoration]] spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see you until the start of its next turn, when it can avert its eyes again. If the creature looks at you in the meantime, it must immediately make the save. A creature can use its action to make an Intelligence (Investigation) check against your spell save DC to disbelieve the illusion, at which point the horrifying visage becomes faint and transparent, but cannot avert its eyes if it does this. Creatures with truesight are unaffected by this spell.
If you see yourself reflected on a polished surface within 30 feet of it and in an area of bright light, you may make a DC 15 Intelligence saving throw to recognize it as your own illusion; on a failed save, you are affected by your own gaze |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Grain of Sand
Level: 0
School: Illusion
Classes: Bard, Druid, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Week
Components: S, M
Material cost: A quantity of up to 1 lb of sand
Description: You hold sand in your hand, and with a wave of magicness, they transform into the visage of grains of wheat for the duration. This wheat is inedible.
A creature can discern that the "wheat" is actually sand by making a Wisdom (Perception) check contested against your spell save DC. Once a creature succeeds this check, they cannot be deceived again by that particular instance of this spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Grand Alchemy
Level: 6
School: Transmutation (Ritual)
Classes: Wizard
Casting time: 1 Hour
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: A ruby worth at least 5,000 GP, A corundum crystal, a lead ingot, and 500 GP which the spell consumes
Description: When casting this spell, you may create any nonmagical object or structure of any size up to a 25 foot by 25 foot cube. To craft this item, you must provide the raw components to do so. For example, if you wish to create a suit of plate armor, you must provide 60 pounds of steel, or 6 tons of lumber to create a cabin of log construction. For more precise crafting, you need only provide the base components. For example, if you wish to create several panes of glass, you only need an appropriate amount of silica sand as your component. Note that the quality of the raw materials will also affect the quality of the final product, such as rotting wood resulting in a weak structure or raw iron ore making crude and brittle weapons and armor. Magical items may not be used as raw crafting components for this spell |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Grand Kingdom
Level: 9
School: Conjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 10 Hours
Range: 10 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a granite brick, a pouch of rice or wheat grain, a cow's jawbone, a bundle of chicken feathers, a flask of well water, and 750,000 gold pieces which the spell consumes upon first casting
Description: You conjure a portal to a demiplane of existence of your own design. When first cast, you decide whether your demiplane is an extension of the Feywild, the Shadowfell, an Inner Plane, an Outer Plane, or the Outlands. Your demiplane takes up a total of 40 square miles and extends no more than 1 mile vertically. (1 mile into the air, 1 mile below the surface of the ground) At any point of your choosing within your demiplane, you create a permanent structure that will be your private home within the demiplane. This home functions in the same manner as a magnificent mansion, except that your servants are celestials, fey or fiends based on the plane upon which your demiplane anchors and that 3 cubes of your home must be devoted to a throne room. Your demiplane can also contain any 4 of the following amenities of your choice:
Farmland
You may choose to devote up to 1 square mile of your demiplane to create fertile farmland, which is established upon initial casting. These fields are also required if you wish to build either the Martial Fields or the Stables.
Marketplace
You may choose to devote up to 1 square mile of your demiplane to create a marketplace that can house merchants of any sort you desire. These merchants are often extraplanar peddlers who offer rare and valuable wares, but you may not determine what is in their stock or what their prices are. Those traits are determined by your DM.
Arena
You may choose to devote up to 1 square mile of your demiplane to create a grand coliseum in which you and any other warrior of your choosing may test their mettle against illusory doubles of any creature of your choice whose CR does not exceed 20.
Grand Gate
You may choose to devote up to 1 square mile of your demiplane to create a gateway to any plane. The gate for example could lead to the Court of Pandemonium, The Halls of Mount Celestia, or the Summer Court of the Feywild dependent on the initial choice of anchor plane.
Quarry/Mine
You may choose to devote up to 1 square mile of your demiplane to create a quarry in which you can harvest valuable stone/metal. You may select to quarry/mine granite or gold from this facility. Monthly, after distributing from trade, you obtain 20 lbs of gold (or 300 lbs of granite) and 500 platinum pieces.
Martial Fields
You may choose to devote anywhere from one to ten square miles of your demiplane to create training grounds and barracks for a military force. This army consists of 50 Knights and 150 Guards adding an equal number for each additional square mile up to 500 Knights and 1500 guards. While not within your demiplane, you may expend a 9th level spell slot and 100,000 gp to conjure your army . While summoned, your army acts in direct accordance with your wishes and will not perform any actions that you do not explicitly order them to undertake. If any of your soldiers die during this conjuring, they are returned to your demiplane where they will be restored to full health.
As a note to players and DMs: this part of the spell can get out of hand if you insist on taking control of each individual unit. Please, for the sake of your fellow players, limit this use of the spell to commanding the entire army to act, or at least large groups to act. In general, if you don't know exactly what it is that you want to do with this feature, you should think about it before taking up notable table time.
Stables
You may choose to devote up to 1 square mile of your demiplane to create grand stables in which you can house a vast array of trained beasts. You also create a staff of laborers to tend to your beasts. When you first cast the spell, you may also select up to 3 beasts of CR 2 or lower which inhabit your stables. You may take any single beast from your stables at a time, allowing the beast to follow you. These beasts are friendly to you and your companions and take verbal commands from you at no action cost on your part. While a beast is following you, it rolls its own initiative in combat and it acts on its own initiative. If you do not give the beast any commands, it stays within 30 feet of you and defends itself. Each month that passes, you may select a new beast of CR 2 or lower to add to your stables. After each year that passes, you may select a single beast of CR 5 or lower of your choice to add to your stables.In addition you can use a ninth level spell slot to create a creature of up to CR 20 with additional such spells adding another 5 levels of CR.
After the first casting of this spell, it costs no material components or spell slots to cast it again. Rather, subsequent castings of this spell teleport you and up to 80 willing creatures of your choice within 5 feet of you to the throne room in your grand castle within your demiplane. While within your demiplane, you may remain for as long as you desire, but time continues to pass while you remain. You may, at no action cost, banish a creature from your demiplane, shunting them back into the space they inhabited before entering your demiplane. If a creature has been banished, they may not return until you have lifted their banishment |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Grant Power
Level: 3
School: Transmutation
Classes: Bard, Cleric, Paladin, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V
Description: You give a willing creature you can see within 30 feet incredible destructive powers. For the duration, the target has advantage on Dexterity and Strength checks, and can add your spellcasting ability modifier to attack and damage rolls it makes.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Grasping Shadows
Level: 4
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet, 20 Feet Square
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: For the duration, shadowy tentacles fill a 20-foot square on ground that you can see and turn it into difficult terrain.
When a creature enters the area for the first time or starts its turn there, it must pass a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained until the spell ends. If a creature is already restrained by the tentacles, it takes 3d6 bludgeoning damage.
The restrained creature can use its action to make a Strength or Dexterity check of its choice. On a success, it frees itself but takes 2d4 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt by the tentacles increases by 1d6 for each spell slot level above 4th, as does the damage dealt when the creature frees itself |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gravitational Anomaly
Level: 5
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 100 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: small lead sphere
Description: You distort spacetime in a 5-foot cubed unoccupied space (the 'anomaly'), which now heavily distorts passing light. It affects a 40-foot radius around it. When a creature enters that area or starts its turn there, it must make a Strength saving throw. On a failed save, it is pulled 15 geet towards the anomaly. Moving away from the anomaly costs twice the movement.
If a projectile (any ranged attack) passes through the area, it has disadvantage to hit. Projectiles that pass directly through the anomaly disappear.
When a creature enters the anomaly itself, it takes 3d10 force damage and suffers a random effect from the table below. If a creature enters the anomaly whole another creature is inside, the latter instantly suffers effect 4. If a creature starts its turn within the anomaly, another effect occurs. To exit the anomaly, the creature must use its action to make a Strenght saving throw, exiting into the nearest unoccupied space on a success. A Huge or larger creature automatically succeeds this save.
Random effects table: roll a d4.
1 - The creature takes 3d10 force damage.
2 - The creature becomes slowed as by the Slow spell until the start of its next turn.
3 - The creature becomes restrained until the start of its next turn.
4 - The creature is flung away in a random direction as by the Catapult spell and falls prone. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gravity Anchor
Level: 3
School: Transmutation
Classes: Artificer, Wizard
Casting time: 1 Action
Range: 60 Ft.
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: Choose a 5 foot square or stationary object within range. This area becomes a new center of gravity. Everything within 30 feet of this center of gravity must make a Dexterity saving throw, or be pulled towards it. This save is also triggered when something enters the radius, or ends their turn within it. On a success, they do not move towards it and instead grab something, stopping them from moving further.
This gravity is not any stronger than that of normal gravity, and the object can be walked on, so long as it has a solid surface.
This spell ends if it’s target ever moves.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the radius increases by 10 feet for every level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gravity Bomb
Level: 2
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You create an orb that starts at 1 foot in diameter that bends space and gravity causing all creatures within 10 feet of it to make a Strength saving throw at the start of their turn or be pulled up to 10 feet to the nearest open space adjacent to the orb.
All affects only work on creatures that are a size of Large or smaller.
Any creature that tries to move away from the orb while within the pull radius moves at half speed, and if they move toward the orb they move at double speed.
At the start of a creatures turn that is within the pull radius of the orb, it must succeed on a Strength saving throw or be pulled 10 feet.
Once a creature is adjacent to the orb, be it willingly or not, it's movement speed is reduced to 0. However, a creature may remake it's saving throw at the start of each of its turns. If it succeeds, it is no longer rooted by this spell and cannot be rooted by this spell until the start of its next turn.
Every round that the orb remains the radius of the pull increases by 5 feet and the diameter of the orb increases by 1 foot, getting no larger than 5 feet. At the start of y
On any turn after summoning the orb you may use a bonus action to detonate it. Causing all creature adjacent to the orb to make a Constitution saving throw or take 1d10 force damage and be pushed 10 feet away from it. If a creature succeeds its saving throw it does not get pushed and takes half damage.
If you lose concentration then the orb detonates early instead and all creatures succeed on their saving throw against it.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d10 and the pull speed is increased by 5 feet for each slot level above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gravity Bomb, Variant
Level: 2
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You conjure in range an orb one foot in diameter that bends space and gravity. Any creature that starts its turn within 10 feet of this orb, or comes within 10 feet of it on its turn, must make a Strength saving throw. On a failed save, the target's speed becomes 0 until the start of its next turn.
Whenever your concentration on this spell ends, the orb detonates with a space-rending explosion. Any creature within 10 feet of where the orb was must make a Strength saving throw. On a failed save the target takes 2d10 force damage and is pushed 10 feet directly away from where the orb was. On a success it takes half this damage and isn't pushed.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d10 and the area of effect increased by 5 feet for each slot level above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gravity Force
Level: 0
School: Evocation
Classes: Druid, Warlock, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: You use gravitational energy to forcefully push or pull an object or creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 force damage and must succeed on a Strength saving throw or be forcefully moved up to 10 feet directly towards or away from you (your choice).
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gravity Hammer
Level: 4
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: Select a 10-foot cube in range. All creatures and objects in that cube are abruptly weighed down with crushing levels of gravity. All affected creatures must make a Strength saving throw.
A flying or swimming creature falls 90 feet directly downward on a failed save, or 30 feet on a success. If the creature impacts the floor, it takes 1d6 bludgeoning damage for every 10 feet fallen, and falls prone if it failed the saving throw.
A grounded creature suffers 6d6 bludgeoning damage and falls prone on a failed save. On a success, it takes half as much damage and doesn't fall prone.
If this spell is readied to be cast as a reaction, it can be used to affect any ranged attack projectile made through the 10-foot cube. All such projectiles plummet directly to the ground, and automatically miss |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gravity Sphere
Level: 6
School: Conjuration
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: A 5-foot-diameter sphere of force appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. A creature that starts its turn within 60 feet of the sphere, or moves within 60 feet of the sphere for the first time on its turn must make a Strength saving throw or be pulled 30 feet towards the sphere. Any creature within 60 feet of the sphere must spend 2 feet of movement for every 1 foot it moves when moving away from the sphere, but only needs to spend 1 foot of movement for every 2 feet it moves towards the sphere.
As a bonus action, you can move the sphere up to 60 feet in any direction, including upwards. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. The sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Gravity Surge
Level: 8
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a solid iron object weighing at least 1 lb.
Description: Select a 50-foot radius, 100-foot high cylinder originating from a point within range. For any open air within this cylinder, gravity abruptly becomes much more intense than normal, and stays that way for the duration. The interior of any inanimate fluids within the sphere, such as water or lava, are unaffected, as are any objects suspended in them. Otherwise, every object or creature in this cylinder effectively weighs four times as much as normal for the duration.
When this spell is first cast, any affected object or creature that is airborne and has mass comes crashing down to whatever surface is beneath it. It must succeed on a Strength save, or take damage from falling appropriate to the distance fallen, and land prone. Generally, a creature takes 1d6 bludgeoning damage for every 5 feet fallen, to a maximum of 20d6. On a successful save, the creature takes half this damage and doesn't land prone.
When this spell is first cast, any affected creature that is not airbone and has mass must make a Strength save. On a failure, it takes 1d6 bludgeoning damage and falls prone.
For the duration, any ranged attack which passes through this cylinder is made with disadvantage. A ranged weapon attack that passes through this cylinder cannot hit anything beyond its shorter range.
For the duration, any creature within the cylinder suffers the following effects:
Its speed is halved. Any flying speed can't be used (subject to DM discretion). A creature can't climb unless it has a climb speed.
At the start of its turn, the creature must succeed on a Strength save, with advantage, to move that turn. On a failure, it can move no more than 5 feet until the start of its next turn, and cannot use its movement to recover from the prone condition.
Any attack roll, ability check, or saving throw it makes with Dexterity is made with disadvantage.
Any ability check or saving throw it makes with Strength to push or pull upwards, or to avoid being knocked prone, is made with disadvantage. This does not affect Strength saving throws otherwise imposed by this spell |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Great Chaos Fireball
Level: 5
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S
Description: You evoke a powerful clump of hot chaos flame in your hand and hurl it. Make a ranged spell attack against a target within range, dealing 10d8 fire damage on a hit. Hit or miss, the flame then pools on the ground into a pile of lava. This lava covers a square area, 15 feet on a side, centered on the target. Whenever a creature starts its turn within the lava or crosses into the area for the first time on a turn, it must make a Constitution saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one.
The lava created by this spell cools and vanishes into nothing at the end of your next turn. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Great Lightning Spear
Level: 4
School: Evocation
Classes: Bard, Cleric, Paladin
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a tiny gold medal depicting the sun
Description: You conjure a javelin of crackling lightning in your hand and hurl it with great force. Make a ranged spell attack against a target within range. On a hit, the target is wreaked with electricity, inflicting lightning damage equal to 5d10 plus your spellcasting ability modifier.. Hit or miss, the spear then explodes and splinters outward. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw, taking 2d10 lightning damage on a failed save. Creatures doused in, standing in, or swimming in water make this saving throw with disadvantage.
This spell deals double damage to dragons and Dragon-type creatures.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning damage from the initial ranged spell attack increases by 1d10 for each slot level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Great Scorching Bolt
Level: 4
School: Evocation
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You concentrate fire into the shape of a mighty arrow that disintegrates foes with an explosion. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d8 fire damage and 3d8 force damage on a failed save, or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
The intense heat from this spell lashes to foes within range. When casting this spell, every creature 10 feet from you must make a Constitution saving throw, taking 2d8 fire damage on a failed save or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you increase the amount of Fire damage from the arrow and the heat by 1d8. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Greater Animate Dead
Level: 8
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: 20 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: One clay pot filled with grave dirt, one clay pot filled with brackish water, and one 300 gp black onyx stone for each corpse
Description: This spell creates a powerful undead servant or many weaker servants. You must have all corpses needed. You create Challenge Rating 5 worth of undead creatures. You can spread this CR out in any way you like. For example, you animate a Beholder Zombie (CR 5) or you animate 20 Zombies (Each CR 1/4) all together CR 5.
This spell can be cast on a corpse of any type of creature, except Celestial, Construct, Elemental, Fiend, Ooze, or Plant. You animate an undead version of that creature. If there isn't an undead version of that creature just use this template to update the creatures statistics, you choose whether its a Zombie or a Skeleton. The creature must have bones for it to become a Skeleton.
Undead Nature
It does not require air, food, drink, or sleep.
Blank Slate
It loses all skill proficiencies it had. It forgets everything it knew and no longer has a soul.
Unintelligent Endurance
It gains proficiency in Wisdom saving throws, if it wasn't already.
Senses
It gains darkvision out to a range of 60 feet, unless the base creature had superior darkvision.
Alignment
Its Alignment changes to Neutral, Evil.
Languages
It knows what languages it knew in life, but cannot speak.
Damage Immunities
Poison
Condition Immunities
Exhaustion, Poisoned
Zombie, variant
The creature raises more able to take punishment because it can't feel pain, however it is slower and easier to burn due to its decaying body.
Ability Score Changes
Strength stays the same. Dexterity decreases by 4, to a minimum of 6 (Its AC decreases accordingly). Constitution increases by 2, to a maximum of 20 (Its HP increases accordingly). Intelligence becomes 3. Wisdom becomes 8. Charisma becomes 5.
Speed
Its speed decrease by 10 feet, to a minimum of 10.
Damage Vunerabilities
Fire
Undead Fortitude
If damage reduces the zombie to 0 hit points, it must make a Constitution saving throws (DC 5+the damage taken). On a success, the zombie drops to 1 hit point instead. It cannot attempt this saving throw if the damage is radiant or from a critical hit.
Skeleton, variant
The creatures flesh, muscles, and organs fall away leaving only its bones. Due to losing most of its weight it becomes faster though easier to break.
Ability Score Changes
Strength decreases by 4, to a minimum of 1. Dexterity increases by 2, to a maximum of 20 (Its AC increases accordingly). Constitution becomes 15 (Its HP increases or decreases accordingly). Intelligence becomes 6. Wisdom becomes 8. Charisma becomes 5.
Damage Vunerabilities
Bludgeoning
Hard to Hit
Due to its lack of body mass to hit, it gains +2 to AC.
As a Bonus Action on each of your turns, you can mentally Command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can Command any or all of them at the same time, issuing the same Command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any Command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over all together CR 5 creatures you have animated with this spell, rather than animating new ones.
At Higher Levels. When you cast this spell using a spell slot of 9th or higher you animate an additional 1 CR worth of undead for each level higher than 8th. At 9th level, you animate 6 CR worth of undead creatures |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Greater Animate Skeleton
Level: 8
School: Necromancy (Ritual)
Classes: Wizard
Casting time: 1 Hour
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: One clay pot filled with grave dirt, one clay pot filled with bone dust, and one 300 gp black onyx stone
Description: This spell creates an advanced undead skeleton servant. You must have a dry skeleton. You create an undead skeleton with a Challenge Rating 5.
This spell can be cast on a skeleton of any type of creature except Celestial, Construct, Elemental, Fiend, Ooze, or Plant. You animate an undead skeleton of that creature. If there isn't an undead version of that creature just use this template to update the creatures statistics, it is a Skeleton. The creature must have bones for it to become a Skeleton.
Undead Nature
It does not require air, food, drink, or sleep.
Blank Slate
It loses all skill proficiencies it had. It forgets everything it knew and no longer has a soul.
Unintelligent Endurance
It gains proficiency in Wisdom saving throws, if it wasn't already.
Senses
It gains darkvision out to a range of 60 feet, unless the base creature had superior darkvision which it uses.
Alignment
Its Alignment becomes one of the following: Neutral-Evil, Neutral-Neutral, Lawful-Evil, Lawful-Neutral, Chaotic-Evil, Chaotic-Neutral.
Languages
It knows the languages it knew in life, but cannot speak.
Damage Immunities
Poison
Condition Immunities
Exhaustion, Poisoned
Due to having much less weight than the fully fleshed original, it becomes faster though easier to break.
Ability Score Changes
Strength decreases by 4, to a minimum of 1. Dexterity increases by 2, to a maximum of 20 (Its AC increases accordingly). Constitution becomes 15 (Its HP increases or decreases accordingly). Intelligence becomes 6. Wisdom becomes 8. Charisma becomes 5.
Damage Vulnerabilities
Bludgeoning
Hard to Hit
Due to its lack of body mass to hit, it gains +2 to AC.
As a Bonus Action on each of your turns, you can mentally Command one creature you animated with this spell if the creature is within 240 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete, or you give it a new command.
If you are a bone collector, you must collect one of the small bones of the skeleton, and keep it with you, to command it and keep it under your control.
If you are a wizard, the skeleton is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the skeleton for another 24 hours, you must cast this spell on the skeleton again before the current 24-hour period ends |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Greater Blade of Grass
Level: 4
School: Transmutation
Classes: Druid
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Hour
Components: V, S, M
Material cost: a freshly plucked blade of grass
Description: You transform a blade of grass into a scimitar that glows with emerald radiance. A +2 scimitar appears in your hand for the spell’s duration. Attacks made with this weapon are melee spell attacks, and all damage dealt by this weapon is radiant damage.
When this weapon leaves your grasp, it reverts to a blade of grass. As long as this spell is active, you may create another sword by picking another blade of grass |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Greater Contingency
Level: 8
School: Evocation
Classes: Wizard
Casting time: 1 Hour
Range: Self
Duration: 30 Days
Components: V, S, M
Material cost: a statuette of yourself smelted from adamantine and decorated with gems worth at least 5,000 gp
Description: Choose a spell of 7th level or lower that you can cast, that has a casting time of 1 action to 1 hour, and that can target you. You cast that spell–called the contingent spell–as part of casting greater contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a greater contingency cast with plane shift might stipulate that plane shift comes into effect if you are forced to another plane of existence.
The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then greater contingency ends.
The contingent spell takes effect only on you, even if it can normally target others. You can use only one greater contingency spell at a time. If you cast this spell again, the effect of another greater contingency spell on you ends. Also, greater contingency ends on you if its material component is ever not on your person |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Greater Darkness
Level: 5
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (90-Foot Radius)
Duration: Up To 10 Minutes
Components: V, S, M
Material cost: A piece of fabric from a fell rider's cloak
Description: Magical darkness spreads in all directions, filling a 90-foot radius sphere. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
When you cast this spell, you may choose to center the darkness on the point where you cast it or yourself. If you choose yourself, the darkness moves with you as you move. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 5th level or lower, the spell that created the light is dispelled.
The darkness lasts for the duration, until it is dispelled, or until you dismiss it at any time. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Greater Geas
Level: 7
School: Enchantment
Classes: Bard, Cleric, Druid, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Year
Components: V
Description: You place a magical command on up to 6 creatures within range that are currently facing you. Upon casting the spell, all creatures that you have targeted with the spell must pass a Wisdom saving throw, or be charmed by you. The creatures must obey any command that you give to them, with the spell only ending when the action has been completed, or when the duration of the spell has ended. The spell can also be ended if you use an action to end it, or if Remove Curse, Greater Restoration, or Wish spells are used to dispel it.
At Higher Levels: 2 additional creatures can be targeted per spell slot above 7th Level. When casting this spell using a 9th Level spell slot, it will last until it has been dispelled |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Greater Gentle Repose
Level: 5
School: Necromancy (Ritual)
Classes: Cleric, Wizard
Casting time: 1 Action
Range: Touch
Duration: 30 Days
Components: V, S, M
Material cost: a handful of salt, a piece of flesh, which is consumed, and a piece of ice, which is consumed
Description: You touch a corpse, other remains, or an undead creature. For the duration, the target is protected from decay. As well, it reverses decay, returning the remains or undead to what it looked like in life, even healing any missing limbs and injuries and ending all condition, including Exhaustion levels, curses, poisons, and diseases. If cast on an Undead creature, it looks like it did in life, though people can make an Investigation check against your Spell save DC to notice things, such as shallow breathing, a limp, strange behavior, pale skin, etc. Though it's unlikely anyone would think they're Undead, they would more likely assume the Undead creature is simply unhealthy or strange. After the duration the remains or Undead creature rapidly decays to the point it was before this spell.
The spell also effectively extends the time limit on raising remains, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
At Higher Levels. When you cast this spell using a spell slot of 6th or higher you can choose an additional target for each spell slot above 5th and the duration is extended depending on the spell slot. At 6th level you can choose two targets and the duration is 60 days. At 7th level you can choose three targets and the duration is 90 days. At 8th level you can choose four targets and the duration is 1 year. At 9th level you can choose five targets and the duration is eternal, it last forever |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Greater Harmfield
Level: 7
School: Necromancy
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: 10 Minutes
Components: V, S
Description: You are surrounded by rings of glowing yellow light that oscillate in a cylindrical pattern around you, shedding bright light in a 10-foot radius and dim light for another 10 feet. You can end the spell early by using an action to dismiss it. A creature that enters the area of the spell for the first time on its turn or starts its turn within the radius of the spell takes 4d10 necrotic damage, as the rings of light disrupt the life force of whatever touches them.
On each of your turns, you can choose to attempt to pull any number of creatures within 60 feet of you towards you. Each creature you choose must make a Strength saving throw, or be pulled 15 feet towards you by a magical force. Whether a creature succeeds or fails on this save, until the end of your next turn it must expend 4 feet of movement to move 1 foot away from you.
At Higher levels. The damage of this spell increases by 1d10 for each spell slot level above 7th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Greater Heal
Level: 9
School: Evocation
Classes: Cleric
Casting time: 1 Round
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a quantity of diamonds or other precious gems worth at least 30 gp, which the spell consumes
Description: Choose a creature that you can see within range. The target creature is immersed in regenerative energy and regains all of its hit points and has all negative conditions affecting it removed. Furthermore the target regrows all missing limbs as if by an instantaneous effect of the Regenerate spell |
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