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Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Iridescent Ray
Level: 0
School: Evocation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (50-Foot Cone)
Duration: Instantaneous
Components: V, S, M
Material cost: any faceted gem or glass
Description: You Scatter rays of light that scorch enemies. This spell cast 1d20 light rays, not exceeding 1 per character level
You direct each of the rays of light to strike a target though no two rays can hit the same target in a single casting. They each deal 1d4 -1 radiant damage
The number of light rays that can hit a single target increases to 2 at 5th level, 3 at 11th level, and 4 at 17th leve |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Iron Flesh
Level: 5
School: Abjuration
Classes: Druid, Ranger
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: iron statue of yourself worth at least 100 gp
Description: This spell turns your flesh to an iron-like substance for protection. For the duration, you have resistance to nonmagical bludgeoning, piercing and slashing damage. In addition, your AC can't be less than 18, regardless of what armor you are wearing.
However, the heft of the iron increases your current carrying weight by 50 pounds, which can potentially cause you to become encumbered or heavily encumbered. As long as your carrying weight exceeds your carrying capacity due to this spell, your movement speed drops to 5 feet. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Iron Maiden
Level: 5
School: Conjuration
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Duration: Instantaneous
Components: V, S, M
Material cost: a iron nail
Description: You summon an iron maiden around one target Small or Medium. The target must succeed an Agility saving throw or the doors slam shut around them, dealing 7d8 piercing damage. If the target has blood, they suffers an additional 2 piercing damage at the start of each turn, until it receives healing.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th and you can use the spell on targets of Large size. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Ironwood
Level: 6
School: Transmutation
Classes: Druid
Casting time: 1 Hour
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: wood weighing as much as the intended item and shaped into the object
Description: Ironwood is a spell used to created a magical metal like substance from normal wood. While remaining natural wood in almost every way, ironwood is as strong and heavy as metal. Spells that affect metal do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with wood shape or woodworking tools, you can fashion wooden items that function as their metallic counterparts. Thus, wooden plate armor and wooden swords can be created as durable as their metallic counterparts. These items are freely useable by druids. If the ironwood objects are under the effect of an antimagic field or are dispelled via dispel magic, they are considered normal wood objects |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Isaac's Missile Swarm
Level: 3
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Round
Range: Self (See Text)
Duration: Instantaneous
Components: V, S, M
Material cost: A clear prism or a sapphire, with each option costing 25gp (not consumed when the spell is cast)
Description: You create ten glowing darts of magical force that fly unerringly towards potential targets within a 20ft radius. A dart deals 1d6 force damage to its target. If there are more creatures than missiles, the caster must choose which targets are affected, with no target being affected by more than 1 missile. The darts all strike simultaneously, and will be distributed evenly among the potential targets until there are fewer missiles than targets, at which point the previous rule applies with the remaining missiles.
A creature affected by the Shield spell or wearing a Brooch of Shielding is immune to damage from Isaac's missile storm. Similar resistances and immunities to Magic Missile apply to this spell in the same manner.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell creates three more darts and the spread range increases by 5ft for each 2 spell levels above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Item box
Level: 0
School: Conjuration
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Minute.
Range: 1 Foot
Duration: 1 Round
Components: V, S
Description: This spell opens a hole in space that is connected to a small pocket dimension that can store objects like a bag of holding. The item box has an opening roughly 2 feet in diameter and cannot be turned inside out. You can retrieve or store and item with every casting of this spell and you always know the contents of the item box. Items remain in the pocket dimension even after the spell is dismissed and they are lost when you die. This item box can only store up to 10 items and the total weight of the items can be no more than 250 pounds. If you attempt to go over this weight limit the items within are lost. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Ivote's Delivery Service
Level: 0
School: Conjuration
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Instantaneous
Components: S
Description: You touch a nonmagical object that weighs 10 pounds or less and cause it to move towards a location of your choice. The target location must be known to you, and it must be on the same plane of existence as you. The item begins hovering just above the ground towards the target location, moving 20 feet per round and flying over barriers up to 5 feet tall or pits up to 10 feet wide. This spell moves the object along the most direct route, attempting to find a path around obstacles and hazards. When the object reaches its destination or spends more than 1 hour unable to make progress, the spell ends. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Jalthier's Impending Boom
Level: 4
School: Evocation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Varies
Components: V, S, M
Material cost: a potato wrapped in metal foil sprinkled with an explosive alchemical compound worth at least 50 gp, consumed as part of casting this spell
Description: “
"Turn your parties' lunch into a fun AND deadly game!"
”
—Jalthier Azimandeus
Declare a duration between 5 rounds and 1 minute. You touch the material component used as part of casting this spell and transform it into a fiery sticky bomb which will detonate at the end of the declared duration. As part of the same action used to cast this spell, you may attempt to plant this bomb onto a creature or solid surface you can touch within 5 feet of you. The creature must make a Dexterity saving throw. If it fails, you plant the bomb on it. If it succeeds, the bomb is now planted on you.
The creature with the bomb planted on it takes 1d8 fire damage at the start of each of its turns. It can use an action to attempt to pass the bomb to another creature it can touch within 5 feet. The recipient creature must make a Dexterity saving throw, avoiding the bomb being planted on it on a success.
At the start of the final round of the spell's declared duration, roll a d20 + your spellcasting ability modifier. The bomb explodes on that count in the initiative order, losing initiative ties. All creatures within a 10-foot radius of the exploding bomb must make a Dexterity saving throw, taking 10d6 fire damage on a failure, or half as much on a success. The creature with the bomb planted on it automatically fails the saving throw.
Casting this spell to make another bomb while the current bomb is still active causes the new bomb to immediately explode. Casting dispel magic on the bomb, regardless if successful or not, has a 33% chance of causing the bomb to immediately detonate.
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. You may link two eligible attributes.
—Power Point Cost—
0
1
2
3
4
5
6
7
8
9
Contact Fire Damage 🔗
None
1d8
2d8
3d8
4d8
5d8
6d8
—
—
—
Explosion Damage 🔗
7d6
8d6
9d6
10d6
11d6
12d6
13d6
14d6
15d6
16d6
Explosion Radius 🔗
5 ft.
10 ft.
15 ft.
20 ft.
25 ft.
30 ft.
35 ft.
40 ft.
—
—
Min. and Max. Duration 🔗
5 rounds/1 minute
—
4 rounds/10 minutes
—
3 rounds/1 hour
2 rounds/8 hours
2 rounds/24 hours
—
—
—
Roulette
No
1 in 10
1 in 6
50/50
—
—
—
—
—
—
Initial Plant Range
Touch
15 ft.*
30 ft.*
60 ft.*
—
—
—
—
—
—
*You launch the bomb. If the creature succeeds the Dexterity saving throw, the bomb becomes planted on the first solid surface it lands on.
Roulette. If power points are allocated to this attribute, roulette mode is engaged. Roll the bomb's initiative early. Each round on that count in initiative it has a chance to explode as indicated on the table. If the bomb reaches the end of its elapsed duration without exploding, the spell ends and it becomes a normal potato again.
If the bomb's duration is longer than 1 minute, you can have the explosion chance occur in intervals of minutes or hours. This must be declared along with the duration. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Jolt Cadaver
Level: 0
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: You compel a dead or undead creature in range to perform a sudden, jerking motion. If the target is undead, it makes a Charisma saving throw, and on a success is unaffected by this spell for the next 24 hours.
The motion performed must be simple, momentary, devoid of intelligence or magic, cannot reach beyond 5 feet, and must mimic an action the creature could have performed in life. The motion can otherwise be any you choose. Possibilities include compelling a severed arm to point in a given direction, causing a recently-slain soldier to sloppily swipe at an adjacent creature, or forcing a zombie to drop prone. If you compel the target to make an attack, it uses your melee spell attack roll, and deals no more than 1d8 bludgeoning, piercing, or slashing damage. For any motion that would require a Strength check, the target uses your casting ability in place of Strength.
Any motion caused by this spell does not consume any action, reaction, or movement the target would otherwise be afforded.
The damage caused by this spell 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: Judgment
Level: 5
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You cause a ray of magical light to strike a creature within range, leaving it extremely vulnerable to magic. The target must make a Wisdom saving throw. On a failed save, it takes 4d10 + 10 radiant damage and has disadvantage on saving throws made against spells and other magical effects for 1 minute. On a successful save, the target takes half as much damage and doesn't suffer the additional effect |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Jumpstart
Level: 4
School: Necromancy
Classes: Artificer, Cleric, Druid, Paladin, Warlock, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: V, S
Description: You point your finger at a willing creature within range and compel it to die instantly, channeling the energies of both light and dark simultaneously.
At the beginning of your next turn, that creature is forcibly brought back from the dead, regaining all of its hit points. The act of dunking a soul into the ethereal and yanking it back is, unsurprisingly, very traumatizing, and inflicts a level of exhaustion on the affected creature.
This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may target one additional creature for every two levels above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Kaleido Star Cannon
Level: 3
School: Evocation
Classes: Artificer, Druid, Paladin, Sorcerer, Warlock
Casting time: 1 Full Action
Range: 360 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: Prism and diamond dust for a cost of no less than 100gp
Description: With enormous concentration you evoke the immense power of the stars, that power that gives off a remarkable heat, that power that the cosmos gives off, that destructive power. The star is concentrated and pressed in such a way that it becomes the size of a fist, then several rings, 3 feet in size, are created in front of you in the predetermined direction.
Finally you discharge a very powerful beam of energy shiny 360 feet from you that invests everything (if multiple enemies are in the trajectory, they suffer the spell that suffers no disadvantages from cover), anyone within range makes a Dexterity saving throw. A creature that fails the save takes 8d4 radiant damage + 8d4 fire damage + 10 force damage, or takes only half as much damage on a successful one. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Kamikaze
Level: 9
School: Conjuration
Classes: Cleric, Druid, Sorcerer, Wizard
Casting time: 3 Rounds
Range: 1000 Ft
Duration: Instantaneous
Components: V, S
Description: A sudden and very strong god-like wind appears that is 250 feet wide and moves quickly, destroying or uplifting practically everything in its path; however you can choose any amount of creatures to be spared. Any creatures subject to the spell must make a dexterity saving throw. On a failure, the creature takes 8d6 Radiant damage and 8d6 wind damage and is blown 100 feet opposite to the direction of the wind, creatures that are gargantuan or larger are not blown away, on a success, the creature only takes half damage and is blown only half as far. If a ship is affected by the spell it is moved a number of feet equal to 2,000 divided by the ships weight in tons and it must roll a 1d8, on a roll of 8, the ship capsizes, Airships are exempt from the roll.
You can also choose to cast this with the help of multiple spellcasters, for each spellcaster aiding you in casting the spell, the damage increases by 4d6 Radiant damage and 4d6 wind damage, the range increases by 500 feet and the wind's width increases by 150 feet, the amount of feet blown is increased by 50 feet, the distance the ships are blown away by increases by 1000 feet. The spellcaster(s) do not need to have this spell prepared or even have access to this spell, all they need is an available 9th level slot which is consumed by the spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Karno's Instant Pie
Level: 1
School: Conjuration
Classes: Bard
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: S
Description: You summon a freshly made pie into your free hand. The pie is 10 inches in diameter and is perfectly edible.
You may choose the variety of pie when casting, and may roll a spellcasting ability checks for pie quality (on a scale of 1-30) should you so choose. If you have proficiency with cook's utensils, you may make this check with advantage.
The pie may also be used as a weapon in combat. For you, it counts as a simple melee weapon with which you are proficient. It has the thrown property (range 10/30) and you can use your spellcasting ability instead of Strength for the attack roll. If your attack hits a creature, the pie deals 1d4 psychic damage. You do not add an ability modifier to this damage. If the creature is Large or smaller and can see, that creature is also blinded for 1 minute, or until the creature uses its action to wipe it's face clean. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Kaunan the Fire Rune
Level: 1
School: Conjuration
Classes: Artificer, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Self, Touch, 120 Feet, Surface (15-Foot Cube), Etc.
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A handheld object with the "Kaunan" Rune written on it
Description: When Kaunan the fire Rune is cast on a surface, it lasts for the duration. If a creature comes near it before the duration is over, it explodes dealing 2d12 fire damage in a 10 ft radius and this can be cast on the ground, trees, shields, structures and even arrows. All creatures in range must make a Dexterity saving throw, taking half damage on a success.
When cast on a weapon, it deals an additional 1d8 fire damage per attack and treats the weapon as magical.
When cast on an allies armor it then gives them fire resistance and deals 1d8 fire damage to any creature that attacks them.
The reversal of this rune can quench a fire in a surface or act as a curse on a creature's weapon dealing 1d8 fire damage to them per attack or giving them fire vulnerability and dealing 1d8 fire damage to all nearby creatures.
At Higher Levels. When you cast this spell using a spell slot of 2th level or higher, increase the amount of dice used for each effect by 1 for every spell level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Keen Cut
Level: 0
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Cone)
Duration: Instantaneous
Components: V, S
Description: A horizontal arc of psychic energy manifests in front of you, cutting through all in your path. Each creature within a 5-foot cone must make a Dexterity saving throw. A creature takes 1d6 psychic damage on a failed save, or half as much damage on a successful one.
The arc cuts through any wooden nonmagical objects that aren't being worn or carried.
At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Its range also increases by 5 feet when you reach 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Kelpie's Poison
Level: 3
School: Abjuration
Classes: Druid, Ranger
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: V, S
Description: Your tongue temporarily becomes that of a kelpie, lashing out your target. Make a spell attack against one Small or smaller object, or one creature of your choice. On a hit, a creature takes 1d8 poison damage, and is paralyzed until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 5th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Kerrhylon’s Magic Missile
Level: 5
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: “Kerrhylon Sora-Ghesh, the dragonborn woman who reinvented the wheel of the magical world.” -inscription on her gravestone, at the Sin Leatram Universal College of Arcane Knowledge.
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 + 1 force damage to its target. The missiles all strike simultaneously, and you can direct them to hit one creature or several. These missiles can only be blocked by the shield spell if the caster rolls a successful saving throw against your Spell Save DC. This saving throw uses their spellcasting modifier.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, each missile's damage damage increases by 1d12 per slot level above 5th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Kinetic Fusillade
Level: 4
School: Conjuration
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (60-Foot Cone)
Duration: Instantaneous
Components: V, S, M
Material cost: a pinch of gunpowder, which the spell consumes, and six small metal tubes
Description: You conjure an unbroken stream of metal flechettes, which fly from your hand faster than the eye can track. Roll a d20 and add 40; the total represents the amount of piercing damage you can do with this spell. Each creature in a 60-foot cone must make a Dexterity saving throw. You then allocate the total damage as you wish between all creatures which fail this save; you may deal the full amount to a single creature, spread it evenly between each target, or any other combination. If all creatures in this area succeed on their saving throw, you deal no damage and the spell slot is wasted.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, add 10 damage to the damage total for each slot level above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Kinetic Garrote
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: S
Description: You create and attack with a garrote made out of force. The garrote is a simple weapon which deals 1d6 force damage and has the finesse, special and two-handed properties. As part of the action used to cast this spell, you must make a melee attack with the garrote against one creature no more than one size category larger than you and against which you have advantage. On a hit, the target suffers the attack's normal effects, is grappled by you and is unable to speak until the grappled condition ends. You must keep two hands on the garrote at all times to maintain the grapple and you may use your attack bonus with the garrote in place of your Strength (Athletics) to maintain the grapple.
On subsequent turns, you may use your action to make an attack with the garrote against the grappled creature without releasing the grapple. Attacks made in this way have advantage against the grappled creature.
The garrote's damage increases by 1d6 when you reach 5th (2d6), 11th (3d6), and 17th level (4d6) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Kinetic Redistribution
Level: 5
School: Abjuration
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V, S
Description: A magical barrier envelops your body, which can redistribute impacts. Until the spell ends, you gain one of the following benefits, which you can change as a bonus action.
Guard. Your armor class increases by 2, and when you are hit by an attack, the damage is halved, and an equal amount is added to the damage pool.
Attack. As an action(or as part of the bonus action used to change bonuses), you can make a melee spell attack against a creature within 5 feet of you. On a hit, they take 2d6 force damage, and you can expend any amount from the damage pool to add to the damage of this attack(maximum 10).
At Higher Levels. When cast at 6th level or higher, the damage increases by 1d6, and the maximum amount added to damage increases by 10, for every level above 5th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Kinetic Throw
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S
Description: You manipulate the power of force to toss your target. Make a melee spell attack against a target up to one size category larger than you. On a hit, the target is thrown up to 10 feet from you in any direction and knocked prone. If the target is thrown into a space occupied by another creature, that creature must succeed on a Dexterity saving throw or be knocked prone.
This spell deals an additional 1d6 force damage to the target and the distance you can throw the target increases by 5 feet when you reach 5th level (1d6, 15 feet), 11th level (2d6, 20 feet), and 17th level (3d6, 25 feet). You can choose not to deal the additional force damage |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: King Crimson
Level: 6
School: Transmutation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: a lock of pink hair
Description: You create a rip in the very fabric of time and travel through it. As an action, you cast this spell in order to enter a distorted space beyond and enter at a point 6 seconds later. You will appear at a point within twice your movement speed, not impeded by any effects that might slow your movement speed or affected by any spells, attacks, or actions that would have been made against you that round. These attacks, spells, or actions are still done, but simply fail. In addition, creatures within 200 feet of you must make a Wisdom saving throw or be unaware of the time skip. Creatures further than 200 feet away from you fail this save automatically. You may also perform one action whilst in the skip at the cost of half the movement the skip allows you. You may use a mundane object, take the attack action against a creature, drink a health potion, or any other action at the DMs discretion. However, you may not cast spells during the time skip. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Kira's Explosive Touch
Level: 2
School: Transmutation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: S, M
Material cost: A semiprecious stone worth at least 10 gp
Description: You touch up to three Tiny nonmagical objects, imbuing them with explosive power. You can use a bonus action before the spell ends to detonate one of the affected items, forcing each creature within a 5-foot sphere centered on the item to succeed on a Dexterity saving throw or take 2d6 fire damage, or half as much damage on a successful one. The detonated item is then destroyed.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional object for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Kiss of the Petals
Level: 1
School: Evocation
Classes: Bard, Druid
Casting time: 1 Action
Range: Self (15-Foot Cone)
Duration: Instantaneous
Components: V, S, M
Material cost: a handful of petals from a pretty flower
Description: You fire a colorful blast of projectiles from your hand which resemble glowing flower petals. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 radiant damage on a failed save, or half as much damage on a successful one.
The projectiles created by this spell cause no pain at all. Although they cause damage, the hit point loss inflicted by this spell represents a sensation of euphoria that saps the strength from a creature's body, and as such is wholly nonlethal: A creature reduced to 0 hit points by this spell falls unconscious, rendering them stable and at no risk of dying.
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: Knee-Jerk
Level: 0
School: Enchantment
Classes: Bard
Casting time: 1 Reaction
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: This spell can only be cast as a reaction to an attempted Dexterity check or Dexterity saving throw.
You point at a creature within range that you can see clearly, sending whispered harassment to its mind. The creature visually becomes uncomfortable and is forced it to experience a slight muscle spasm, the nature of which depends on its environment. It must make a Wisdom saving throw, suffering a -2 penalty to Dexterity checks and saving throws for one minute on a failure.
You can not compel any specific actions, nor can the spasm cause damage if it strikes another creature. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Know Direction
Level: 0
School: Divination
Classes: Bard, Druid, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: a map and a crystal
Description: You instantly know the direction of north from your current position. The spell is effective in any environment in which "north" exists, but it may not work in extraplanar settings, or other locations without planetary magnetic poles |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Know the True Form
Level: 4
School: Divination
Classes: Druid, Ranger
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V
Description: One creature you touch gains the ability to see the original form of any creature that has changed its shape or had its shape changed by another effect, such as through shapeshifting, polymorphing, or transformation via lycanthropy.
This does not grant the ability to see through illusions |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Know Thy Foe
Level: 1
School: Divination
Classes: Bard, Cleric, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a pearl figurine
Description: Choose one creature you can see within range. You learn which of the target's ability scores has the greatest value (the DM is not obligated to tell you the actual value). You also learn the name of one of the creature's traits or attacks, chosen by the DM |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Kraken's Tentacle
Level: 8
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: 300 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You conjure a kraken's tentacle that sprouts from the surface of a body of liquid in an unoccupied 10-by-10 foot space of your choice that you can see within range. When you cast this spell, you can direct the tentacle to lash out at a creature or object within 60 feet of it that you can see. The target must succeed on a Dexterity saving throw or take 10d6 bludgeoning damage and be pulled 40 feet directly towards the tentacle. If the target is Large or smaller, it is also restrained. A creature restrained by the tentacle can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. A restrained creature moves with the tentacle. The tentacle deals double damage to objects and structures.
Until the spell ends, as a bonus action you can move the tentacle up to 60 feet and direct it to take one of the following actions.
Fling. A creature or object restrained by the tentacle is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone.
Lash. If the tentacle is not currently restraining a creature, it can lash out at a creature within 60 feet of it that you can see.
The tentacle can be damaged and thus destroyed. It has AC 18 and 120 hit points, and it is immune to lightning damage, psychic damage, water damage, and bludgeoning, piercing, or slashing damage from non-magical attacks |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Kunai of Ice
Level: 2
School: Evocation
Classes: Ranger, Sorcerer
Casting time: 1 Reaction Which You Take In Response To Attacked By A Creature Within 60 Feet Of You That You Can See.
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: 10 or more throwing knifes or kunais
Description: You imbue ten daggers with freezing energy, holding them, prepared to throw back against your foes. Make a ranged spell attack against a creature within range. On a success, you deal 1d4 piercing damage + 1d6 cold damage.
A creature hit by the frost kunai must succeed on a Strength saving throw, or be restrained by the ice. A creature restrained by the ice can use its action to make a Strength check against your spell save DC. On a success, the effect ends and the creature's movement speed is reduced in 10 feet for the next minute.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, roll an additional 1d6 cold damage for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Label
Level: 0
School: Illusion
Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Until Dispelled
Components: V, S
Description: Write, Move, Remove, or Rewrite a small permanent magical label on an object:
Write - a label that can be seen by any spell caster on an item. The label can be in any mundane language that the caster knows. The label may be up to 64 characters including spaces and punctuation, and must have at least 3 visible characters. The language must have a known alphabet or syllabary to write with. The label itself can not be considered an item or an object, and can not be targeted with anything except an illusion or an abjuration spell. An object may have more than one label.
Move - a label from one item to another. The caster must touch both objects simultaneously.
Remove - a label (you may also use any abjuration spell that can target it).
Rewrite - a label (you may also use any illusion spell that can target it).
Read - Any creature that can cast spells can see the label, and read it if they know the written language. Creatures with spell like abilities (such as gnomes, dragons, dragonborne, drow etc.) can so this too. Paladins, rangers, and other classes that start without casting spells can only see the label when they reach a level where they can start casting spells. The label can not be seen if the item itself is invisible or hidden in some way. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Label, Variant
Level: 0
School: Illusion
Classes: Artificer, Bard, Cleric, Wizard
Casting time: 1 Action
Range: Touch
Duration: Until Dispelled
Components: V, S
Description: Write, Move, Remove, or Rewrite a small permanent magical label on an object:
Write - a label that can be seen by any creature capable of using spells or spell-like abilities. The label can be in any language that the caster knows. The language must have a known alphabet or other writing system to write with. The label itself is simply an aura designated to the item, and is not itself considered an item or an object. A label can, however, be targeted with any spell which could target an item (so long as the effect of said spell could reasonably apply to an intangible label).
Move - a label from one item to another. The caster must touch both objects simultaneously.
Remove - a label from an item.
Rewrite - a label on an item.
Any creature that can cast spells or use spell-like abilities can see the label and read it, as long as they know the written language. They must touch the item in order to do so. Furthermore, a nonmagical creature can see this label if they are under the effect of a magic item which allows them to see magical auras, magically hidden objects, or objects on the ethereal plane.
When writing or rewriting a label at lower levels, the character limit (including spaces and punctuation) is 24. At 5th level, it increases to 36; at 11th, it becomes 48; and at 17th, it becomes 60. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Laborer's Bane
Level: 4
School: Conjuration
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 50 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You quickly construct a structure, part of a structure, or an object in a 20 foot square within range.
The materials required to make this must be within 30 feet of the square, and cannot be manipulated in any way by the spell, other than moving and bending bendable items(thin metal pipes for example). Materials must be loose in order to be used(trees rooted in the ground, and bricks still attached to houses cannot be used).
You must concentrate for the full minute, or else the creation falls apart.
Any creature that takes up the space the structure would is harmlessly pushed out of the way, into the next closest square.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the size of the square is increased by 10 feet for every level above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lady of the Deep Water's Torrent
Level: 6
School: Abjuration
Classes: Cleric, Druid
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Minute (Concentration)
Components: V, S
Description: By communing with a minor goddess of water, you create an up to 180 ft. long, 60 ft. wide, 10 ft. tall torrent of water in one direction of your choice starting from one location that is within range. Any creatures in this area must attempt a Strength saving throw. On a failure, they take 3d6 bludgeoning damage and are moved 60 ft. in the direction the water flows away from its source. On a success, they take half as much damage, and are moved half as far. A creature may choose to halve the damage they take by automatically failing the saving throw. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lake of Fire
Level: 8
School: Evocation
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Round
Range: 500 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You create a lava lake centered on a point within range. This point cannot be within 60 feet of you. The lake is 120 feet by 120 feet, circular, and each creature that enters the lake or starts it's turn there must succeed on a Dexterity saving throw or take 10d10 fire damage. A creature can take this damage no more than once per round.
At Higher Levels. When you cast this spell using 9th-level slot, the damage increases to 11d10. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lambent Lance
Level: 0
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You hurl a spear of light at a target creature within range. Make a ranged spell attack. On a hit, the target takes 1d6 radiant damage and begins to glow, shedding bright light in a 5 foot radius and dim light for an additional 5 feet. This light makes it impossible for the affected creature to benefit from being invisible and persists until the beginning of your next turn.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lances of Condemnation
Level: 4
School: Conjuration
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You create three lances of light in the air, and launch them at any creatures or objects you can see in range. You can launch them at one target or several. For each lance, the target must take a Dexterity saving throw. For every failed save, the target takes 2d6 piercing damage, and suffers disadvantage on the next attack roll or Dexterity saving throw it makes.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one extra lance for each spell slot above 4th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Landscape of Fear
Level: 6
School: Illusion
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: spider's web and a humanoid tooth
Description: You transform an area of 60-foot cube in range into the worst nightmare of all creatures in the area. Masses of tentacles, running rivers of molten steel and waterfalls of blood, hills made of flesh with a plethora of mouths and eyes, this nightmarish environment is the sum of the worst fears of the target. Each creature affected will perceive the environment in a different manner.
Each creature within the area must make a Wisdom saving throw. On a failed save, the creature is frightened and it must roll a die, adopting a random act while acting in despair, acting as if it was under the effect of the confusion spell for the duration of the spell. In addition, at the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d8 psychic damage. On a successful save, the spell ends.
Creatures outside the area or unaffected by the spell can see only a faint mist enveloping the area it |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lanky's Long Arm
Level: 5
School: Conjuration
Classes: Warlock, Wizard
Casting time: 1 Action,
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a doll with long limbs
Description: The eyes of the doll flare up, as an unknown being from the great beyond bursts from the ground and surrounds your body. You gain the following benefits.
Your armor class increases by 1.
You can use your spellcasting modifier in place of Strength, and your carry weight triples.
As an action, you can swing the massive spirit's fists at a creature within 20 feet of you. Make a melee spell attack, dealing 2d8 force damage on a hit. When you do hit, you can also incur one of the following effects.
Pull. You may attempt to grapple the target you hit, using your to hit bonus for spell attacks inplace of your Athletics modifier. On a success, you can move them up to 20 feet within your range, as they are suspended in your grasp.
Push. They are moved 30 feet back. Alternatively, you can forgoe dealing damage with the attack to push them twice as far. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Last Laugh
Level: 7
School: Enchantment
Classes: Bard, Warlock
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Your enemy dies of its own laughter. Choose a humanoid you can see within range. It must succeed on a Wisdom saving throw or begin laughing insanely. At the start of each of its turns, it takes 6d10 psychic damage and must repeat the saving throw, ending the spell on a success. After three failed saving throws, the target drops to 0 hit points |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Last Stand
Level: 5
School: Necromancy
Classes: Paladin
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V
Description: You allow a deceased creature within range one last chance at battle. That creature is resurrected with 1 hit point and 8d6 temporary hit points. These temporary hit points last for the duration, and so long as they remain, the creature gains the following benefits:
• Whenever the creature deals damage using a spell or successfully hits with a weapon attack, they deal an additional 1d10 radiant damage.
•The creature is resistant to bludgeoning, piercing, and slashing damage from non-magical weapons.
•The creature can make one weapon attack as a bonus action.
When the creature loses all of these temporary hit points, they will die at the end of your next turn and cannot be resurrected by this spell again until they are resurrected by other means. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Last Words
Level: 1
School: Evocation
Classes: Artificer, Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, Which You Take When You Are Brought Down To 0 Hit Points
Range: Self (20-Foot Radius)
Duration: Instantaneous
Components: V
Description: You infuse your last words with destructive magic, causing everything around you to be blasted away with forceful energy. All creatures within 20 feet of you when you cast this spell must make a Strength saving throw. On a failure, a creature takes 3d10 force damage and is knocked 10 ft. away, landing prone. On a success, a creature takes half damage, gets knocked half the distance, and doesn’t land prone. After using this, you instantly gain one failed death save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 and the range increases by 5 feet for each level above 2nd. If a spell slot of 6th level or higher is used, you instead gain two failed death saves. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Laughing Skull
Level: 1
School: Necromancy (Ritual)
Classes: Cleric, Warlock, Wizard
Casting time: 10 Minutes
Range: Touch
Duration: Until Dispeled
Components: V, S, M
Material cost: human skulls, chalk and magical mushrooms
Description: You reanimate a fraction of life from one human skull. The skull’s eyes glow red and it starts laughing and jumping uncontrollably, it can be heard from at least 100 feet in open spaces, and double that distance in enclosed ones. It’s voice may sound similar to how it sounded in life, but, besides that the reanimated skull shares nothing in common with it’s past self. The skull is considered an undead, has an AC of 15, 5 HP and no movement speed (can only hop or hoover in its own space). Any creature other than you that can see or hear the skull are affected by the following:
• If the creature is frightened, it is also frightened by the skull.
• Have disadvantage on Constitution saving throws to maintain concentration on a spell.
• If it tries to take a short rest, it must first succeed in a wisdom saving throw. On a failed save, the creature cannot take a short rest while hearing a laughing skull for the next 24 hours. On a success, the creature is immune to these effects for the next 24 hours.
• If it tries to take a long rest, it must succeed in a wisdom saving throw. On a failed save, the creature spent the full duration of a long rest with insomnia, and can’t receive any benefits from this rest, it gains a level of exhaustion and has nightmares for the next 1d6 days. On a success, the creature is immune to these effects for the next 24 hours.
When you cast this spell, any Laughing skulls previously created by you that are still alive is destroyed. As an action, You may touch a living Laughing skull and either make it rest, turning it indistinguishable from a normal skull and ceasing all it’s effects, or awaken it, making it return to its original state.
At Higher Levels. Given that you have enough human skulls, When you cast this spell using a spell slot of 2nd level or higher you create one extra skull for every spell slot level above first. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Launch Bolt
Level: 0
School: Transmutation
Classes: Wizard, Sorcerer
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a crossbow bolt
Description: A crossbow bolt you touch flies towards a target. You make a ranged spell attack at a creature or object with a normal range of 80 feet and a maximum range of 320 feet. On a hit, the target takes 1d8 piercing damage. The attack is only considered to be an attack with a magical weapon if the bolt is a magical weapon.
When you reach 5th level, a nonmagical bolt you touch with this spell is considered to be a piece of magic ammunition for the duration of the spell. It has a +1 bonus to attack and damage rolls, which increases to +2 at 11th level and +3 at 17th level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lava Burst
Level: 4
School: Evocation
Classes: Druid
Casting time: 1 Bonus Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S
Description: Make a ranged spell attack against a creature or object within range. On a hit, the target takes 4d8 fire damage. If the target has taken fire damage within the last round, the spell is considered a critical on hit.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the Fire damage increases by 1d8 for each spell slot level above 4th, and the amount of rounds for the critical benefit increases by 1 round for each spell slot level above 4t |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lava Line
Level: 4
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: an ember or fragment of igneous rock
Description: Select up to four 5-foot adjacent cubes of ground in range that you can see. The ground of these cubes must be nonmagical, and comprised of common materials such as dirt, stone, grass, clay, or wood. The material of the ground in these cubes transmutes into small pockets of hot lava for the duration. The pockets extend downwards 5 feet. Any creatures or objects not worn by a creature which fall into this lava take 6d6 when they fall into it, and again at the end of each of their turns they remain within it. Items worn by a creature are not set on fire. The pockets of lava count as difficult terrain.
Any creature which is above one of the 5-foot squares transmuted to lava is afforded a Dexterity saving throw. On a success, it moves to the nearest safe ground, but its speed is reduced by that much on its next turn. On a failure, the creature falls into the lava and takes damage as noted.
When your concentration ends, the cubes of lava become black igneous rock, and from this point act as normal terrain. Any caught in a the lava when it cools must make a Dexterity save, or take 1d6 bludgeoning damage and be thrown five feet in a random direction.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can select one additional 5-foot cube for each level above 4th. Instead of adding two of these additional cubes, you can instead choose for existing cubes to deepen by 5 feet (to 10 feet if you forgo two cubes, or to 15 feet if you forgo four cubes) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lazarus Pit
Level: 8
School: Conjuration
Classes: Bard, Cleric, Sorcerer, Wizard
Casting time: 1 Minute
Range: 60 Feet
Duration: 24 Hours
Components: V, S, M
Material cost: A drop of blood, a potion of healing, and a powdered emerald worth at least 1000 gp, which are consumed
Description: You pour the drop of blood and the powdered emerald in the potion of healing and throw the mixture to an area within the range of the spell. In the center of the area a 30 foot by 30 foot pit appears in the ground. The pit is full of a green, glowing liquid. If one were to drink the liquid it would taste like a combination of blood, vinegar, and tea, though it would have no effect. Strangely the liquid can be breathed as if it were air. The pool is warm and comforting.
While in the pit a creature heals 10 hit points at the start of its turn. As well, while in the pit a creature automatically stabilizes if it is at or reduced to 0 hit points. Each hour in the pit a creature regains 600 hit points, though it cannot exceed its maximum hit points. Each hour in the pit a creatures level of exhaustion is reduced by 1. Each hour in the pit a creature can choose one of the following affects:
End one effect reducing one ability score.
End one effect reducing its hit point maximum.
End one of the following conditions: Blinded, Deafened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned, or Unconscious.
End all curses effecting it as well as attunement to items associated with the curse.
Cure one poison or disease effecting it.
Regain half of its expended hit dice.
Regenerate a single severed limb or injured body part.
As well, for each hour in the pit any creature that is at or above half its maximum age regains its youth, making it physically 10 years younger. Effectively, a creatures maximum age is increased by 10 for each hour spent in the Lazarus Pit.
If the body of a creature that has died within 24 hours is placed in the pit it is considered to be under the effects of the Gentle Repose spell. As well, after 24 hours of being in the pit the creature is resurrected with 1 hit point. If the creature has been dead for more than 24 hours the Lazarus Pit has no effect on it.
The Lazarus Pit has no effect on Undead or Constructs.
If this spell is cast on the same area every day for a year the Lazarus Pit becomes permanent. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Leafify
Level: 4
School: Transmutation
Classes: Artificer, Bard, Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Until Dispelled Or Until Destroyed
Components: V, S, M
Material cost: a golden bell worth 10 gp which is consumed by the spell
Description: You touch a Large or smaller object that weighs up to 500 pounds, transforming it into a Tiny green leaf that weighs 1⁄4 pounds. As part of the action used to cast this spell, you can move the object to a pocket or other easily-accessible container on your person. The leaf is a magical item, and can be detected with effects such as detect magic.
This spell cannot affect an object that is inherently part of a Huge or larger structure unless the object is first separated from that structure.
Any creature holding the Tiny leaf can use its action to deliberately toss the leaf onto the ground in an unoccupied space adjacent to the creature, causing the leaf to revert to its previous form and end the spell. The leaf will not transform if the unoccupied space is not large enough to hold it, or the ground is not strong enough to sustain its weight.
If the leaf is damaged or destroyed (burned, ripped, crumbled, sliced, etc) then the leaf will fall and upon hitting the ground it will turn back into the original object. The object maintains any damage it took. (if the leaf is ripped in half then so will the object. If the leaf is burned and turned to ash then it does not change back and that object is permanently destroyed) Objects that are destroyed can be put back together if they are not reduced to ash. Objects that are destroyed and put back together lose any magical properties they once had unless they are restored by using magic. The wish spell can bring back objects that are turned to as |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lee's Fume Punch
Level: 1
School: Evocation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (30 Foot Line)
Duration: Instantaneous
Components: S
Description: You take a stance and punch forward, creating a 5 foot wide blast of flame along a 30 foot line from your position. All enemies in the spell's path must make a Dexterity saving throw, taking 2d8 fire damage on a failed save, or half as much on a success.
In addition, you may push back creatures that failed the saving throw up to 10 feet away from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it deals an additional 1d6 fire damage and shoots 10 feet farther for every level above 1st.
Elemental Discipline. A Way of the Four Elements monk may expend 2 ki points to cast this spell if they know the Sweeping Cinder Strike discipline. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lengthen Gladius
Level: 0
School: Transmutation
Classes: Bard, Warlock, Sorcerer
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: a Shortsword
Description: Back in the Ancient Roman times, they would usually fight with a spear, sword, and shield. Some got bored with the constant switching weapons and came up with a life hack: using magic to elongate their swords into spears.
One nonmagical shortsword you are holding transmutes into a long javelin. This weapon has the normal statistics of a javelin with the addition of the reach property. It reverts back to a shortsword if you drop it, after you make a ranged attack with it, or you end the effect with a bonus action |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Leomund's Shield
Level: 1
School: Abjuration
Classes: Cleric, Druid, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Hour
Components: V, S
Description: A shield that defends the user from harsh elements and the small inconveniences of life.
When the spell is cast, an invisible bubble with a 5 foot diameter surrounds the caster, which protects them from minor threats and elemental harm, i.e. rain, fog clouds, dust storms, cold winds etc.
This spell also increases the caster's AC by 1 against nonmagical ranged attacks, such as thrown stones or arrows.
This spell is dispelled when hit by elements of high mass, such as tidal waves or catapulted stone.
At Higher Levels. When you cast this spell using a spell slot of 2 or higher, the diameter of the bubble increases by 5 feet for each slot level above 1st, to a maximum of 20 feet |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Leomund's Trap
Level: 2
School: Illusion
Classes: Druid, Ranger, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Until Dispelled
Components: V, S, M
Material cost: a small mechanism, and a piece of iron pyrite and metal filings, which are consumed by the spell
Description: You place a false trap which is covered with an illusion to make it look like any sort of trap you like. Anyone searching for traps, either mundanely or magically, will find it. It has no actual effect, whether it is deliberately or accidentally sprung |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Leonardo's Everflowing Chalice of Missiles
Level: 3
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Ft.
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You channel your inner arcane energy into a brilliant display of light that leaves a shimmering 5 ft. pool of radiance on the floor within 60 ft. of you. This pool disappears if you move more than 60 ft. away from it. Upon casting this spell, the pool summons four magic missiles that seek random enemy targets within 60 ft. of it. The missiles behave as per the magic missile spell, dealing 1d4+1 force damage.
As a bonus action on each subsequent turn, you can choose to channel your inner energy on the pool to summon two additional missiles and choose who those missiles strike.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates one more missile for each slot level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Leonardo's Imploding Shell
Level: 1
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Round
Components: V, S, M
Material cost: a small purple feather
Description: A creature in range you can see is encased in a purple sphere of armor, granting it a +3 bonus to its AC. At the start of your next turn, the shield implodes. The target loses the extra AC and the implosion deals 3d6 + 1 force damage to the target.
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. When you cast this spell using a spell slot of 3rd level or higher, the bonus to AC increases by 1 for every two slot levels above 1st |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Leonardo's Magic Card
Level: 0
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 90Ft
Duration: Instantaneous
Components: V, S, M
Material cost: a playing card that is consumed on use
Description: A magic card is enchanted and thrown towards an enemy. Make a ranged spell attack against the target. On a hit, the target takes 1d6 slashing damage and the card is lodged in them. At the start of that creature's next turn, the card explodes, and the target must succeed on a Dexterity saving throw or take an additional 1d6 force damage.
This spell's initial and later 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: Leonardo's Projected Force
Level: 3
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Minute
Components: V, S
Description: You create four balls of force that circle your person. As a bonus action on each of your turns for the duration, you can hurl one of the balls at a creature or object in range at which point it disappears. Make a ranged spell attack against the target. On a hit, the target takes 2d6 + 1 force damage.
If you are attacked in melee whilst there are balls circling you, the attacker must make a Dexterity save or be hit by one of the balls for 2d6 + 1 damage. The ball then disappears.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create one additional ball for each slot level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Leonardo's Pulsing Shield
Level: 2
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (15-Foot Sphere)
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a piece of cured leather
Description: You cause force energy to radiate from yourself, causing you to gain a +2 bonus to AC for the duration. The energy pulsates from you and lashes around. Up to two creatures of your choice within 15 feet of you gain a +1 bonus to AC while they remain in range. During your turn, you can change which two creatures gain this benefit |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Leonardo's Splinter Armor
Level: 2
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S, M
Material cost: a piece of cured leather
Description: You touch a willing creature and a protective magical force surrounds it until the spell ends. The target gains +1 AC and any successful melee attack made against the target causes the shell to splinter, dealing 1d6 force damage to the attacker. The spell ends if you dismiss the spell as a bonus action |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Leonardo's Splinter Shell
Level: 1
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60Ft
Duration: N/A
Components: V, S, M
Material cost: a rock
Description: A small purple shell flings its way towards a target. Make a ranged spell attack against the target. On a hit, the target takes 2d10 force damage and the shell splinters on impact. All creatures within 5 feet of the target take 1d6 piercing damage from the splinter shards.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the piercing damage increases by 1d6 for each slot level above first |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lesser Animate Dead
Level: 1
School: Necromancy
Classes: Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a drop of blood, a piece of flesh, and a pinch of bone dust
Description: This spell creates a temporary undead servant. Choose a pile of bones, a corpse or a severed hand of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones, a zombie if you chose a corpse or a crawling claw if you chose a severed hand (the GM has the creature's game statistics). A skeleton or zombie zombie remains for 1 minute, while a crawling claw remains for 1 day. When this time expires, the creature is destroyed.
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate two additional undead creatures for each slot above 1st. Each of the creatures must come from a different corpse, pile of bones or severed hand. These undead also last for the same duration as they normally would. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lesser Blood Orb
Level: 1
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a drop of your own blood
Description: You cut yourself, causing the blood from the wound to condense in a magical orb infused with necrotic energy, and hurl against a creature you can see within range. You lose 1 hit dice when you use this spell. Make a ranged spell attack. On a hit, you cause 3d10 necrotic damage, plus acid damage equal to your hit die + your spellcasting ability.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you add 1d10 necrotic damage for each spell slot spent above 1st-level. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lesser Confusion
Level: 1
School: Enchantment
Classes: Bard
Casting time: 1 Action
Range: 90 Feet
Duration: 1 Round
Components: V, S, M
Material cost: a nut shell
Description: This spell assaults and twists a creature's mind, spawning delusions and provoking uncontrolled action. One creature of your choice within range must succeed on a Wisdom saving throw when you cast this spell or be affected by this spell.
An affected target can't take reactions and must roll a d10 at the start of its turn to determine its behavior for that turn.
d10
Behavior
1
The creature uses all its movement to move in a random direction, as determined by a d8 roll, with 1 being north, 2 being northeast, continuing clockwise around the compass, with 8 being northwest. The creature doesn't take an action this turn.
2–6
The creature doesn't move or take actions this turn, and only babbles incoherently.
7–8
The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9–10
The creature can act and move normally. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lesser Mind Blast
Level: 2
School: Enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You emit a powerful wave of psychic energy directly to the target's mind, harming and dazing them. Choose one creature within range. The creature must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned for the duration. The target can repeat the saving throw at the end of each of its turn, ending the effect on itself with a success. On a successful save the creature take half damage and isn't stunned.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional mind blast for each slot above 2nd. The blasts can target the same creature or a different one. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lesser Polymorph
Level: 3
School: Transmutation
Classes: Bard, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 30 Minutes
Components: V, S, M
Material cost: half of a caterpillar cocoon
Description: This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to one half or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lesser Purge
Level: 3
School: Evocation
Classes: Cleric, Druid, Paladin, Warlock
Casting time: 1 Action
Range: Self (30-Foot Sphere)
Duration: Instantaneous
Components: V, S, M
Material cost: a translucent crystal worth at least 10gp
Description: You strain a drop of pure divinity from your god or patron, letting the raw power burst out to consume those around you.
All creatures within 30ft (including you) must make Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma saving throws. You cannot exclude creatures in range from Lesser Purge by any means. The CR or level of each creature (whichever applies) may influence their saving throws according to the following table:
CR/Level
Effect
Greater than double your level
They have advantage on their saving throws
Greater than your level
They cannot gain disadvantage on their saving throws
Less than half your level (rounded down)
They cannot gain advantage on their saving throws
Less than one-quarter of your level (rounded down)
They have disadvantage on their saving throws
Creatures who fail all six of their saving throws crumble under the weight of divinity and instantly die.
As you cast this spell, you may choose to force the divine power in your favor and increase or decrease the saving throw DC's by 3. If you do so, you gain a level of exhaustion at the end of your turn. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lesser Reflection
Level: 2
School: Abjuration
Classes: Cleric, Druid, Paladin, Wizard
Casting time: 1 Reaction
Range: Self
Duration: Instantaneous
Components: V, S
Description: When you are targeted by an effect, caused by a creature, that forces you to make a saving throw, you can use your reaction to cast this spell. You automatically fail the saving throw, but the creature that targeted you with the effect must make a Wisdom saving throw against your Spell Save DC. On a failure, they are subjected to the same effect that you were subjected to. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lesser Regeneration
Level: 0
School: Transmutation
Classes: Cleric, Druid
Casting time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Components: V, S
Description: You point towards a creature you can see within range and command their body to heal. The target can spend one Hit Die, rolling the die and recovering hit points equal to the result. If the target has spent a number of Hit Dice greater than its Constitution modifier this way before it finishes a short or long rest, it also gains a level of exhaustion.
You can allow a creature to spend up to two Hit Dice at once when you reach 5th level, three when you reach 11th level, and four when you reach 17th level. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lesser Smite
Level: 0
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S
Description: You punch with the force of your deity. Make a melee spell attack against a creature or object. On a hit, the target takes bludgeoning damage equal to 1 + your spellcasting ability modifier.
This spell deals an extra 1d10 radiant damage when you reach 5th level (1d10), 11th level (2d10), and 17th level (3d10) in addition to the normal bludgeoning damage. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lesser Wish
Level: 1
School: Conjuration
Classes: Cleric
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V
Description: Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. This is not that spell. As an action, you perform a quick prayer allowing you to mimic any cantrip belonging to another class's spell list. You don't need to meet any requirements stated within that cantrip, including costly components. The cantrip will immediately take effect and will be cast at your current character level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lesser Zone of Euphemisms
Level: 3
School: Enchantment
Classes: Bard, Cleric, Paladin, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Hour
Components: V, S
Description: Twisting the framework of communication itself, you create a space where proper etiquette is compulsory.
You make a 30-ft-radius magical zone within range. Creatures within the zone that attempt to say something rude, vulgar, and/or hostile are compelled to phrase it in a civil manner. For example, if a warrior attempted to yell "I'm going to kill you, tree-hugger!" at an enemy druid, he might instead say "I would personally prefer it if the nature enthusiast passed away." Abyssal and Infernal cannot be spoken or heard.
This effect extends to writing as well—any text that includes rude, vulgar, and/or hostile language becomes neutral in tone while within the zone. Rude gestures can be made, but the portion of the creature's body which makes the gesture is visually censored. Likewise, paintings and drawings which would be considered offensive are also visually censored.
If vicious mockery is cast by or on a creature in the zone, the spell fails.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration doubles for every slot level higher than 3rd. For example, using a 7th-level spell slot would double the duration by four-fold. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lethal Weapons
Level: 2
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a weapon
Description: Any weapon attack you make inflicts an extra 2d6 bludgeoning, piercing, or slashing damage as appropriate to the weapon.
If you make an attack during your turn, this effect ends at the end of that turn. If you make an attack outside of your turn, this effect ends at the end of your next turn.
At Higher Levels. When you cast this spell at 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lethargy
Level: 4
School: Enchantment
Classes: Bard, Druid, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You touch a creature and cause a wave of lethargy to wash over them, slowing them down. If they are unwilling, they can make a Wisdom saving throw to resist the effect. On a successful save, nothing happens. On a failed save, their movement speed is halved, and if they can make multiple attacks, as with the Multiattack feature, they may only take half that many attacks per turn (rounded up). They may repeat the saving throw with disadvantage each turn, ending the effect on a success. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Leticia's Ward
Level: 3
School: Abjuration
Classes: Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Until Dispelled
Components: S, M
Material cost: a stick of chalk or charcoal from the Nine Hells worth 1 soul coin, good for up to 15 castings of this spell
Description: “
Ah, Leticia. Mistress of keys, locks, seals, wards, gates, and portals. I remember the day she vanished from the Nine Hells, leaving behind such a power vacuum that nearly a third of the plane was thrown to chaos.
”
—unnamed devil
When you cast this spell, you inscribe an Infernal glyph on the edge of an aperture that marks the distinct transition between two spaces such as a cave opening, doorway, or arch. The aperture may be no larger than 10 feet tall or across. During the process of inscribing this mark, you can designate what effect it has and what creatures or objects passing through the space trigger it.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
Alert. You receive a mental image of the creature or object that passes through the space. This awakens you if you are sleeping.
Barrier. An invisible barrier of force intersects the space. Only creatures and objects you designated while casting this spell can pass through this barrier.
Wrath. A creature or object that passes through the space is set ablaze with magical flames. At the start of each of its turns, it takes 2d6 fire damage. These flames cannot be extinguished by nonmagical means, and last until either the spell is dispelled, the target passes through the space again, or the target is 300 feet or more away from the glyph. The flames can be extinguished by dispel magic cast on the burning creature, but this has no effect on the glyph itself.
The ward will be dispelled if the glyph is destroyed or the aperture is expanded larger than its maximum dimensions.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage dealt by the wrath effect increases by 1d6 for each spell slot above 3rd. The maximum size of the aperature increases to 15 feet across at 5th level, 20 feet across at 7th level, and 25 feet across at 9th level. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: León's Small Wind
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer
Casting time: 1 Action
Range: 200 Ft
Duration: Instantaneous
Components: S
Description: A very small ball of condensed wind flies towards a creature of your choice within range. Make a ranged attack against the target. On a hit, the target takes 1d6 wind damage and must make a Strength saving throw to avoid being pushed by the spell, being pushed back 10 feet on a failed save. Large or larger creatures automatically succeed on the saving throw, while Small or smaller creatures have disadvantage on the saving throw.
This spell’s damage increases by 1d6 when you reach the 5th level (2d6), 11th level (3d6), and 17th level (4d6). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: León’s Imbuement of Air
Level: 2
School: Transmutation
Classes: Bard, Cleric, Druid, Ranger
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S
Description: When you cast this spell, the target of this spell feels as if a pleasent wind is helping them, whenever the target rolls to deal damage, they deal an additional 1d4 wind damage, or an additional 1d6 wind damage if the attack already would have dealt wind damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, this spell deals an additional 1d4 wind damage on a hit or an additional 1d6 wind damage if the attack would have already dealt wind damage |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Liberate Flame
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V
Description: You utter arcane words and release the inner power from a flame you can see within range. Any creature no more than 5 feet away from the flame must make a dexterity saving throw or take 1d12 fire damage. If the flame is smaller than a regular campfire it extinguishes itself.
This spell’s damage increase in 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: Life Drain
Level: 4
School: Necromancy
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You attempt to drain the life out of a creature within range. The target must make a Constitution saving throw at the start of each of its turns, taking 4d6 necrotic damage on a failed save, or half as much damage on a successful one.
If the target successfully saves three times against this spell, it ends early.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Life Flare
Level: 0
School: Evocation
Classes: Druid, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: A swirling sphere of leaves and pure energy fires from the caster's hand towards a single target. A target must succeed on a Dexterity saving throw or take 1d10 poison damage.
At Higher Levels. The 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: Life Sap
Level: 1
School: Necromancy
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S, M
Material cost: A drop of blood
Description: Choose a creature that you can see within range. That creature must succeed on a Constitution saving throw or take an amount of necrotic damage equal to 1d4 + your spellcasting ability modifier.
You can then choose another creature in range. That creature gains a number of temporary hit points equal to the damage taken by the original creature.
This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d4 per slot level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Life Seed
Level: 3
School: Evocation
Classes: Druid
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You create a seed of positive energy that buries into the ground at a point within range, and blossoms into a 10-foot radius sphere of golden energy. Each ally in the sphere regains hit points equal to 1d8 + your spellcasting modifier initially. Also on the start of their turn, allies within the sphere regain 1d8 + spellcasting modifier of hit point. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create an additional seed for each slot level above 3rd. A creature cannot benefit from this spell more than once per turn |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Life Transfer
Level: 6
School: Necromancy (Ritual)
Classes: Cleric, Wizard
Casting time: 1 Action
Range: 150 Ft.
Duration: Instantaneous
Components: V, S, M
Material cost: a chunk of obsidian, which the spell consumes
Description: You choose two creatures within range, one of whom must be willing and have more than 30 hit points. That creature takes 5d6 necrotic damage, and another creature that you can see within range regains hit points equal to 5 + the damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the healing becomes (Levels above 6th * 5) + 5 + the damage dealt. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Light Arc
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You conjure a beam of pure light and throw it at a creature within range. They must make a Constitution saving throw. On a successful save, nothing happens. On a failed save, they take 1d4 radiant damage and are blinded until the start of your next turn.
The 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: Light Beam
Level: 4
School: Evocation
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: Self (60-Foot Line)
Duration: Instantaneous
Components: V, S, M
Material cost: any weapon
Description: You fire a ray of light out of your weapon. All creatures in a line that is 60 feet long and 5 feet wide must make a Dexterity saving throw. They take 4d6 radiant damage on a failed save, or half as much damage on a successful one. If damage from light beam reduces a creature to less than 12 hit points, it is fatally vaporized.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 and the fatal threshold increases by 6 points for each spell slot level above 4th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Light Binding
Level: 2
School: Evocation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: 1 Round
Components: S
Description: A creature in range you can see is pinned down with a spotlight of magical luminosity that restricts its movement. The target must succeed on a Wisdom saving throw or take 2d8 radiant damage and be restrained until the end of your next turn.
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: Light Blood Transfusion
Level: 1
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You lay your hand upon a creature, transfering your blood to the target. You spend one or more hit dice, and the touched creature regain hit points equal to number rolled in the hit dice + your spellcasting ability.
If the creature is poisoned, you can use a hit die to end the condition on the target, instead of restoring its hit points. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Light Drive
Level: 1
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Self (60 Foot Line)
Duration: Instantaneous
Components: S, M
Material cost: a piece of copper
Description: An orb of radiant power forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose. Creatures in the orb's path must make a Dexterity saving throw or take 2d10 radiant damage, or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Light Inversion
Level: 2
School: Enchantment
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Hour
Components: V, S
Description: You can invert a creature's perception of light. Choose one creature that you can see within range to make a Wisdom saving throw. If it fails, the target treats bright light as darkness and darkness as bright light for the duration. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Light of Blinding
Level: 2
School: Abjuration
Classes: Paladin
Casting time: 1 Action
Range: Self (15-Foot-Radius Sphere)
Duration: 1 Minute
Components: V, S
Description: You create a uncomfortably bright flash of light. Each creature in a 15-foot-radius sphere centered on you must make a Dexterity saving throw. A creature is blinded for the duration on a failed save.
At the end of each of an affected creature's turns, it can make a Constitution saving throw. On a success, the spell ends on that creature |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Light of Celestia
Level: 3
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Hour
Components: V, S, M
Material cost: a drop of holy water
Description: Your body glows with celestial light, shedding bright light for 20 feet and dim light for an additional 20 feet. While the spell is active, you can use a bonus action to make a ranged attack against a creature within range. On a hit, the target takes radiant damage equal to 3d8 + your spellcasting ability modifier. Alternatively, you can use a bonus action to make a creature within range regain hit points equal 3d4 + your spellcasting ability modifier. This has no effect on undead or constructs. When you take one of these bonus actions, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 and healing increases by 1d4 for each slot above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Light Orbs
Level: 0
School: Conjuration
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Reaction
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You can create up to 3 orbs of pure low light. As a bonus action, you can move them anywhere within range. Each orb sheds bright light within a range of 5 feet and dim light within an additional 5 feet. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Light that Burns the Sky
Level: 4
School: Evocation
Classes: Cleric, Sorcerer, Wizard, Warlock
Casting time: 1 Action
Range: 120Ft Per Turn While Charging, To A Max Of 720Ft
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Prerequisite: Must be able to cast and know catastrophic devastation.
Using all sources of light itself with this spell, you create a 10ft sphere that only grows in time, with each turn that passes while creating this sphere, it gains double the radius in size (to a max of 320ft), also increasing the damage stage and dice rolled.
At any point while the spell is active, you can dispel it on your turn, one action necessary, storing it for later. As soon the sphere touch's a animated target, it explodes, erupting in an explosion triple the size of the sphere, all creatures within the sphere's explosion must make a Dexterity saving throw. You can only charge the sphere to a bigger size if you have spell slots to do so, every size above 10ft costs one spell slot higher than 4th, to a max of 9th.
The type of damage is determined based on your class, Cleric=Radiant, Sorcerer=Fire, Warlock=Necrotic, Wizard=Force.
Alternatively instead of charging you could instantly use the spell at a higher level but you cant' cast spells of the same level excluding 4th level spells.
Example: instant casting at 6th level, you now can not use any 6th level spell. Example two: Instant casting at 4th level, acts like an normal 4th level spell.
After the spell is casted, the light in the area is absorbed.
Starting at 4th level, it deals 8d8, increasing to 8d10 at 5h level, 8d10 at 6th level, 9d10 at 7th level, 10d12 at 8th level, 12d12 at 9th level.
Starting at 4th level, the size is 10ft in radius, increasing to 20ft at 5th level, 40ft at 6th level, 80ft at 7th level, 160ft at 8th level, 320ft at 9th level
Starting at 4th level, the range is 120ft in range, increasing to 240ft at 5th level, 360ft at 6th level, 480ft at 7th level, 600ft at 8th level, 720ft at 9th level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lightning Charge
Level: 3
School: Evocation
Classes: Ranger
Casting time: 1 Bonus Action
Range: Self (60-Foot Line)
Duration: Instantaneous
Components: V
Description: You turn yourself into a bolt of lightning, blasting straight in a 60-foot and 5-feet wide line in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 5d6 lightning damage on a failed save, or half as much damage on a successful one.
You must end this charge in an unoccupied space at the end of the line. This charge does not go through obstructions like walls and you do not trigger opportunity attacks.
The lightning ignites flammable objects in the line that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lightning Field
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 5 Feet
Duration: 1 Round
Components: S
Description: A cylindrical aura of electricity sweeps around you for a moment, jolting adjacent foes. Each creature who starts their turn within range, other than you, and each time a creature enters within the range of the spell for the first time on their turn, must succeed on a Dexterity saving throw or take 1d6 lightning damage. A creature can gain advantage against this spell by taking the Disengage action before entering the spell's area.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lightning Field, Variant
Level: 2
School: Evocation
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Minute
Components: V
Description: You can cast this spell up to 60 feet that you can see and it creates a small area of effect field of electricity that is 5 feet by 5 feet square and can last up to 1 minute.
Any creature that steps into the Lightning Field has to make a DC 13 Constitution saving throw, on a failed roll the creature takes 1D8 lightning damage + the casters Spellcasting ability modifier for every turn it stays in the feild.
At Higher Levels. The spells damage and area of effect increase by 1D8 and an added 5 feet by 5 feet square (example: when using lightning feild as a 3rd level spell the area of effect is a 10feet by 10 feet square and as a 5th level spell it is a 20 feet by 20 feet) per spellcasting level at a maximum spellcasting level 6. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lightning Lasers
Level: 0
School: Evocation
Classes: Artificer, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A pinch of iron dust
Description: You stretch your arms forward and two beams of crackling light shoot from your fingertips to an enemy in reach. Make a ranged spell attack against the target. On a hit, you deal 1d4 lightning damage and 1d4 radiant damage to the target.
At Higher Levels. The spell’s damage increases at certain levels when you reach 5th level (1d6 lightning and 1d6 radiant ), 11th level (1d8 lightning and 1d8 radiant) and 17th level (2d8 lightning and 2d8 radiant). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lightning Leap
Level: 4
School: Evocation
Classes: Druid, Ranger, Sorcerer
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 5d10 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line.
At Higher Levels. When you cast this at a 5th level or higher, you deal an additional 1d10 per slot above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lightning Orb
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You summon a ball of electric energy to strike a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. You can choose one creature within 5 feet, which also takes 1 lightning 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: Lightning Rain
Level: 5
School: Conjuration
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Self (15-Foot Radius) 15 Ft Square
Duration: Instantaneous
Components: S, M
Material cost: a few pieces of metal worth 50 gp
Description: When lightning strikes the sky a storm begins
Aiming for 6 targets, thunder falls in an area that goes from the sky to the ground and affects an area of 15 x 15 feet centered on the target, the targets must perform a Dexterity saving throw against your spell DC, if they fail they receive 4d8 lightning damage and 4d8 thunder damage, if successful they receive half.
During this turn, lightning strikes in an area of 15 feet of lightning centered on the caster, everyone within that area must perform a Constitution saving throw against your spell DC, or stand still for 1 minute.
Everyone within this area must also perform a Dexterity saving throw against your spell dc, or receive 5d8 Lightning damage and 5d8 thunder damage, if successful they receive half this damage. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lightning Rush
Level: 5
School: Evocation
Classes: Wizard
Casting time: 1 Reaction, Which You Take When A Hostile Creature Within 30 Feet Of You Successfully Hits With An Attack.
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: Like a bolt of lightning, you rush in and impose yourself between an attack and its target.
You teleport to within 5 feet of the triggering creature. The creature must then make a Dexterity saving throw. On a failed saving throw, the creature takes 5d10 lightning damage and the damage for the creature’s attack is reduced to 0. On a successful saving throw, the creature takes half as much damage and you take the damage from the attack instead |
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