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Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Horrific Vicissitude Level: 8 School: Necromancy Classes: Cleric, Druid, Sorcerer, Wizard Casting time: 1 Action Range: Touch Duration: Instantaneous Components: V, S, M Material cost: obsidian dagger worth 200 gold Description: You slice open your palm, suffering 1d4 slashing damage and then touch the wound to a nearby creature, transmitting deathly energy through your own blood. The target makes a Constitution saving throw. On a failure, they suffer 10d8+20 necrotic damage and you regain 5d8+10 hitpoints.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Horrific Visage Level: 1 School: Illusion Casting Time:1 Actionrange:120Ftcomponents:S,V,M (A Drop Of Blood.)Duration:1 Minuteyou Choose A Creature Within Range And Reveal The Horrors Of The Void To Them.When You Cast This Spell, Choose One Point Within 30Ft Of The Creature, Where An Illusory Eldritch Horror Appears. It Is Insubstantial, Does Not Move And Does Not Create Any Noise.The Target Must Make An Intelligence Saving Throw Against Your Spell Save Dc.If Successful, The Target Is Unaffected Though It Can Still See Any Eldritch Horrors. If The Target Fails The Saving Throw, It Perceives The Eldritch Horror As A Monstrosity About To Attack It And Becomes Feared. Whilst Feared The Creature Must Use Its Movement To Flee The Eldritch Horrors For The Duration Of This Spell. The Creature Can Use An Action To Make An Intelligence Save Against Your Spell Save Dc To Reveal The Horrors As An Illusion.At Higher Levels. When You Cast This Spell Using A Spell Slot Of 2Nd Level Or Higher Summon An Additional Eldritch Horror For Every Level Above 1St, Which The Caster Can Place At One Point Within 30Ft Of The Creature.The Menacing Eldritch Horror (Art By Mike Sass) Classes: Bard, Warlock, Wizard Casting time: 1 Action Range: 120Ft Duration: 1 Minute Components: V, S, M Material cost: A drop of blood. Description: You choose a creature within range and reveal the horrors of the void to them. When you cast this spell, choose one point within 30ft of the creature, where an illusory Eldritch Horror appears. It is insubstantial, does not move and does not create any noise. The target must make an Intelligence Saving Throw against your spell save DC. If successful, the target is unaffected though it can still see any eldritch horrors. If the target fails the saving throw, it perceives the Eldritch Horror as a monstrosity about to attack it and becomes feared. Whilst feared the creature must use its movement to flee the Eldritch Horrors for the duration of this spell. The creature can use an action to make an Intelligence Save against your spell save DC to reveal the horrors as an illusion. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher summon an additional Eldritch Horror for every level above 1st, which the caster can place at one point within 30ft of the creature
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Hot Dogs Level: 1 School: Conjuration Classes: Artificer, Bard Casting time: 1 Reaction Range: 120 Ft. Duration: Concentration, Up To 1 Minute Components: None Description: You summon a grill that occupies a 5 ft. cube anywhere within range. If a creature starts their turn in the grill's space, they must attempt a Dexterity saving throw. On a failure, they take 2d8 fire damage. On a success, they take half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2th level or higher, it deals an additional +1d8 fire damage per level above 1st.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Howling Wraiths Level: 2 School: Evocation Classes: Sorcerer, Warlock Casting time: 1-Action Range: Self (15 Ft Cone) Duration: Instantaneous Components: V, S Description: You release the furious power of lost souls. Each creature in a 15-foot cone must make a Dexterity saving throw, taking 3d10 force damage on a failed save, and half as much on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the damage increases by 1d10 per level above 2nd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Hræsvelgr's Glory Level: 8 School: Evocation Classes: Cleric, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self (60-Foot Radius) Duration: Concentration, Up To 10 Minutes Components: V, S Description: You channel the power of a great corpse swallower into your body. When a creature ends their turn within a 60-foot radius of you, you may force them to make a Wisdom saving throw at the beginning of each of their turns. On a failed save, they become frightened and take 2d12 psychic damage. On a success, they take half as much damage and are not frightened. They may attempt a Charisma saving throw at the end of each of their turns, ending this effect early on a success.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Hunger/Thirst Level: 4 School: Necromancy Classes: Bard, Cleric, Druid, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: Concentration, Up To 1 Hour Components: V, S, M Material cost: a handful of black sand Description: You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose to curse the target with magical Hunger or Thirst. Hunger. While cursed, the target suffers from overpowering hunger, and must consume at least one quarter of a pound of food every minute or take psychic damage equal to your proficiency score. When the target begins their turn and they can sense food nearby, they must make a Wisdom saving throw to resist compulsively seeking it out and consuming it. Any substance that is even barely edible is counted as food this effect. Creatures that don't need food to survive (including creatures for whom eating is physically impossible) have advantage on their saving throws. On a success, the target is immune to this effect for the next 30 minutes. Thirst. While cursed, the target suffers from overpowering thirst, and must drink at least one eighth of a liter of water every minute or take psychic damage equal to your proficiency score. When the target begins their turn and they can sense something to drink nearby, they must make a Wisdom saving throw to resist compulsively seeking it out and consuming it. Any liquid that is physically possible to consume is counted as drinkable for this effect. Creatures that don't need water to survive (including creatures for whom drinking is physically impossible) have advantage on their saving throws. On a success, the target is immune to this effect for the next 30 minutes. A remove curse spell ends this effect. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 8 hours. If you use a spell slot of 6th level or higher, the duration is 24 hours. If you use a spell slot of 7th level or higher, the duration is one week. If you use spell slot of 8th level or higher, the spell lasts until it is dispelled. Using a spell slot of 6h level or higher grants a duration that doesn't require concentration.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Hunting Trail Level: 2 School: Divination (Ritual) Classes: Druid, Ranger Casting time: 1 Action Range: Self Duration: 1 Hour Components: S Material cost: At least one free hand Description: The spell must be cast in an uncrowded area, such as a forest, a desert, or a quiet town. The spell reveals luminous trails within 30 feet from the cast point that indicate the zones a creature has moved through 24 hours maximum, you can follow one of the trails beyond range, but only one. The luminous trail lasts 1 hour and only you see it. Leading you to its origin.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Hurricane Blade Level: 0 School: Evocation Classes: Sorcerer, Druid, Warlock, Wizard Casting time: 1 Action Range: Self (5-Foot Radius) Duration: 1 Round Components: S, M Material cost: a melee weapon worth at least 1 sp Description: You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then your weapon creates a small hurricane that whips around the you and the target, along with any creature 5 feet away from you will need to make a Strength saving throw or be moved 5 feet away in any direction and have disadvantage on attacks against you for the duration of this spell. A creature can choose to fail this saving throw. At Higher Levels. At 5th level, you deal an extra 1d6 cold, slashing, or bludgeoning damage (your choice) on a hit, and any creature of your choice within 5 feet of you who failed their Strength saving throw against this spell takes an extra d6 of cold, slashing, or bludgeoning damage. The extra damage roll increases by 1d6 and the extra damage from the failed saving thrke also increases by a d6 11th level (2d6) and 17th level (3d6).
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Hush Level: 1 School: Illusion Classes: Bard, Ranger, Sorcerer, Wizard Casting time: 1 Action Range: Touch Duration: Concentration, Up To 10 Minutes Components: S Description: You touch a creature and imbue it with silence. For the duration, the target has advantage on Dexterity (Stealth) checks to avoid detection while moving. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher you can target one additional creature for each spell slot level above 1st
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Hush, Variant Level: 1 School: Illusion (Ritual) Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: Concentration, Up To 10 Minutes. Components: S Description: When you cast this spell, you may choose one willing creature within range to make "silenced". That creature makes no sound when talking or casting spells, and all spells that would require the verbal component no longer require it for that creature. Should this mean that a spell has no verbal, somatic, or material components, the spell simply does not function. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures you can target increases by 1 for each spell slot above the first
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Hydra Level: 2 School: Conjuration Classes: Cleric, Druid, Ranger, Sorcerer, Wizard Casting time: 1 Action Range: 60 Feet Duration: Instantaneous Components: V, S, M Material cost: a vial of hydra blood Description: You conjure three hydra heads in three unoccupied spaces within range. Each head must be summoned on the ground, occupies a 5-foot cube and breathes a poisonous cloud in a 15-foot cone from its mouth in a direction of your choice. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d8 poison damage. On a successful save, a creature takes half as much damage. A creature in the area of more than one poisonous cloud is affected only once. The hydra heads disappear after making their breath attack. At Higher Levels. When casting this spell using a spell slot of 3rd level or higher, you summon one additional hydra head for each slot level above 2nd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Hydro Barrier Level: 0 School: Abjuration Classes: Druid, Sorcerer, Warlock, Wizard Casting time: 1 Reaction (Taken In Response To An Incoming Attack) Range: Self Duration: Instantaneous Components: S, M Material cost: a quart of water Description: You reflexively throw water from your person or from a body of water within 5 feet of you in front of yourself, reducing the damage of an incoming attack by 2. You are additionally treated as being resistant to fire damage from the incoming attack. At Higher Levels. The amount of damage reduced by this cantrip increases to 3 when you reach 5th level, 4 at 11th level, and 5 at 17th level.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Hyetomancy Level: 1 School: Conjuration Classes: Bard, Cleric, Druid, Ranger, Wizard Casting time: 1 Action Range: Self (30 Foot Radius) Duration: Up To 10 Minutes Components: S, M Material cost: A drop of water Description: You cause rain to fall within a 30-foot radius, 60-foot high cylinder centered on yourself that moves with you wherever you go. Creatures that end their turn within this area become soaked, and open flames are immediately extinguished. You may end the spell before the end of the duration as a bonus action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the rain conjured by this spell also carries with it strong downward wind that disperses fog or cloud-based spells, such as fog cloud, within its area of effect. The rain generated by this spell can also inherit a few other properties, depending upon its spell level and whom cast it: Holy Rain. The rain can inherit divine properties if casted with divine magic. If you cast this spell using a spell slot of 3rd level or higher and you are a cleric or Divine Soul sorcerer, the rain becomes holy water. A fiend or undead that enters the area of effect for the first time on a turn or begins its turn there takes 2d6 radiant damage. Running Water. When you cast this spell using a spell slot of 2nd level or higher, the torrentialness of the rain makes it able to harm certain creatures. Any creature with the Running Water weakness, such as a vampire spawn, takes 20 acid damage when it ends its turn in the area of effect.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Hymn of Battle Level: 2 School: Evocation Classes: Bard Casting time: 1 Reaction, Which You Take In Response To Being Damaged By A Weapon Attack. Range: Self Duration: Instantaneous Components: V, S Description: You recite a line of a battle hymn, immediately invigorating you in some way, allowing you to roll 1d10. You can choose to then either regain missing hit points equal to the rolled amount + your spellcasting ability modifier, or immediately make an attack of opportunity against the creature that damage you, dealing additional force damage during the damage roll equal to the rolled amount. At Higher Levels. When you cast this spell using certain higher-level spell slots, the number of d10's you roll increases: 2d10 with a 4th-level slot, 3d10 with a 6th-level slot, and 4d10 with an 8th-level slot.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Hyper Compress Level: 9 School: Transmutation Classes: Druid, Wizard Casting time: 1 Action Range: 150 Feet Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: a chunk of coal and a diamond worth at least 5,000 gp, which the spell consumes Description: You attempt to turn a creature to dust with intense gravity. The target must make a Strength saving throw, and repeat the saving throw at the end of each of its turns for the duration. On a failed save, it takes 12d8 bludgeoning damage and becomes restrained by intense pressure. On a successful save, it takes half as much damage and isn't restrained, and the spell ends. A creature restrained by the intense pressure can use its action to make a Strength check against your spell save DC. On a success, it frees itself and the spell ends
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Hyperion Lance Level: 0 School: Evocation Classes: Artificer, Warlock Casting time: 1 Action Range: 120 Feet Duration: Instantaneous Components: S Description: You create a small glowing lance of magical force that hits a creature of your choice that you can see within range. If there is a clear path at least 1 inch wide between you and the creature, even around obstacles and cover, the target takes 1d4 force damage. Any spell or effect that blocks the magic missile spell also blocks this spell. At Higher Levels. When this spell is cast at 5th level, the creature must also succeed on a Wisdom saving throw or become stunned until the start of their next turn. When this spell is cast at 11th level, they will be stunned until the end of your next turn. When this spell is cast at 17th level, they will be stunned for 1 minute.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ice Assassin Level: 9 School: Illusion Classes: Sorcerer, Warlock, Wizard Casting time: 8 Hours Range: Touch Duration: Until Dispelled Components: V, S, M Material cost: ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the ice; and powdered diamond worth at least 20,000 gp, all of which the spell consumes Description: You create a living, breathing creature that is a near-perfect duplicate of an existing creature. The duplicate is formed entirely out of ice, but once the spell is in effect, it appears as an exact duplicate to all but the original creature, who always sees the ice assassin as an animated ice statue of themself. Creatures familiar with the original can discern that the ice assassin is a duplicate with a successful Intelligence (Investigation) or Wisdom (Perception) check, contested against your spell save DC. The ice assassin possesses all the skills, abilities, and memories possessed by the original, but its personality is warped and twisted by an all-consuming need to slay the original. The ice assassin possesses the same statistics as the original creature, with the following changes: The ice assassin can cast the locate creature spell at will. The ice assassin is immune to cold damage, and vulnerable to fire damage. The ice assassin uses the locate creature spell as often as it is able in an attempt to locate the original creature. If its quarry is outside the range of that spell, it must its own cleverness or advice of others to track the original. The ice assassin is friendly to you and creatures you designate. It obeys your spoken or mental commands (see below), moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. While the ice assassin is within 1 mile of you, you possess a telepathic link with the ice assassin, and when you focus your willpower, you can see a clear image of the area surrounding the ice assassin as if you were targeting it with the scrying spell. If the ice assassin travels further than 1 mile away from you, it continues to function and seek out its nemesis, but you have no direct control over it. Damage to the ice assassin can be repaired in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. If the ice assassin is reduced to 0 hit points by any damage type other than fire, it explodes into a burst of icy shrapnel. Each creature within a 20-foot radius of the ice assassin must make a Dexterity saving throw, taking 10d6 cold damage on a failed save, and half as much damage on a successful one. An ice assassin slain by fire damage simply melts into a pool of water. When you cast this spell, any ice assassins previously created by you are instantly destroyed, and melt into a pool of water.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ice Axe Level: 3 School: Conjuration Classes: Cleric Casting time: 1 Bonus Action Range: Self Duration: Concentration, Up To 10 Minutes Components: V, S, M Material cost: A shard of ice, glass, or crystal Description: You can use your action to make a melee spell attack with the freezing axe. On a hit, the target takes 3d10 cold damage. If you let go of the axe, it disappears, but you can evoke the blade again as a bonus action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for every slots above 3rd
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ice Beam Level: 5 School: Evocation Classes: Sorcerer, Wizard Casting time: 1 Action Range: Self (60-Foot Line) Duration: Instantaneous Components: V, S Description: You cast a chilling blue-white light in a line 60 feet long and 5 feet wide. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 7d10 cold damage, and its speed is reduced by 10 feet until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. When you use a spell slot of 7th level or higher, a creature which fails its Constitution saving throw is also restrained until the start of your next turn.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ice Blade Level: 0 School: Evocation Classes: Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 5 Feet Duration: Instantaneous Components: V, S Description: You deftly pull moisture from the air, which briefly solidifies into a blade you can use for a single strike. Make a melee spell attack against the target. On a hit, the target takes 1d4 cold damage and 1d4 slashing damage. The blade then shatters apart, vaporizing back into the air. Both this spell's cold damage and slashing damage increase by 1d4 when you reach 5th level (2d4 and 2d4), 11th level (3d4 and 3d4), and 17th level (4d4 and 4d4).
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ice Bolt Level: 1 School: Evocation Classes: Sorcerer, Wizard Casting time: 1 Action Range: 120 Feet Duration: Instantaneous Components: V, S, M Material cost: 2 ounces of water or a piece of ice, which the spell consumes Description: You create a gelid bolt of supercooled water and direct it to hit at a creature you can see within range. The target takes 2d4 cold damage and must make a Constitution saving throw. On a failed save, immense cold seeps into the target's innards and slows its movements considerably; until the start of its next turn, the target's speed is halved, and whenever it makes an attack roll or saving throw, it must roll a d4 and subtract the number rolled from the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of this spell increases by 1d4 per slot level above 1st.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ice Coffin Level: 2 School: Evocation Classes: Bard, Sorcerer, Wizard Casting time: 1 Action Range: 60 Feet Duration: Instantaneous Components: V, S Description: You encase a small area in a tall coffin of ice, which has the potential to temporarily immobilize frozen creatures. Choose a point you can see on the ground within range. A spire of ice erupts into existence centered on that point. The spire of ice fills a cylinder that has a 10-foot radius and a height of 40 feet. Each creature caught inside the spire's area must make a Constitution saving throw. A creature takes 3d8 cold damage and is paralyzed until the end of its next turn on a failed save, or takes half as much damage and isn't paralyzed 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 1d8 for each slot level above 2nd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ice Eruption Level: 3 School: Evocation Classes: Druid, Ranger, Sorcerer, Wizard Casting time: 1 Action Range: 150 Feet Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: a splash of water Description: A bright blue streak flashes from your pointing finger, spreading jagged ice across the ground in a 30-foot square centered on a point within range. Each creature standing in this area must make a Constitution saving throw, taking 4d6 cold damage on a failed save or half as much on a success. For the duration, the spell's area is difficult terrain, and 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 take 2d8 piercing damage as the ground erupts in a blossom of icy spikes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the piercing damage increases by 1d8 for each slot level above 3rd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ice Reave Level: 3 School: Evocation Classes: Wizard Casting time: Instantaneous Range: Touch Duration: Instantaneous Components: V, S, M Material cost: a clear gemstone worth at least 10 gp Description: You augment your fist with explosive ice magic, slamming it into the ground below and sending waves of ice out in 30-foot-radius circle centered on that point. Each creature other than you in this area must make a Strength saving throw. On a failed save, a creature takes 3d6 cold damage and 2d6 bludgeoning damage and is pushed to the nearest space outside of the spell's area. On a success, a creature takes half as much damage and isn't pushed. When you cast this spell, you can use a bonus action to create a 5-foot-square wall of ice that is 1 foot thick in the spell's area, protecting any creatures behind it from the spell's effects. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage or the bludgeoning damage (your choice) increases by 1d6 for each slot level above 3rd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ice Shards Level: 0 School: Evocation Classes: Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 60 Feet Duration: Instantaneous Components: V, S Description: Choose a point in range. Shards of ice rain on creatures in a 5-foot radius sphere centered on the point. Each creature in this radius must succeed on a Dexterity saving throw or take 1d4 cold damage. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ice Shock Level: 2 School: Evocation Classes: Sorcerer, Wizard Casting time: 1 Action Range: 120 Feet Duration: Instantaneous Components: V, M Material cost: a ring inset with aquamarine or sapphire, worth at least 25 gp Description: You exhale a blast of freezing mist at a creature in range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 cold damage and becomes restrained in ice. At the start of each of its turns, a creature restrained by this spell takes 2d6 cold damage and makes a Strength saving throw, freeing itself from the ice on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ice Spear Level: 3 School: Evocation Classes: Sorcerer, Wizard Casting time: 1 Action Range: 120 Feet Duration: Instantaneous Components: V, S, M Material cost: a vial of water, handful of snow, or small ice cube Description: A frozen spear of ice pierces through a line 30 feet long by 5 feet wide starting at a point in range that you can see. Each creature in the line must make a Dexterity saving throw. A creature takes 6d8 cold 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 4th or higher, the damage increases by 1d8 for each slot above 3rd
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ice Spike Level: 1 School: Evocation Classes: Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 30 Feet Duration: Instantaneous Components: V, S Description: A growth of ice appears on a space adjacent to the target, jabbing in its direction. The chosen creature must make a Dexterity saving throw. On a failed save, the target takes 2d8 piercing damage and has its speed reduced to 0 until the start of your next turn. On a successful save, the target takes half as much damage and its speed is unaffected. The target's space and all adjacent spaces become difficult terrain until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ice Ward Level: 1 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 shard of ice inside a tiny glass sphere Description: You throw up your hands as you are attacked, and icy symbols protect you from harm and slow your assailants. Until the start of your next turn, you have resistance to slashing, piercing, and bludgeoning damage, including against the triggering attack. While you have these resistances you are also vulnerable to fire damage. If the triggering attack was a melee attack, the triggering creature has their speed reduced by 10 feet until the start of your next turn
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ice Wave Level: 1 School: Evocation Classes: Sorcerer, Wizard Casting time: 1 Action Range: Self (15-Foot Cone) Duration: Instantaneous Components: V, S Description: After you touch the ground, a thin sheet of ice rapidly extends forth in a 15-foot cone, then ruptures, causing spikes of ice to launch skyward. Each creature in the cone must make a Dexterity saving throw. A creature takes 3d6 cold 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 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Icebound Fortitude Level: 2 School: Abjuration Classes: Artificer, Bard, Cleric, Druid, Paladin, Warlock Casting time: 1 Bonus Action Range: Self Duration: 1 Round Components: V Description: You gain resistance to cold damage and an additional type of damage of your choice until the beginning of your next turn.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Icicle Crash Level: 1 School: Evocation Classes: Bard, Druid, Sorcerer, Wizard Casting time: 1 Action Range: Self (15-Foot Cube) Duration: Instantaneous Components: V, S Description: With a loud crash, a wave of smashed ice powder sweeps out from you. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. In addition, unsecured objects that are completely within the area of effect are automatically knocked over by the spell's effect, if applicable. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ignite Level: 0 School: Evocation Classes: Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self (5-Foot Cube) Duration: Instantaneous Components: V, S Description: With a flick of your wrist and an opening of the palm, you evoke flames within a 5-foot cube in front of you. All objects within this cube that aren't being worn or carried are set on fire. Creatures within this area must make a Constitution saving throw, becoming ignited on a failed save. At Higher Levels. You can enhance this spell in multiple ways as you increase in level. You may pick one additional option from list when you reach 5th level (1), 8th level (2), 13th level (3), and 17th level (4). Size. You affect a larger cube of effect, increasing the cube's size by 5 feet. You may pick this multiple times. Damage. The spell deals 1d6 fire damage to objects. Creatures take this damage on a failed save, or half as much on a successful one. You may pick this multiple times, increasing the damage by 1d6 each time.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ignite, Variant Level: 0 School: Evocation Classes: Cleric, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 30 Feet Duration: Instantaneous Components: V, S, M Material cost: a pinch of ash and salt Description: You extend your hand and a volcanic explosion sears your foe, taking more damage if they took fire damage previously. The target must succeed on a Dexterity saving throw or take 1d8 fire damage. If the target has taken fire damage this round, it instead takes 2d6 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. The spell's initial damage increases by 1d8 or 2d6 for the alternate damage when you reach 5th level (2d8 or 4d6), 11th level (3d8 or 6d6), and 17th level (4d8 or 8d6)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ignitions Level: 0 School: Evocation Classes: Cleric, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 30 Feet Duration: 1 Round Components: V, S, M Material cost: a pinch of ash Description: You extend your hand and a volcanic ignition sears a creature you can see within range, making them more vulnerable to fire. The target must succeed on a Dexterity saving throw or take 1d6 fire damage, then take an additional 1d6 fire damage each time it takes fire damage before the end of your next turn. The spell's initial 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: Illumination Level: 4 School: Evocation Classes: Cleric, Paladin Casting time: 1 Action Range: Touch Duration: Concentration, Up To 10 Minutes Components: V, S Description: A creature or object you touch begins to shed bright, pure light out to a radius of 60 feet, and dim light out to a radius of 120 feet. This light is daylight. Several effects occur within the bright light created by this spell: Anything within the bright light faintly glows, and the sound of its movement echoes. Every creature gains a +5 bonus to its passive Perception and advantage on Wisdom (Perception) checks to notice anything touched by the light. Any invisible creature within this bright light appears as a shadowy figure resembling its concealed form, negating the effect of being invisible to creatures that can see the figure. Any creature or object that is magically altered to change its form (or apparent form) appears as a stark black version of itself while it remains within the bright light. If any of this bright light overlaps with an illusion or an area of darkness created by a spell cast at a lower level, the spell that created the darkness or illusion is dispelled. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, its duration increases to 1 hour. When you cast this spell using a spell slot of 8th or 9th level, its duration increases to 8 hours
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Illumination, Variant Level: 0 School: Evocation Classes: Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 5 Feet Duration: Concentration, Up To 1 Minute Components: V, S Description: You conjure a globe of light, that occupies an area of 5-foot within range. The area of 10-foot radius around the globe is covered in bright light, and creates 10 feet of dim light beyond that. In addition, if a creature stands in the area occupied by the globe when you cast this spell, the creature must succeed on a Dexterity saving throw, or is blinded until the end of its next turn.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Illusoid Level: 7 School: Illusion Classes: Bard, Sorcerer, Wizard Casting time: 1 Action Range: 120 Feet Duration: Until Dispelled Components: V, S Description: You create an image of an object, a creature, or some other visible phenomenon that is no larger than a 30-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. The illusoid is "smarter" than other illusions, able to react naturally to the enivronment and various phenomena, simulate movement, and so on, on its own with no action required on your end. Creatures you simulate with an illusoid act with an intelligence that does not exceed yours, carry on conversations in languages you are familiar with, and are able to convincingly respond to stimulae as well as any real being can, although their knowledge and memories are limited by your own. Unlike other illusions, an illusoid has a physical, very real material presence, and as such can inflict real damage to creatures and objects. You can create the following effects: Attacks from illusory creatures, weapons, and objects. Creatures you choose within the area must make a Dexterity saving throw, taking 5d8 bludgeoning, piercing, or slashing damage (your choice) and 5d8 psychic damage on a failed save. Illusory bridges, walls, and similar structures. Objects you create can support the weight of creatures, block travel, etc. as well as the real thing can. Creatures that can tell it's an illusion can pass through with difficulty, expending 4 feet of movement to move through 1 foot of the "solid" object. Elemental Effects. Creatures you choose within the area must make a Dexterity saving throw, taking 5d8 acid, cold, fire, lightning, or thunder damage (your choice) and 5d8 psychic damage on a failed save. Terrifying Things. Creatures you choose within the area must make a Wisdom saving throw or be frightened by the illusoid. A creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Sickening Smells. Creatures you choose within the area must make a Constitution saving throw or be incapacitated by the stench. A creature can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Physical interaction with the illusoid does not reveal it to be an illusion, because it is partly real. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusoid for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. A creature that can tell an illusoid is fake is immune to psychic damage from an illusoid
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Imbue Harmlessness Level: 5 School: Transmutation Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: a silk rag worth 100 GP Description: You attempt to remove a creature's ability to cause physical harm. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails, it cannot take the Attack action until the spell ends. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Imbue Personality Level: 4 School: Enchantment Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: Until Dispelled Components: V, M Material cost: A bone with the desired name carved into it, which the spell consumes Description: This spell causes the targeted undead to develop a personality. The caster lays their hands on the target and says 3 adjectives aloud. These adjectives will form the basis of the target's personality. For example, If Cheerful, Intelligent, and Wise, then the undead will become a cheerful and smart person. The DM may decide to increase the wisdom, charisma, or intelligence of the target (If, for example, "strong" is chosen as a personality trait, the target's strength score will not increase, but the target may think they are stronger than they are). The undead will still obey its master without hesitation, but they may offer their opinion on orders. For example, if "Kind" was chosen as a trait, and they are ordered to slaughter all innocents in a village, they will verbally object to what they were ordered to do. Any personality traits may be inserted as necessary by the DM, but the 3 adjectives it is originally given trump any DM-given traits. If a creature is targeted that could not previously speak, it gains this ability. It cannot learn any new languages this way. An undead with a personality from this spell maintains its form after its master's demise, enacting any wishes it has independently. It retains any personality traits it was originally given. If the caster of this spell uses it again, they may not use the same adjective again until the first instance of that adjective has been destroyed or dispelled
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Imbue with Spell Ability Level: 4 School: Evocation Classes: Cleric Casting time: 1 Action Range: Touch Duration: Instantaneous Until Used Or Dispelled Components: V, S, M Material cost: divine focus Description: Grants the gift of magic to another individual capable of receiving it. You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal. Only cleric spells from the schools of abjuration, divination, or spells that grant healing can be transferred. The number and level of spells that the subject can be granted depends on its Hit Dice; even multiple castings of Imbue With Spell Ability can’t exceed this limit. HD of Recipient 2 or lower: One 1st-level spell 3–4: One or two 1st-level spells 5 or higher: One or two 1st-level spells and one 2nd-level spell The transferred spell’s variable characteristics (range, duration, area, and the like) function according to your level, not the level of the recipient. Once you cast Imbue With Spell Ability, you cannot prepare a new 4th-level spell to replace it until the recipient uses the imbued spells or is slain, or until you dismiss the Imbue With Spell Ability spell. In the meantime, you remain responsible to your deity or your principles for the use to which the spell is put. If the number of 4th-level spells you can cast decreases, and that number drops below your current number of active Imbue With Spell Ability spells, the more recently cast imbued spells are dispelled. To cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must have humanlike hands. To cast a spell with a material component or focus, it must have the materials or focus
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Imbuing Ritual Level: 5 School: Necromancy (Ritual) Classes: Warlock Casting time: 6 Hours Range: Touch Duration: Indefinite Components: S, M Material cost: 6,000 Gold Pieces Worth of Decorated Surgeon's Tools, and a Fresh Piece of The Creature of your choice, Both of Which the Spell Consumes Description: Taking the pieces of a creature that you keep within 5 feet of your person throughout the ritual, you sew mixtures of arcane, mechanical or eldritch energy, alongside the pieces of the creature that you've chosen into your body, or into a willing or unconscious creature that remains within your range of touch for the duration. At the end of the duration of the spell, roll a check, determined by your main spellcasting ability score. On a check of one through ten, the ritual fails, and the piece of the creature is wasted. On a check result of eleven through fifteen, the piece is consumed, but you (alongside your Dungeon Master for assistance and balance) may choose a minor property from the creature to add. (Ex. The darkvision of an Owlbear, or the climbing abilities of a Roper). On a check of sixteen through twenty, the user may now consume the piece and choose either two minor properties, or one major property of the creature (Ex. The regenerative abilities of a Troll, or the Winged Flight of a Dragon). Finally, on a check of twenty-one through twenty-five, the user may choose between two major properties of the creature, or a legendary property (Ex. The legendary resistance of a Lich, or the Annihilating Aura of a Nightwalker). Replacing your or someone else's being can prove to be quite the heavy toll on a person's body, and psyche. After casting, the caster must make a Constitution saving throw equal to the roll that they'd performed. On a failure, the user takes two levels of exhaustion, and one indefinite madness from the Dungeon Master's Guide, or the DM's choice. On success, the caster only takes two levels of exhaustion. A creature may only have a number of modifications equal to half their Constitution Modifier, rounded up. If you wish, you may choose to enact this ritual, and without the component of the creature, or the consuming of the other component, remove a property from a target
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Immolation, Variant Level: 1 School: Evocation Classes: Cleric, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self (5 Foot Radius) Duration: Concentration, Up To 1 Minute Components: V, S Description: You immerse yourself in a roaring pillar of fire, singing yourself to burn nearby targets. For the duration of the spell, you take 1 fire damage at the beginning of each of your turns. Whenever another creature begins its turn within 5 feet of you, or moves into or through that area for the first time on its turn, it takes 1d4 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt to yourself increases by 1 and the damage dealt to all other creatures increases by 2d4 for every slot level above 1st
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Immortality Level: 7 School: Transmutation (Ritual) Classes: Wizard Casting time: 8 Hours Range: Self Duration: Permanent Components: V, S, M Material cost: a drop of dragon's blood and flawless gemstones worth at least 1000 gold pieces Description: Through countless hours of study, journey, or by some other means you have discovered this spell; the key to immortality. When you cast this spell, you must concentrate on it for the full duration, making a concentration save every 2 hours for 8 hours. On a failure, the spell automatically fails and is wasted. Upon successful casting of the spell, you gain the following benefits: You can no longer age naturally or magically, and are restored to the prime age of your species. Any poisons or diseases affecting you are removed. You are now immune to poisons and diseases. You gain advantage on saving throws that would lower your maximum hit points and Ability Scores. You are immune to effects that would kill you instantly, and you can't be disintegrated. Once you cast this spell successfully, it is lost from your spell list forever, you cannot cast it again, and you must choose a new spell to replace it when you regain your expended spell slots.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Impart Knowledge Level: 1 School: Divination Classes: Wizard Casting time: 1 Action Range: Touch Duration: Instantaneous Components: S Description: A way to quickly and silently communicate complex ideas. This spell allows you to communicate complex thoughts (such as maps, diagrams, explanatory images – which may move in a sequence to show a procedure – and the like) silently to a willing recipient upon touch. Uses for this spell include showing the target a creature's likeness to aid in recognition or a clear route to an unfamiliar place. If the recipient is not willing, this spell automatically fails.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Imperial Blight Level: 3 School: Evocation Classes: Cleric, Paladin Casting time: 1 Action Range: 120 Feet Duration: Concentration, Up To 1 Minute Components: V, S Description: Created by Imperial Wardens, allows you to cause radiant energy to washe over a creature of your choice that you can see within range, burning them with pure radiant imperial fire. At the start of each of its turns for the duration of the spell, the target must make a Constitution saving throw. On a failed save, the target takes 6d6 radiant damage. On a success, it takes half as much damage and the spell ends.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Imperial Bolt Level: 1 School: Evocation Classes: Paladin, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 60 Feet Duration: 1 Round Components: V, S Description: This spell is used by Imperial Wardens, to weaken their target's will. You shoot a beam of pure radiant energy towards a target within range. This bolt automatically hits, no attack required, causing 2d6 radiant damage. In addition, the target must make a Wisdom saving throw. On a failed save, it has disadvantage on the next Wisdom save or check it makes until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every slot level about 1st.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Impermanence of Being Level: 9 School: Necromancy Classes: Cleric, Sorcerer, Warlock Casting time: 1 Action Range: 30 Feet Duration: Permanent Components: V, S, M Material cost: a dead humanoid fetus or similar sign of life stopped short Description: One creature you can see within range that can hear is rebuked of its immortality. That creature must succeed on a Wisdom saving throw or else lose its immortality, and any feature which would automatically bring it back to life. Upon a failed save, roll 1d10 + your spellcasting modifier. Based on the result, the creature ages that much faster per day. (For example, if a 5 was rolled, the creature would age in one day as if it were five.) This spell automatically dispels any permanence of being spell affecting the target
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Implode Poison Level: 2 School: Conjuration Classes: Bard, Druid, Ranger, Sorcerer Casting time: 1 Action Range: 60 Feet Duration: Instantaneous Components: V, S, M Material cost: a portion of nightshade root Description: You conjure a strain of poison within a creature you can see within range, which then explodes within the target. The target makes a Constitution saving throw. The target takes 3d8 poison damage on a failed save, or half as much damage on a successful one. If the target was poisoned, it has disadvantage on the saving throw, and the spell's damage increases by 4d8 for the target. Constructs and undead are unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the base damage and additional damage against poisoned target each increase by 1d8 for each slot level above 2nd
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Improved Familiar Level: 3 School: Conjuration (Ritual) Classes: Warlock Casting time: 1 Action Range: 10 Feet Duration: Instantaneous Components: V, S, M Material cost: 25 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier Description: You gain the service of an improved familiar, a spirit that that takes the form of a standard familiar, any non-humanoid creature with a CR less than 1 or any one of the following creatures: imp, pseudodragon, quasit, sprite, or tressym. It gains an Intelligence score of 12 if it's not 12 or higher already, and its Wisdom and Charisma scores increase by 4. It appears in an unoccupied space within range and has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Your improved familiar acts independently of you, but it always obeys your commands. In combat it rolls its own initiative and acts on its own turn. An improved familiar cannot use the Attack action, but can use other abilities as normal. Additionally, it gains the ability to use three cantrips and one 1st-level spell, which you teach it when you first summon it. These spells can be any that you know, but they cannot deal damage or take away control of a subject (such as with charm person). They can cast the 1st-level spell once before requiring a short or long rest. Wisdom is their spellcasting ability. As a bonus action, you can temporarily dismiss your improved familiar. It disappears into a pocket dimension where it awaits your call. You can recall your improved familiar as a bonus action as well, upon which it reappears in any unoccupied space within 30 feet of you. You can communicate telepathically with your familiar as long as they are within 1 mile of you, and they can speak any language that you can speak plus any listed in their entries. You cannot have more than one familiar at a time, regardless of type. If you cast this spell while you already have any type of familiar, you instead cause it to adopt a new form. In all other ways your improved familiar functions as described by the find familiar spell
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Improved Magic Missile Level: 5 School: Evocation Classes: Sorcerer, Wizard Casting time: 1 Action Range: 120 Feet Duration: Instantaneous Components: V, S Description: You create three large glowing missiles of powerful magical force. Each missile hits a creature of your choice that you can see within range. A missile deals 1d12 + 2 force damage to its target. The missiles all strike simultaneously, and you can direct them to hit one creature or several. If the target uses the shield spell, the damage dealt by the improved magic missiles is reduced by half. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates one more missile for each slot above 5th.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Incendiary Grenade Level: 1 School: Transmutation Classes: Ranger Casting time: 1 Action Range: 60 Feet (10-Foot Radius) Duration: Instantaneous Components: S, M Material cost: A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast Description: The grenade creating a burst of divine energy that travels outward from the point of detonation. Each target you choose within 20 feet of the grenade must succeed on a Constitution saving throw or take 1d6 radiant damage, and considered burning. A target that succeeds on its saving throw takes half as much damage and is not given the burning condition. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each slot level above 1st.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Incinerating Impacts Level: 4 School: Evocation Classes: Paladin, Sorcerer, Wizard Casting time: 1 Action Range: 60 Feet Duration: Concentration, Up To 1 Minute Components: V, S Description: A melee weapon in range begins to visibly glow a dim red color, and its strikes can become empowered with flame. For the duration, the weapon sheds bright light in a 20-foot radius, and dim-light for an additional 20 feet. Whenever a creature uses the Attack action and hits with the weapon, it can use a bonus action to deal an extra 5d6 fire damage to the target of its attack. This bonus action represents a summoning of vigorous spirit to evoke the incinerating flames, usually involving something like clenching fists or shouting a war cry. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the fire damage increases by 1d6 for each slot level above 4th
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Incomplete Chord Level: 3 School: Evocation Classes: Bard Casting time: 1 Action Range: Self (60-Foot Radius) Duration: Concentration, Up To 1 Round Components: S, M Material cost: a musical instrument worth at least 5 gp Description: You play the musical instrument used as the material component for this spell, creating an unfinished chord charged with magic that lingers in the air for the duration of the spell. As an action, another creature within range capable of casting this spell can complete the chord. When they do so, they choose a point within the spell's range. All creatures within a 20-foot radius of that point must make a Dexterity saving throw, taking 8d8 fire, lightning, or thunder damage (your choice when you cast this spell) on failed save, or half as much on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by this spell increases by 1d8 for each slot level above 2nd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Incorporeal Object Level: 2 School: Transmutation Classes: Artificer, Bard, Cleric, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: 1 Hour Components: V, S, M Material cost: A velvet cloth Description: You cause an object to phase out of physical existence. One Medium or smaller object you touch that isn't being worn or carried and isn't magical looses physical form. The object appears as it normally does, but other objects pass through it as if it were an illusion. Creatures cannot pick up, move, operate, or otherwise use or interact with the affected object. Physical forces, such as blowing wind or flames, cannot affect the object in any way. If the object was a weapon, it cannot inflict damage. Gravity can still affect the object as normal, and it falls through other objects and surfaces as if they were illusions. When you cast this spell, you can choose up to 3 objects, surfaces, or planes of matter that fit inside a 10-ft. cube, such as a table, a section of the floor of a building, a 10-ft. patch of ground, or a glove. The object interacts normally with those objects, surfaces, or planes of matter. If the affected object is unsecured by anything targeted by this effect, then it can fall endlessly into the center of the earth, as nothing stops its movement. If you target an object that currently contains other objects, such as a backpack or jar, the objects inside the affected object become incorporeal along with it, causing the effects described above. The affected objects can interact with each other normally, however. If one of the objects is a magical item, it phases through the object as described above. Magical effects can still affect the object. For example, a hand created by the Mage Hand spell can pick up and move the object, provided it doesn't weigh more than 5 pounds, or a Fireball spell can ignite the object. When the spell ends, the object returns to its corporeal state. If it is inside the space of another object, the affected object is annihilated in any area it is touching that object. For example, if an object was halfway through a 1-inch thick wall of physical matter, the object would be split in two on either side of the wall, and 1 inch of material inside the wall would be annihilated. If the spell ends and the object is inside the space of a creature, that creature must succeed on a Dexterity saving throw or take 1d10 force damage. The object is annihilated where it is touching the creature as described above. A Disintegrate spell cast on the object transforms it into fine gray dust, which is corporeal. The spell then ends. A Dispel Magic spell cast on the object causes it to phase back into existence, and the effects described above occur. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target a Large or smaller object. When you cast this spell using a spell slot of 6th level or higher, you can target a Huge or smaller object. When you cast this spell using a spell slot of 8th level or higher, you can target magical objects with the spell. While affected by this spell, the object's magical properties cease to function and cannot be activated. If the magical object is attuned, the attunement does not end or change. When the spell ends and the affected magical object is inside another object or creature's space, it looses its magic if it is partially or completely annihilated.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Indestructible Form Level: 7 School: Transmutation Classes: Bard, Cleric, Wizard Casting time: 1 Action Range: Self Duration: Concentration, Up To 1 Minute Components: S, M Material cost: A small metal statue worth at least 1,000 gp Description: You assume the stance of a statue, turning your entire body, as well as everything you are wearing and carrying, to indestructible metal for the duration of the spell. While in this form, you are considered petrified, and your weight multiplies by a factor of one hundred; you additionally become immune to all damage and conditions, and you can't fail Strength, Constitution, Intelligence, Wisdom, or Charisma saving throws. You may end the effect on yourself at the beginning of any of your turns. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the maximum duration increases to 10 minutes. In addition, instead of casting the spell on yourself, you may cast it with a range of Touch on another willing creature. This creature may end the effect on itself at the beginning of any of its turns. When you cast this spell using a spell slot of 9th level or higher, you may target both yourself and another willing creature with this spell.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Indomitable Presence Level: 1 School: Transmutation Classes: Sorcerer, Warlock Casting time: 1 Action Range: Self Duration: 1 Hour Components: V, S Description: Your presence is strength itself. You have learned to exert power merely through releasing your aura. Until the spell ends, for all of your Strength rolls including but not limited to ability checks, saving throws etc, you use Charisma instead of Strength. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you extend the duration by 1 hour for each slot level.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Infernal Binding Level: 7 School: Conjuration Classes: Cleric, Sorcerer, Warlock, Wizard Casting time: 1 Minute Range: 90 Feet Duration: Instantaneous Components: V, S, M Material cost: a ruby worth at least 4,999 gp Description: Uttering a dark incantation, you summon a fiend from the lower planes. As you summon the fiend, you bind it to your plane and force it to indefinitely obey your will. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil. The fiend appears in an unoccupied space that you can see within range. For the purposes of spells and other effects, the fiend is considered native to your current plane. The fiend is hostile to you and your companions, but when it is summoned it is charmed by you. Roll initiative for the fiend, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the fiend, it defends itself from hostile creatures but otherwise takes no actions. At the end of every 7 days, the fiend can make a Wisdom saving throw against this spell. If it succeeds on its saving throw, it is no longer charmed by you or subject to your commands. It is free to act however it pleases, and may seek revenge against you and your companions. Further casting of this spell has no effect, as long as a devil remains bound by this spell
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Infernal Law Level: 5 School: Enchantment Classes: Cleric, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 60 Feet Duration: Instantaneous Components: V Description: Note: this spell must be cast by a creature of a lawful or neutral alignment. One creature that you can see within range must make a Constitution saving throw or have infernal law be set upon them. On a fail, their are surrounding by dark light. The creature is bound for by fiendish black bands for the duration, becoming incapacitated. the caster may read off a rule that the creature must follow for 24 hours, or until the caster releases them as an action. The rule must not ask the creature to take action that they normally would never think to, and it must be a "don't" rule, e.g., "You may not touch the large pile of treasure in the corner". The creature is released once the caster finishes reading the rule. If they fail to follow the rule at any time, they take 5d6 psychic damage for every round that they are disobeying it. If this spell is used again before the duration is complete, it resets the spell’s effect duration.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Infernal Rain Level: 9 School: Conjuration Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 60 Feet Duration: 1 Hour Components: V, S, M Material cost: a piece of brimstone worth 100 gp for each creature summoned, which the spell consumes Description: You throw the pieces of brimstone into the air and they catch fire and grow in size as creatures of living fire take their place. Each piece you threw into the air becomes an infernals and appears in unoccupied spaces within 10 feet of each other. The infernals are under your control and will follow only you. After the duration or upon their death, their bodies explode causing creatures within a 20-foot radius of the infernal to make a DC 16 Dexterity saving throw taking 8d6 fire damage on a failed save or half as much damage on a successful one. You can summon as many as five infernals with this spell
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Inferno Level: 0 School: Evocation Classes: Artificer, Druid Casting time: 1 Action Range: Self Duration: 1 Round Components: V, M Material cost: tar Description: Your body begins spewing out a flaming tar like substance, until the end of your turn you leave a trail of this substance in every space you walk through, if a creature walks through this substance or starts their turn in it they must make a Constitution saving throw or take 1d10 fire damage. At Higher Levels. 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: Inferno, Handaxe Level: 0 School: Transmutation Classes: Paladin Casting time: 1 Action Range: 5 Feet Duration: Instantaneous Components: V, S, M Material cost: Handaxe Description: You uppercut a target with your handaxe, and the magic augments your attack to make it enlarge and ignite with flames. Make a melee spell attack against a target in range. If you hit, they take 1d12 fire damage. At Higher Levels. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 1th level (3d12) and 17th level (4d12)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Inferno, Mace Level: 0 School: Transmutation Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 5 Feet Duration: Instantaneous Components: S, M Material cost: Mace Description: Your mace begins to smolder and smoke, make a melee spell attack against a target in range dealing an extra 1d6 fire damage on a hit and the target becomes covered in smoke until the start of your next turn, A creature covered in this smoke can only see for 10 feet and must make a constitution save when they try to attack, if they fail they have disadvantage on the attack. At 5th level, the melee attack deals an extra 1d6 fire damage to the target, at 11th level (3d6) and 17th level (4d6)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Inferno, Quarterstaff Level: 0 School: Transmutation Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 120 Feet Duration: 1 Round Components: V, S, M Material cost: Quarterstaff Description: You create a ball of fire on the end of your staff, then fling it at a space within range, all creatures within a 15 foot radius of that space must make a constitution save or take 1d4 fire damage and have disadvantage on the next attack they make against you for the duration. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Inflate Ego Level: 1 School: Enchantment Classes: Bard, Wizard Casting time: 1 Action Range: 30 Feet Duration: Concentration, Up To 1 Minute Components: V Description: You massively bloat the ego of a hostile creature, and prevent them from backing down. Choose one target in range, and a second target that the first can see. The first target must make a Charisma saving throw, or have their ego bloated. For the duration of the spell, they are effected by the following. They cannot take the Dash or Disengage action. They cannot willingly be more than 60 feet away from the second target. At the start of the first target's next turn, they can reattempt the saving throw, ending the spell on a success. Undead, constructs, creatures with a Charisma of 5 or less, and those immune to the charmed condition, cannot be the first target of this spell
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Inflict Exhaustion Level: 5 School: Necromancy Classes: Bard, Cleric, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: 1 Minute Components: V, S Description: Make a melee spell attack against a creature. If you hit, their speed is halved for the duration of the spell and they must make a Constitution saving throw or gain a level of exhaustion.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Inflict Greater Wounds Level: 3 School: Necromancy Classes: Bard, Cleric, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: Instantaneous Components: V, S Description: You fill your hand with negative energy and transfer that energy to a target. Make a melee spell attack against a target within range. On a hit, the target takes 7d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d10 for each level beyond 3rd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Inflict Minor Wounds Level: 0 School: Necromancy Classes: Cleric Casting time: 1 Action Range: Touch Duration: Instantaneous Components: V, S Description: Make a melee spell attack against a creature you can reach. On a hit, the target takes 1d12 necrotic damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Inflict Positive Energy Level: 1 School: Necromancy Classes: Paladin, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: Instantaneous Components: V, S Description: Channeling the raw, unfettered potency of the positive energy plane, you inflict grievous harm upon a creature's life force. Make a melee spell attack against a creature you can reach, dealing 5d4 radiant damage on a hit. A creature that dies outright from this damage becomes disintegrated. Evil creatures do not benefit from resistance or immunity to damage dealt by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Inquisitor's Strike Level: 0 School: Evocation Classes: Cleric Casting time: 1 Action Range: 5 Feet Duration: Instantaneous Components: V, M Material cost: a weapon Description: As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and takes an additional 1d4 radiant damage and must make a Wisdom saving throw. On a failed saving throw the target has disadvantage on all Deception and Stealth checks until the start of your next turn. If the target is an undead or fiend, the radiant damage is increased to 1d8 and it has disadvantage on the saving throw. This spell's damage increases by 1d4, or 1d8 for fiends and undead, when you reach 5th level (2d4, 2d8 for fiends and undead), 11th level (3d4, 3d8 for fiends and undead), and 17th level (4d4, 4d8 for fiends and undead)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Inspire Survival Instinct Level: 0 School: Necromancy Classes: Bard, Cleric, Druid Casting time: 1 Reaction Range: 30 Feet Duration: 3 Turns Components: V, S Description: As a reaction to the death of a creature, you give three death saves to a creature within 30 ft that you can see that does not normally get death saves. It suddenly has zero hit points and three death saves just like any character. This spell has no affect on creatures that already get death saves.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Instant Audience Level: 4 School: Illusion Classes: Bard, Cleric, Wizard Casting time: 1 Action Range: Self (60-Foot Radius) Duration: 4 Hours Components: V, S, M Material cost: a small collection of various items such as buttons and coins, and a live mouse, which vanishes for the duration of the spell but reappears, unharmed, when the spell is over Description: You conjure an semi-real audience. Every minute for the next five minutes, 1d4 people will enter the area as if just coming in from the outside (they do not poof into existence). They appear to be a mix of people appropriate for the circumstances and location. When it’s appropriate, they will applaud, chit-chat, and eat available snacks. If it’s appropriate for the circumstances, they may flirt or act as bullies. They do not talk about themselves at all, as they have no history or true knowledge beyond trivia you yourself might know. Nor do they leave the area. When the spell’s duration ends, or you dismiss the spell, the audience members leave in the same way they came in. The members of the audience do not fight in any manner. They have an AC of 10 and 1 hp, and will instantly vanish if harmed in any manner
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Instant Dash Level: 7 School: Transmutation Classes: Sorcerer, Warlock, Wizard Casting time: — Range: Self Duration: Instantaneous Components: S Description: You temporarily cause time to freeze, allowing you to instantaneously and immediately move up to your walking speed. You can cast this spell at any time, as it takes no action at all to cast.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Instant Strike Level: 7 School: Transmutation Classes: Sorcerer, Warlock, Wizard Casting time: — Range: Touch Duration: Instantaneous Components: S, M Material cost: a melee weapon worth at least 1 sp Description: You temporarily cause time to freeze and brandish the weapon used in the spell's casting, allowing you to instantly make a melee weapon attack against a target you can reach. On a hit, the target suffers the weapon's normal effects, and takes an additional 3d8 force damage. You can cast this spell at any time, as it takes no action at all to cast.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Instil Pain Level: 0 School: Evocation Classes: Sorcerer Casting time: 1 Bonus Action Range: 50 Ft Duration: Instantaneous Components: V, S Description: One creature of your choice that is within 50 feet of you, aware of you and frightened of you takes 1d8 psychic 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: Instill Madness Level: 3 School: Enchantment Classes: Sorcerer, Warlock Casting time: 1 Action Range: 120 Ft Duration: Special Components: V, S Description: One creature of your choice within range, that is aware of you and frightened of you, must succeed on a Wisdom saving throw against your spell save DC. On a failure, the creature must roll on the d100 short-term madness table. The effect lasts for 1d10 minutes. You cannot cast this on a creature already suffering madness. 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: Instrument of Life Level: 4 School: Evocation Classes: Bard Casting time: Instant Range: Self (15 Foot Cube) Duration: Instantaneous Components: V, S Description: When you cast the spell, a melodic tune sings out that is heavenly to your allies ears but ghastly to enemies. When casted, allied creatures within the 15 foot cube heal 2d4. However, when enemy creatures hears this tune, they must make a Wisdom saving throw otherwise take 2d4 thunder damage and become deaf until their next turn.. At Higher Levels. When you cast this spell using a spell slot of 5 or higher, you gain 1d4 per spell slot for damage as well as health gained back
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Intensify Emotions Level: 3 School: Enchantment Classes: Bard, Sorcerer Casting time: 1 Action Range: 30 Feet Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: a bit of chocolate Description: You attempt to create strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, whatever emotion that creature is feeling at that moment is significantly increased in intensity. Angry individuals will become furious, possibly writhing or attacking at random; comfortable creatures will fall into paralyzing ecstasy; joyful creatures will become energized and may begin laughing uncontrollably; and sad or malcontent creatures will become overwhelmed with grief or depression. When the spell ends, all intensified emotions vanish instantly, leaving most of the affected creatures in a brief state of whiplash. In combat, when the spell ends, all affected creatures are incapacitated until the end of their next turn.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Interference Field Level: 6 School: Abjuration Classes: Sorcerer, Wizard Casting time: 1 Action Range: Self (40-Foot Radius) Or 120 Feet Duration: Concentration, Up To 10 Minutes Components: V, S, M Material cost: A crystal vessel filled with finely ground flail snail shell dust suspended in elemental quintessence, worth 2500 gp Description: A sphere of disruptive magic originates from you in a 40-foot radius for the duration. This magic interferes with spellcasting in the area. Any creature that attempts to cast a spell while in this spells area must succeed on a spellcasting ability check against your spell save DC. On a failure, the spell slot used to cast the spell is wasted and the creature takes an amount of psychic damage equal to 1 + the failed spell's level. The field also intereferes with creatures' concentration on spells. If a creature other than you within the spell's area makes an ability check or saving throw to maintain concentration on a spell, they have disadvantage on the check. You can use a bonus action to detach the field from you, reducing its radius in half but allowing you to move its origin to any point within 120 feet of you. You can continue to use your bonus action to move it on each subsequent turn or recenter it on you, increasing its radius back to default. At Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points. The default 6th-level Power Point allocation of this spell is Radius 2, Range 3, Damage 0, Duration 1, Concentration Killer 0. —Power Point Cost— 0 1 2 3 4 5 6 7 8 9 Radius 🔗 20 ft. 30 ft. 40 ft. 50 ft. 60 ft. 70 ft. 80 ft. 90 ft. 100 ft. 110 ft. Range 🔗 30 ft. 60 ft. 90 ft. 120 ft. 150 ft. — 300 ft. — 600 ft. — Psychic Damage 🔗 1 + the spell's level 1d4 + the spell's level — 1d6 + the spell's level — 1d8 + the spell's level — 1d10 + the spell's level — 1d12 + the spell's level Duration Up to 1 minute Up to 10 minutes — Up to 1 hour — Up to 8 hours — — Up to 24 hours — Concentration Killer ✗ ✗ ✗ ✓ — — — — — — Concentration Killer. By allocating power points into this attribute, the spell's interference becomes quite vicious. Whenever a creature other than you that is concentrating on a spell enters the field for the first time on a turn or starts its turn there, it takes 1 + the concentrated spell's level psychic damage.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Internal Flame Level: 2 School: Conjuration Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 60 Feet Duration: 1 Minute, Concentration Components: None Material cost: glob of wax, piece of tinder Description: Target one creature within range. Flames spring to life in their stomach, causing extreme pain and discomfort. The target takes 2d6 fire damage at the end of their next turn. You may use a bonus action on each of your turns for the duration to rekindle the flames, renewing the effect. The target has disadvantage on concentration checks until the spell ends. When the target takes damage from this spell, it must make a save against your save DC. On a success, it takes half damage. On a failure, it takes the full damage and falls prone. This effect ends without being triggered if another creature uses their action to give the target the heimlich and quench the flames, requiring a strength check against your spell save DC minus 5, or if the creature receives healing from any source before the end of its turn. This spell may also be used to summon a flame inside an inanimate object, such as a lantern or tankard of ale, in which case you may target a number of containers equal to the level of the spell slot expended to cast this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 per spell slot above second level.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Intimidating Presence Level: 1 School: Enchantment Classes: Bard, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 90 Feet Duration: Concentration, Up To 10 Minutes Components: S Description: You enchant your presence with an intimidating glare. Select up to three humanoids within range who will be affected. Affected creatures must pass a Wisdom saving throw before willingly moving towards you. You gain advantage in Intimidation checks against affected creatures. Undead and creatures immune to being charmed aren't affected by this spell At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can select an additional target for your spell.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Inversion Level: 1 School: Transmutation (Ritual) Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Minute Range: Self Duration: Instantaneous Components: V, S Description: When you cast this spell on yourself, you focus and reverse one non-instantaneous spell effect currently being cast on you when you finish casting. Damaging spells are ended, while spells with non-damaging effects return to their caster and effect them. If the effect would stop them from casting spells, the spell effect also ends without doing anything. The caster becomes aware of this change, and if they have control over the spell they can end it on their turn as normal, but can't put it back on their original target unless that spell explicitly says it can. The caster doesn't have to be a creature, so this spell can work for potions, items, locations (But not planar effects), and traps as well, though only those that could reasonably affect the original caster and aren't themselves instantaneous (You can use it on periodically occurring effects, such as those that happen when you spend an amount of time in a location). This spell cannot invert spell effects cast at a higher level than it, but if you cast it at higher level, you can potentially affect those spells. At Higher Levels. When you cast this spell using a spell slot of level 2, you can affect one additional creature within 30 feet of you as if they cast the spell on themselves (Spells that affect a location can be inverted throughout that location, not simply within 30 feet of the caster). When you cast this spell using a spell slot of 3 or higher, you can affect twice the amount of additional creatures as with the next lower level of the spell
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Investiture of Acid Level: 6 School: Transmutation Classes: Druid, Sorcerer, Wizard Casting time: 1 Action Range: Self Duration: Concentration, Up To 10 Minutes Components: V, S Description: Until the spell ends, your body emits a green mist and you gain the following benefits: You become immune to acid and poison damage. If a creature makes a melee attack against you, it must make a Constitution saving throw, taking 2d6 acid damage and becoming poisoned on a failed save. You may use an action to launch a ball of corrosive energy. Make a ranged spell attack against one creature within 90 feet, dealing 1d8 acid damage on a hit.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Investiture of Green Level: 6 School: Transmutation Classes: Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self Duration: Concentration, Up To 10 Minutes Components: V, S Description: Until the spell ends, bits of soil, grass, leaves, and vines spread across your body, and you gain the following benefits: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You can use your action to cause lashing weeds and vines to sprout from the ground in a 15-foot square starting from a point within 60 feet of you. Each creature in the area must make a Strength saving throw or be restrained by the plants. A creature restrained by this effect can use its action to make a Strength check against your spell save DC. On a success, it frees itself. You can move across difficult terrain made of vegetation without spending extra movement, and you are unaffected by plants that are magically created or manipulated to impede movement, such those created by the entangle spell. You can also pass through plants as if they were air without disturbing them or taking damage from them if they have thorns, spines, or a similar hazard, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, the spell ends, and you are stunned until the end of your next turn
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Investiture of Light Level: 6 School: Transmutation Classes: Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self Duration: Concentration, Up To 10 Minutes Components: V, S Description: You wreathe yourself in shining, yellow-white light, casting bright light in a 60-ft. radius and dim light for an additional 30 ft. for the spell's duration. This light is sunlight. Until the spell ends, you gain the following benefits: You are immune to radiant damage and have resistance to psychic damage. Areas of magical darkness created by spells 6th level or lower within 60 ft. of you are dispelled. Creatures cannot activate effects that create areas of magical darkness while they are within 60 ft. of you. You can use your action to hurl a bolt of light that is 15 ft. long and 5 ft. wide extending from yourself in a direction you choose. Every creature in that area must make a Dexterity saving throw. Oozes and undead have disadvantage on this saving throw. A creature takes 4d6 radiant damage, or half as much on a successful one. A creature that fails its saving throw against this effect is blinded until the start of your next turn.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Investiture of Poison Level: 6 School: Transmutation Classes: Warlock, Wizard Casting time: 1 Action Range: Self Duration: Concentration, Up To 10 Minutes Components: V, S Description: You can use an action to hurl a bolt of toxic energy, Make a ranged spell attack against a creature within range. On a hit, the target takes 2d4 poison damage and must succeed on a Constitution saving throw or be poisoned until the end of its next turn. Toxic gas emanates from your body, anyone within a 10-foot radius of you at the end of their turn must make Constitution save or take 2d6 poison damage, half on a success. You gain immunity to poison damage and resistance to necrotic damage
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Investiture of Sand Level: 6 School: Transmutation Classes: Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self Duration: Concentration, Up To 10 Minutes Components: V, S Description: Until the spell ends, sand whirls a round you, and you gain the following benefits: Ranged weapon attacks made against you have disadvantage on the attack roll. You can move across difficult terrain created by dirt or sand without spending extra movement. Your vision is unobscured by dirt or sand, and you can breathe dirt or sand as if it were air. You can walk on quicksand as if were solid ground. You are immune to damage from spells that create sand or dirt which deal damage, such as the sandblast spell. You can use your action to create a line of sand 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is blinded and unable to speak until the end of your next turn. On a successful save, a creature takes half damage and isn't blinded or unable to speak
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Investiture of Sand, Variant Level: 6 School: Transmutation Classes: Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self Duration: Concentration, Up To 10 Minutes Components: V, S Description: Swirling sand surrounds you and you gain the following benefits: Ranged attacks directed towards you have disadvantage. Any creature that moves within 5 feet of you for the first time in their turn or ends their turn there take 1d10 slashing damage. Any creature that ends their turn within 15 feet of you must make a Constitution saving throw with advantage. If they fail, they become blinded. If they are within 10 feet of you, it’s a normal saving throw. If they are within 5 feet of you, it is with disadvantage. If they become blinded, they cannot attempt to become un-blinded until they are more than 15 feet away from you. They can then attempt another Constitution Saving throw to undo the blindness. You can use your action to create a circle of quicksand that has a radius of 15 feet that is within 60 feet of you. Any creatures inside of the circle must make a Dexterity saving throw, or become restrained. The area acts like the spell quicksand
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Investiture of Water Level: 6 School: Transmutation Classes: Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self Duration: Concentration, Up To 10 Minutes Components: V, S Description: Until the spell ends, water swirls across your body, and you gain the following benefits: You are immune to acid damage, and you have resistance to fire damage. You have a swim speed of 90 feet, and you can walk on liquid as if you were under the effects of a water walk spell. You can breathe water as if it was air. You can use your action to create a high-pressure blast of water 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Strength saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from you and knocked prone
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Invincibility Level: 9 School: Abjuration Classes: Cleric, Wizard Casting time: 1 Action Range: Self Duration: Concentration, Up To 1 Minute Components: V, S Description: Until the spell ends, you are immune to all damage, you cannot die, and you automatically succeed on saving throws.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Invisibility Purge Level: 3 School: Evocation Classes: Cleric Casting time: 1 Action Range: Self Duration: 1 Minute Components: V, S Description: You surround yourself with a sphere of power with a radius of 15ft that negates all forms of invisibility. Creatures that succeed a Wisdom saving throw against your spell DC prevents this spell from effecting that creature. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, increase the radius by 5ft per spell level
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Invisibility to Undead Level: 1 School: Illusion Classes: Cleric Casting time: 1 Bonus Action Range: Touch Duration: 1 Minute Components: V, S, M Material cost: holy symbol Description: You touch a creature. Until the spell ends, undead with an Intelligence of 6 or lower treat the affected creature as being invisible, and will not become hostile toward it until they see it. The spell ends if the affected creature attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the illusion affects the minds of smarter undead. The maximum Intelligence score this spell can affect increases by 2 for every slot level above 1st
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Invocation of Ate, Lord of the East Level: 9 School: Evocation Classes: Druid, Wizard Casting time: 1 Action Range: Self (60-Foot Cone) Duration: Concentration, Up To 1 Minute Components: V, S Description: All creatures in a 60-foot cone must make a Dexterity saving throw the first time on a turn that it enters the area, including when this spell is cast. A creature takes 10d10 thunder damage on a failed save, or half as much damage on a successful one. In addition, a Huge or smaller creature that fails the save must succeed on a Strength saving throw or become restrained until the spell ends. You may change the direction of the cone as a bonus action. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained and is hurled 3d6 × 10 feet away from the affected area in a random direction.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Invocation of Gedula, Lord of the South Level: 9 School: Evocation Classes: Druid Casting time: 1 Action Range: Self (120 Ft. Cone) Duration: Instantaneous Components: V, S Description: The blazing winds of Gedula's brilliance envelop everything in your path. Every creature within range must make a Constitution saving throw. The cone spreads around corners. A creature takes 42d6 fire damage on a failed save, or half as much damage on a successful one. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Invocation of Markt, Lord of the North Level: 9 School: Evocation Classes: Druid Casting time: 1 Action Range: Self (30-Foot Radius) Duration: Concentration, 1 Minute Components: V, S Description: You commune with the master of gravity, imbuing yourself with a fragment of his raw power. As an action or bonus action, you may release a blast of gravity. Every creature within a 30-foot radius of you must attempt a Strength saving throw. On a failure, they take 4d6 force damage and become paralyzed until the end of your next turn. On a success, they take half as much damage and become prone. If used as action, this has the Recharge (5-6) feature. If used as a bonus action, it has the Recharge (6) feature.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Invocation of Ve, Lord of the West Level: 9 School: Conjuration Classes: Druid Casting time: 1 Action Range: Self (60 Ft. Radius) Duration: Concentration, 1 Hour Components: V, S Description: Communing with the one whose name trembles even the water spirits who caper beneath the waves. As a bonus action, all creatures of your choice within a 60 ft. radius must attempt a Wisdom saving throw as their airways slowly fill with water. On a failure, they immediately begin suffocating. On a success, they must hold their breath to avoid suffocating.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Invoke Boargeist Level: 4 School: Conjuration Classes: Bard, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self Duration: 1 Minute Components: V, S, M Material cost: direct or reflected moonlight, which is required to cast the spell Description: You cry skyward as a cloud of blue energy encircles your body. For 1 minute, the ethereal head and massive tusks of a crazed wild boar outline your own head heavily enough that others perceive it as replacing your head, and you gain several attributes of Wereboar Lycanthropy. Charge: If you move at least half your base walking speed straight toward a target and then hit it with the ethereal tusks on the same turn, the target takes an extra 2d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spellcasting save DC or be knocked prone. Relentless: The first time you would take 20 + your caster level + your spellcasting modifier damage or less that would reduce you to 0 or negative hit points, you are instead reduced to 1 hit point. Frightening Appearance: You have advantage on Charisma (Intimidation) checks against creatures that are not Lycanthropes and that are Medium or smaller. Moonblood Weakness: You gain vulnerability to weapons and ammunition that are made of or coated by silver. Tusks: You make a melee weapon attack using an action with your Strength modifier. This attack deals 2d6 + your spellcasting modifier slashing damage. Wereboar Fortitude: You gain resistance to all nonmagical weapons that are not silvered
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Invoke Scarecrow Level: 3 School: Enchantment Classes: Druid, Ranger Casting time: 1 Action Range: Self Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: some straw Description: You enchant yourself with the powers of a scarecrow and gain it's terrifying powers. For the duration of the spell, you benefit from the following. Terrifying Aura. You emit the scarecrows terrifying aura constantly through magic. When a creature enters or starts its turn within 30 feet of you, they must make a Wisdom save, or become frightened of you until the end of their turn. A creature with a Wisdom score of 14 or higher has advantage on the saving throw, and those with a score below 8 automatically fail. Tireless Plantkeeper. Just like a scarecrow you are now a tireless worker that stops at almost nothing. You are immune to the poisoned and paralyzed conditions, and automatically succeed on saves against effects which would put you to sleep.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Invoke Wolfgeist Level: 3 School: Conjuration Classes: Bard, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self Duration: 1 Minute Components: V, S, M Material cost: direct or reflected moonlight, which is required to cast the spell Description: You cry skyward as a cloud of blue energy encircles your body. For 1 minute, the ethereal head and forelimbs of a savage wolf outline your own head and arms, and you gain several attributes of Werewolf Lycanthropy. Bite: You make a melee weapon attack using an action with your Strength modifier. This attack deals 1d8 piercing damage. Claw: You make a melee weapon attack using an action or bonus action with your choice of Dexterity or Strength modifier. This attack deals 2d4 slashing damage. Frightening Appearance: You have advantage on Charisma (Intimidation) checks against creatures that are not Lycanthropes and that are Medium or smaller. Keen Hearing and Smell: You have advantage on Wisdom (Perception) checks that rely on hearing or smell. Moonblood Weakness: You gain vulnerability to weapons and ammunition that are made of or coated by silvered. Werewolf Fortitude: You gain resistance to all nonmagical weapons that are not silvered
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Irascible Spear Level: 6 School: Illusion Classes: Sorcerer, Warlock, Wizard Casting time: 1 Bonus Action Range: Self Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: a leaden needle and a small string of black yarn Description: You pull shadows together and create a polearm wreathed in the darkness. The Irascible Spear created with this spell has the reach, thrown (range of 30 ft. / 60 ft.), two-handed, and finesse properties. You are considered proficient with the Irascible Spear even if you lack proficiency with an appropriate weapon type. Roll 1d8 when you cast this spell; the result determines the damage type this weapon deals for the duration. Caption text 1d8 Damage Type of Attacks 1 Psychic 2-3 Poison 4-5 Acid 6-7 Necrotic 8 Force The presence of the Irascible Spear turns bright light within 5 feet of it into nonmagical darkness, and in a 30 foot radius of it bright light turns into dim light, and dim light turns into nonmagical darkness. When you hit with an attack with this weapon, you deal 5d8 damage plus your spellcasting ability modifier. If the Irascible Spear leaves your grasp before the spell ends, you can use a bonus action to recall it to your hand and deal 1d8 damage to any creature that is within 5 feet of you.