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Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lightning Spear
Level: 3
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a twig from a tree hit by lightning
Description: You create a bolt of lightning in your hand, similar in shape to a spear and hurl it at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 6d10 lightning damage, and is stunned until the start of its next turn.
This spell deals double damage to dragons and Dragon-type creatures.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d10 for every slot level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lightning Stake
Level: 3
School: Evocation
Classes: Artificer, Cleric, Druid, Paladin, Sorcerer, Wizard
Casting time: 1 Action
Range: 5 Feet
Duration: Instantaneous
Components: V, S
Description: You evoke a spear-shaped bolt of lightning and viciously stab with it. Make a melee spell attack against a target you can reach, dealing 3d10 lightning damage on a hit. Hit or miss, the bolt explodes, striking the target and everything nearby. Each creature except for you within 10 feet of the target must make a Constitution saving throw, taking 2d10 lightning damage on a failed save, or half as much on a successful one.
This spell deals double damage to dragons and Dragon-type creatures.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the secondary explosion deals an additional 1d10 lightning damage for every slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lightning Storm
Level: 9
School: Conjuration
Classes: Cleric, Druid
Casting time: 1 Minute
Range: Sight
Duration: Instantaneous
Components: V, S, M
Material cost: a drop of blood from an Adult Blue Dragon or an Adult Bronze Dragon or older
Description: A storm cloud gathers at the sky, centered on a point you can see and spreading to a radius of 360 feet, and shoots lightning bolts at nine different points of your choice within the area. Each creature within 5 feet of a point struck by a lightning bolt must make a Dexterity saving throw. On a failed save, a target takes 8d6 lightning damage and 8d6 thunder damage and is deafened. On a successful save, they take half as much damage and are not deafened. A creature in the area of more than one lightning bolt is affected only once.
The spell damages objects in the area and ignites flammable objects that aren't being worn or carried. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lightning Surge
Level: 2
School: Evocation
Classes: Druid, Wizard
Casting time: 1 Action
Range: Self (30-Foot Cone)
Duration: Instantaneous
Components: V, S
Description: Lightning springs forth from you in a 30-foot cone. Each creature caught within the area must make a Dexterity saving throw. A creature takes 3d6 lightning damage and is stunned until the end of its next turn on a failed save. On a successful save, a creature takes half damage and isn't stunned.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it deals an additional 1d6 lightning damage for every level above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lightning Tendrils
Level: 0
School: Evocation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Components: V, S
Description: Summon tendrils of electricity to shock multiple opponents.
Select up to three different targets within range. Each target must make a Dexterity saving throw or take 1d4 lightning damage.
At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lightning Whip
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. Make a melee spell attack against the target. On a hit, the target takes 1d6 lightning damage; if the target is Large or smaller, you can also choose to pull it up to 10 feet towards to you.
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: Limb Growth
Level: 3
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: an amount of raw meat and bone equivalent to the limb being grown, consumed in casting the spell
Description: You sculpt the organic material onto the creature, granting them new strengths. Choose two of the following benefits.
Arms. You grow an extra pair of arms. As a bonus action, or as part of an attack made as a bonus action, you may make an attack with 1 weapon in these arms.
Armor. You grow some form of natural armor. Your armor class increases by 2.
Legs. You grow an extra pair of legs. Your walking speed increases by 10 feet.
Fins. You grow a set of fins. You gain a swimming speed equal to your walking speed, and can breath in water.
Weaponry. You develop some form of natural weapon. It counts as an unarmed strike, and when making attacks with it, you deal 1d10 damage, instead of 1.
Thèse benefits can apply multiple times. When the spell ends, the limbs shrivel and fall off, harmlessly.
At Higher Levels. When cast at 4th level or higher, you may apply an additional benefit for every level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Limited Sight
Level: 4
School: Divination
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: Instantaneous
Range: Self
Duration: Concentration, Up To 10 Minutes.
Components: V, S
Description: Your eyes briefly glow green, for the duration you can see a few seconds into the future. As a bonus action, for the duration, you can take the Help, Ready, or Dodge action. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Limited Spell Immunity
Level: 4
School: Abjuration
Classes: Cleric
Casting time: 1 Action
Range: Touch
Duration: 10 Minutes.
Components: V, S, M
Material cost: divine focus
Description: The warded creature is immune to the effects of one specified spell that you have prepared or know of. The spells must be of 4th level or lower. The warded creature is unaffected by the specified spell. Limited Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against attacks such as breath weapons or gaze attacks. A creature that is unwilling makes a Wisdom saving throw against your spell DC. A successful save negates this spell.
Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect.
A creature can have only one limited spell immunity spell in effect on it at a time.
At Higher Levels. When you cast this spell using a spell slot of 6th or higher, you can choose 1 additional spell that the target is warded from. When using a 8th or higher spell slot, you can choose 2 additional spells that the target is warded from |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lindwurm Conflagration
Level: 6
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, 1 Minute
Components: V, S, M
Material cost: a single dragon scale and a pinch of sulphur
Description: Stretching forth your hand, you summon an enormous serpent of flame onto the battlefield. The serpent is 5 feet wide by 50 feet long, and must be summoned in a series of adjacent unoccupied spaces. Any creature that starts its turn within 5 feet of the serpent must make a Dexterity saving throw. The creature takes 6d8 fire damage on a failed save, or half as much damage on a successful one.
When the serpent is summoned, designate one end to be the 'head'. As an action, you may command the serpent to move up to 30 feet. This movement starts from the 'head', and the body follows in its path. The serpent must stay within the spell's range, or the spell ends. If the caster attempts to move the serpent through an obstruction, be it a wall, a boulder, or any other object larger than a 10 foot cube, the serpent detonates. All creatures within 15 feet of the 'head' must make the saving throw against the serpent's damage. On a failure, they become stunned until the start of their next turn.
Any creature of Medium size or smaller caught in the path of this movement are shoved to the nearest unoccupied space, and must make the saving throw against the serpent's damage. On a failed save, they fall prone. Creatures of Large size or larger are considered obstructions by this spell.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, for each slot level above 6th, the serpent's length increases by 10 feet, the speed at which you can move it increases by 5 feet, and it deals an additional 1d8 damage |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lingering Flame
Level: 3
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet (10-Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a pinch of soot or charcoal
Description: You evoke a fist-sized sized orb of fire in the air at a point within range. When a creature moves within 10 feet of it or begins its turn within that distance, the orb explodes: All creatures within 10 feet of the orb must make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a success. The orb's explosion spreads around corners.
If the spell ends or is dispelled before the ball detonates, it instead harmlessly vanishes.
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 above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lingering Poison
Level: 2
School: Necromancy
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You slowly rot the insides of a creature in range. The target must succeed on a Constitution saving throw or take 1d8 poison damage, plus an additional 1d8 poison damage at the end of each of its turns for the duration. After initial damage is dealt, this spell ends if the target has or gains any effect which ends the poisoned condition or grants advantage on saves against poison, such as lesser restoration or an applied antitoxin.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial and lingering damage both increase by 1d8 for every three levels above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Liquid Arrow
Level: 2
School: Transmutation (Ritual)
Classes: Bard, Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 8 Hours
Components: V, S, M
Material cost: An ammunition weapon
Description: Touch a potion, oil, or any comparable measure of liquid and turn it into one arrow, crossbow bolt, or any other ranged ammunition. When used in a ranged attack, the arrow applies the same effect of its potion as if the target drank or applied it, if it were a potion or oil respectively. You can turn up to two potions into arrows this way. You can return any arrows created this way back into potions as a Bonus Action. If the spell ends without the arrow being fired or returned to potion form, it is destroyed and the potion is wasted.
At Higher Levels. For every spell level above 2, you can turn two more potions into ammunition with the same action |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Liveoak
Level: 6
School: Transmutation
Classes: Druid
Casting time: 10 Minutes
Range: Touch
Duration: 24 Hours
Components: V, S
Description: This spell turns an oak or similar tree into a protector or guardian. The spell can be cast on only a single tree at a time; while liveoak is in effect, you can't cast it again on another tree. The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect.
Liveoak must be cast on a healthy, Huge oak or similar tree. A triggering phrase of up to 15 words is placed on the targeted tree. The liveoak spell triggers the tree into animating as an awakened tree.
If liveoak is dispelled, the tree takes root immediately, wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.
The awakened tree does what you ask of it but it must be given a purpose at the time of its animation. Such as protecting you and your companions, alerting you of creature approaching you while you rest and other similar actions |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lloyd's Lie Whisper
Level: 4
School: Enchantment
Classes: Bard, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 8 Hours
Components: V
Description: You take one creature you see, and force it to make a Wisdom saving throw. If it fails, you take something it has verbally spoken within the last minute, and doesn't believe in, or believes/means the opposite (a lie you detected, sarcasm, a joke, etc.). For 8 hours, the target creature wholly believes that falsity to be true, and their personality may be tweaked to fit it.
While the spell is in effect, attempts to read their mind will reveal nothing out of the ordinary, and will register as them simply having that belief. However, it will register with ACTIVE FORMS of Detect Magic. When its duration is up, or the spell is dispelled, the creature does not know the spell was cast. However, it WILL know something was up.
The spell is essentially a whisper at a frequency too low to be conventionally heard, and normally looks & sounds to others as a low exhale and/or whistle. The spell automatically fails, under the effect of silence, however. Only if they pass the wisdom check, does the target creature recognize it being cast, as a charm attempt.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can take things they said from within 10 minutes ago.
When you cast this spell using a spell slot of 6th level or higher, you can make the spell last up to a day.
When you cast this spell using a spell slot of 7th level or higher, you can hide the spell better from the target, meaning they won't detect it if the spell fails, and won't notice when the duration is up.
When you cast this spell using a spell slot of 8th level or higher, you can make the spell last up to a week, however, they can re-attempt the Wisdom saving throw at the end of every long rest. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Local Inventory
Level: 3
School: Divination (Ritual)
Classes: Bard, Cleric, Paladin, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A square piece of paper or parchment, with a grid of blue and red lines on one side, folded into a little triangle
Description: You target a non-magical container of which you have line of sight with at least one of its contents within range. It can be a bottle, bag, cask, pitcher, barrel, basket, bucket, pot, pouch, chest, or sack made of any material as long as it can fit within a 10-foot cube. Really anything that isn't alive or magical but contains things that are not part of itself can be considered a container.
You instantly become aware of every item and its quantity that the container holds.
If there is any item you have never encountered before, you are aware of its approximate shape and size, but not its name or purpose.
You become aware of which is the most valuable item and its approximate market value.
If any item is magical, detect the presence of magic but can't distinguish which items are magical or which are their magical properties the items may have by this spell.
If there are containers within the container you are targeting you become aware of the contents and it's quantities unless the inner container is sealed, locked or magically protected (any kind of magical protection).
You do not become aware of the exact position of the item inside the container.
Any knowledge you gain by this spell stays fresh and clear for a number of minutes equal to your intelligence score times two. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Locate Portal
Level: 2
School: Divination (Ritual)
Classes: Artificer, Bard, Cleric, Wizard
Casting time: 1 Action
Range: Within 100 Yards Of A Crystal Shell
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a conch shell
Description: Locate a existing portal in a crystal shell.
The spell allows the caster to find the nearest portal in a crystal shell.
DM note: At any given point on a crystal shell a portal is 2 to 20 days away |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Locate Remains
Level: 6
School: Divination
Classes: Bard, Cleric, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a dowsing rod carved from bone, its handle wrapped in linen
Description: Describe or name the creature you are searching for. You sense the direction to the creature's location, as long as that creature is within 1 mile of you. If the remains are being transported (whether they are being transported as cargo or moving as an undead creature), you know the direction and current speed at which it is moving.
If the remains are scattered over an area, you will feel the dowsing rod pull in multiple directions, with the strongest of these pulls being in the direction of the largest amount of the remains. If you already know the location of a portion of remains (ie. if you already possess the thighbone of the targeted corpse), you may choose to rule it out when casting this spell.
This spell can't locate the remains of a creature if it has been transmuted (whether by magical or nonmagical means) into another substance, such as stone or mud. It also cannot locate the remains if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
At Higher Levels. You may cast this spell at 7th level or higher. For each additional level at which this spell is cast, the duration increases by 1 hour and the range increases by 1 mile. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lock of Guilt
Level: 3
School: Enchantment
Classes: Bard, Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 10 Feet
Duration: Up To 24 Hours
Components: V, S, M
Material cost: an amount of iron or steel equal to at least 30 GP
Description: A heavy lock that extends out of the victim and locks shut around their very heart and soul. As an action, you may stir up guilty feelings in your target and use this lock on those who have guilt in their hearts. Choose one target in a 10-foot radius, forcing them to make a Wisdom saving throw. Should they fail, the lock will attach to their heart and soul, giving them disadvantage on all Charisma checks and saving throws and halving their movement speed. Should they succeed, the lock will fail to attach and the target will be safe from further attacks by the lock for 24 hours. The lock is invisible to everyone except you. Once the lock attaches, it will not detach until the remaining hours have passed or you dismiss it as a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the time the lock remains on the victim increases by 8 hours for every level above third. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lockhart's Fireball
Level: 3
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a ruby worth 100 gold pieces
Description: You create a hand-sized ball of flames which one may throw at others. You throw it in a 30 foot line, however, if it collides with something, whether creature or object, it bounces. It travels in a new 30 foot line, in a random direction. If it ever travels the full distance without bouncing, or bounces five time, the fireball disappears.
If this fireball bounces off something, they must make a Dexterity saving throw. On a failed save, they take 3d6 fire damage and 2d4 force damage. On a successful save, they take half damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, all damage increases by 1d6 and the bounce count increases by 1 for each level of the spell slot. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lockspell
Level: 9
School: Abjuration
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Reaction, Which You Take When You See A Creature In Range Casting A Spell
Range: 120 Feet
Duration: Until Dispelled
Components: V, S
Description: You twist the magical abilities of a creature you can see within range. If the spell you react to is 5th level or lower, the caster is unable to cast the spell anymore. If the spell you react to is 6th level or higher, you must succeed on an opposed spellcasting ability check against the caster; if you succeed, the caster is unable to cast the spell anymore. In any case, the spell you react to fails and has no effect.
A remove curse spell is the only way to end this spell short of a wish spell; however, a spellcaster attempting to end this spell using remove curse must succeed on a spellcasting ability check with disadvantage against your spell save DC, or the remove curse spell fails and the action and spell slot are wasted. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lolth's Bloodline
Level: 5
School: Transmutation
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: few drops of drow blood and a handful of spidersilk thread, which the spell consumes.
Description: You call upon the weave, to draw on its magic, and surround yourself with a cocoon made of blood-red spidersilk. After few seconds you emerge gain one Blood Legacy of your choice until the spell ends:
Blood Legacy: Harbinger of the Swarm When you choose this Blood Legacy six spider-like eyes appear on your forehead, and you gain: Blindsight. You have blindsight with a range of 40 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you. Additionaly you have advantage on Wisdom saving throws.
Blood Legacy: Hand of Lolth When you choose this Blood Legacy, four, long spider limbs extend from your back to guard you from danger. If they are cut off they immediately regrow. Your AC is increased by 4, and you have advantage on Strength saving throws.
Blood Legacy: Weavewalker When you choose this Blood Legacy your hair turns white with rainbow highlights. For the duration of the spell, you can teleport 20 feet to an unoccupied space that you can see, every round as a free action. If you teleport into the air using this ability, instead of plummeting down, energy of the weave will stop you from falling (suspending you in place) until you teleport somewhere else, or spell ends. You also have advantage on Intelligence saving throws.
Blood Legacy: Shadeshifter When you choose this Blood Legacy your shadow envelops your body granting you: Gloomveil. While in dim light or darkness, you have advantage on attack rolls and Dexterity saving throws.
Blood Legacy: Venom of the Spider Queen When you choose this Blood Legacy your skin turns dark grey with purple lines of energy covering your entire body. You gain immunity to poison damage, and advantage on Constitution saving throws.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher you can choose one additional Blood Legacy (you cannot chose the same Legacy twice while casting a spell) for each slot level above 5th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Looped Projectile
Level: 3
School: Transmutation
Classes: Wizard
Casting time: 1 Action
Range: 90 Ft
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a thrown weapon or projectile etched with silver runes worth 25 gp and a silver stopwatch etched with runes worth 250 gp
Description: As part of the action used to cast this spell, you must make a ranged weapon attack with the thrown weapon or projectile material component of this spell at one creature within the spell's range. If the projectile hits, it deals its normal damage plus an additional 1d4 force damage.
Starting on your next turn, as long as you are maintaining concentration on the spell, you can use your action to click the stopwatch. This reverts the projectile back to a slightly different starting state, undoing any damage it did previously and allowing you to attack with it again, this time by making a ranged spell attack roll. At the beginning of every turn you spend concentrating on this spell, the projectile gains an additional 1d4 force damage.
The first ranged spell attack roll you make with this spell is made with advantage, as the reverted projectile surprises the enemy. The DM may rule other scenarios in the usage of this spell which may give you advantage
If you hold concentration on the spell for the spell's entire duration, you lose control of the projectile as it flies towards the target one final time. Make a ranged spell attack against the target. Hit or miss, the projectile explodes violently and is destroyed.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the projectile gains an additional 1d4 force damage per higher-level spell slot every turn. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Love Stealer
Level: 4
School: Enchantment
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 12 Hours
Components: V, S
Description: You attempt to beguile a humanoid that you are touching. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If it has any personal hatred towards you (this is decided at the DM's transgression), it has advantage on it's Wisdom save.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can make the command as simple to as complex as you want, with as many details as you want. If the creature is not receiving further direction from you, it defends and preserves itself to the best of its ability and acts as if you are it's "true love".
Every 2 hours, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level it lasts for 14 hours. At 6th it lasts for 18 hours and at 7th level it lasts 24 hours |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: LSD Arrow
Level: 2
School: Conjuration
Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S
Description: A scintillating arrow streaks toward a target within range and bursts in a spray of noxious gas. Make a ranged spell attack against the target. On a hit, the target takes 4d4 poison damage and must succeed on a Constitution saving throw or else become stunned until the end of its next turn.
A creature that is resistant to poison damage or has advantage on saves against being poisoned has advantage on the saving throw made against this spell. A creature immune to poisons and/or poison damage is immune to this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both the damage increases by 1d4 and the stunned condition lasts for 1 additional turn for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: LSD Splash
Level: 0
School: Conjuration
Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You hurl a bubble of scintillating liquid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Constitution saving throw or be stunned until the end of its next turn or until it takes damage (whichever occurs first).
A creature that is resistant to poison damage or has advantage on saves against being poisoned has advantage on the saving throw made against this spell. A creature immune to poisons and/or poison damage is immune to this spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lucent Singularity
Level: 5
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: 40 Ft.
Duration: Instantaneous
Components: V, S, M
Material cost: A polished mirror
Description: Summon a spinning anomaly of twisted light that detonates.
When you cast this spell you fire an orb made up of spinning streaks of light at any space within range. It passes through creatures and objects before reaching the space and then detonates into a brilliant display of blinding radiant light. Any creature within 5ft of the designated space takes 4d10 radiant damage and any creature within 10ft of the flash must make a constitution saving throw or become blinded until the end of your next turn. A creature who cannot see still takes the radiant damage but cannot be blinded. The magic of the spell lingers after it is cast, illuminating the spells range of 10ft from its original target with dim light until the start of your next turn |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lucid Control
Level: 7
School: Transmutation
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Minute
Components: S, M
Material cost: a handful of poppy seeds and belladonna berries
Description: You force yourself to fall into a dreamlike trance for the duration, allowing the barrier between the sleeping and waking worlds to become blurred. While in the trance, you are aware of your surroundings, but can't take actions or move.
At the start of each of your turns while in this trance, you can choose up to two of the following effects to occur.
Piercing Headache. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Wisdom saving throw, taking 3d6 psychic damage on a failed save or half as much on a success.
Shifting Surroundings. Up to three creatures of your choice in a 10-foot cube within range move up to 20 feet in directions of your choice, including upwards. An unwilling target that succeeds on a Charisma saving throw is unaffected. If this movement leaves a creature in midair, it is unable to move unless it has a flying speed but falls only if it chooses to on its turn or when the spell ends.
Image. You create an illusory image that fits inside a 20-foot cube within range. This can include up to two harmless sensory effects (smell and sound, for example), and lasts for the duration. On your turn, you can cause an image created this way to move to any other spot within range or dismiss it (no action required), and can have up to five images created this way at once.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lucky Charm
Level: 6
School: Enchantment
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Hour
Components: V
Description: Choose up to six creatures that you can see within range to bestow incredible luck upon. For the duration, each creature gains a +1 bonus to AC, attack rolls, ability checks, and saving throws. This effect ends if you cast this spell again. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lucky Coin Tossing
Level: 0
School: Transmutation
Classes: Bard
Casting time: 1 Bonus Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A platinum or gold coin
Description: You recount a tale of the god of fortune's boon of luck upon a small child's coin, holding a coin of your own within your hand. Until the end of the spell's duration, the bearer of the coin may roll 1d2 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. That same creature then can't benefit from this spell again until the spell is cast anew.
The bearer of the coin may use their bonus action to throw it to another creature. The recipient must make a DC 10 Dexterity saving throw to catch it; on a failed save, the coin drops to the floor and the spell ends. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lucky Star
Level: 1
School: Evocation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You summon a star of energy that explodes on an enemy, dealing incredibly random damage. Make a ranged spell attack against a target within range, dealing force damage equal to 1d20 plus your spellcasting modifier on a hit.
If you roll a 20 on the die to hit with this spell, it counts as a critical hit.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it deals an extra 1d20 damage for every two spell slots above 1st.
In addition, an attack with this spell becomes a critical hit on a roll of 19-20 using a spell slot of 2nd level or higher, a roll of 18-20 when using a spell slot of 4th level or higher, and a roll 17-20 when using a spell slot of 8th level or higher |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lullaby
Level: 0
School: Enchantment
Classes: Bard, Warlock
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Your lullaby makes a targeted creature within range become drowsy. The creature must make a Wisdom saving throw or become tired and delirious. While drowsy the creature has disadvantage on concentration saving throws, and on Intelligence and Wisdom checks. The creature knows you are affecting it. If the target takes damage, it snaps from its dazed state, and this spell ends. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Luminescent Blessing
Level: 0
School: Transmutation
Classes: Cleric, Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Minute
Components: V, S, M
Material cost: a weapon, and a holy symbol
Description: You bless your weapon with the power of your deity, causing your weapon to be imbued with radiant magic. Your normal weapon damage is replaced with Radiant damage. When you bless your weapon you replace your attack roll with a spell attack roll. You may add your spellcasting ability modifier instead of Dex or Strength, to the attack and damage with that weapon. The damage type is converted to radiant. Bows and Crossbows for the duration do not need to use normal ammunition. Only one weapon may be blessed at a time.
The blessed weapon takes the form of a holy version of itself, based on your deity |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Luminous Globe
Level: 2
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a wafer of refined silicon worth at least 250 gp
Description: Choose an unoccupied space that you can see within range that contains no creatures within 15 feet of it. A luminous globe of crackling ball lightning appears in that space, shedding bright light in a 30-foot radius and dim light for a further 30 feet beyond that. If a creature enters the space within 15 feet of the globe, it must make a Dexterity saving throw to avoid the globe as it moves toward the creature. A creature wearing metal armor has disadvantage on the saving throw. On a failure, the globe impacts the creature and explodes, dealing 6d6 lightning damage and reducing that creature's speed to 0 until the beginning of its next turn. On a success, the creature avoids the globe and continues to move as normal, and the globe now occupies the space the creature did when the globe was triggered to move towards it.
A creature must repeat the saving throw if it starts it's turn within 15 feet of a luminous globe. If it succeeds the saving throw, it must use its movement to move to a space unoccupied by the luminous globe. If it has no movement to spend, it automatically fails the saving throw.
A strong wind, such as that created by a gust of wind spell, pushes luminous globes 15 feet in the direction it flows at the beginning of each round. If a luminous globe impacts a solid object or another luminous globe, the globe explodes.
If multiple creatures enter the space controlled by a luminous globe simultaneously, the luminous globe moves towards the closest or largest creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional globe for each spell slot above 2nd. Luminous globes are attracted to other luminous globes, and will move towards each other if present within 15 feet of eachother. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lunar Blast
Level: 3
School: Evocation
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A moonstone
Description: You hurl a bright silver orb toward a point you can see within range, which bathes the area in a flash of moonlight. Each creature within a 20-foot radius must make a Dexterity saving throw. On a failed save, a target takes 2d8 radiant and 2d8 cold damage, and is considered vulnerable to the damage of the next spell they are harmed by. On a successful save, they take half damage and are not considered vulnerable. Shapeshifters who fail this saving throw instantly revert to their original form.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you deal an additional 1d8 radiant or cold damage for each slot level above 3rd. When you cast this spell using a spell slot of 7th level or higher, the enemy becomes vulnerable to damage from all spells until the end of your next turn. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lunar Branding
Level: 4
School: Evocation
Classes: Druid, Warlock
Casting time: 1 Action
Range: 15 Feet
Duration: 24 Hours
Components: V, S, M
Material cost: moonlight
Description: As light from the moon begins to solidify, you turn it into a harsh, scarring flare. Target a creature within range. It must make a Wisdom saving throw: On a failed save, it becomes branded with the mark of the moon. Whenever a branded creature enters bright light or daylight for the first time on a turn or begins its turn there, it takes 2d4 radiant damage.
A branded creature can reattempt the saving throw at the end of every hour, ending the effect on itself on a successful save.
At Higher Levels. When cast at 5th level or higher, increase the damage by 1d4 for every level above 4th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lunar Luck
Level: 3
School: Divination
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: When you cast this spell, 4 floating orbs reminiscent of moons appear and float above your head for the duration. For the duration, you shed bright light for a number of feet equal to 5 times the number of orbs remaining, and dim light for an additional number of feet equal to the same amount. When you or a creature you can see within 30 feet is about to make an ability check or saving throw, you can use your reaction and expend 1 or more orbs to give the creature a bonus to the roll equal to +5 per orb expended. Once all of the orbs have been expended, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, one additional orb is created for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lunar Serenity
Level: 3
School: Evocation
Classes: Druid
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Minute
Components: V, S
Description: You summon the moon's serene grace or the sun's healing rays, creating a sphere of purplish light or incandescent yellow light. The sphere emits a 10-foot radius of bright light and dim light for an additional 10 feet. On the start of their turns, each nonhostile creature within the bright light regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Creatures in the bright light that are disguised by illusion spells such as disguise self appear as their true forms. You may designate any number creatures to be immune to this effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing is increased by 1d8 |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Lungs to Gills
Level: 2
School: Transmutation (Ritual)
Classes: Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, S, M
Material cost: a piece of seaweed
Description: Your touch grants a creature the ability to breathe underwater. The creature's lungs are turned into gills until the spell ends, granting them the ability to breathe underwater. The affected creature can only breathe underwater, and will begin suffocating if not submerged. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The spell has no effect on creatures who can already breathe underwater, or who do not need to breathe.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mad Mage's Rage
Level: 9
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V
Description: You fill yourself with great arcane power at the cost of being consumed by madness. For the duration of this spell, you gain the following benefits:
You gain a flying speed of 60 feet.
You gain 50 temporary hit points.
You have immunity to lightning damage.
You cannot be charmed or frightened.
You can use a bonus action on your turn to create a crimson bolt of lightning that arcs towards a creature within 300 feet of you that you can see. That creature must make a Dexterity saving throw, taking 6d10 lightning damage on a failed save, or half as much damage on a successful one.
However, this spell consumes you with an irresistible urge to destroy. On each of your turns for the spell's duration, you must use your action each round to either attack a creature near you or cast a spell which deals damage that affects a creature within range. If you can use your bonus action to blast lightning at a creature, you must do so. If there are no creatures within range of your attacks or spells, you must use your movement to move closer to a creature which you intend to attack or cast a spell on. If you cannot perceive any hostile creatures, you attack non-hostile creatures at random.
While this spell is in effect, concentrating on spells is impossible. It is often used by powerful spellcasters as a last resort, or as a means of committing suicide while taking as many enemies as they can with them. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mad Winds of Pandemonium
Level: 7
School: Conjuration
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a smooth stone with several holes in it
Description: Choose a point you can see within range. The howling winds of Pandemonium erupt out of that point, filling a 60-foot radius sphere with strong winds that spread around corners. The winds have the following effect upon the area:
All creatures within the area are deafened.
Unprotected flames in the area are extinguished.
Fog, smoke, and other vapors in the area are violently dispersed.
The area is considered difficult terrain.
Creatures (aside from yourself) that are concentrating on a spell that start their turn in the area must make a Constitution saving throw to maintain concentration on the spell. This saving throw is made with disadvantage if the creature is deafened by the wind.
The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the area.
Furthermore, if a creature spends 1 minute or longer deafened by the wind, it must succeed on a Wisdom saving throw or become afflicted with a short-term madness.
At Higher Levels. If you cast this spell using an 8th level spell slot, the radius increases to 100 feet. If you cast this spell using a spell slot of 9th level, the radius increases to 300 feet. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Made In Heaven
Level: 9
School: Transmutation
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 60-Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a special pocket watch engraved with celestial symbols which is consumed by spell
Description: You summon a cosmic shift that accelerates time around the target area. Choose a cylinder with a radius of 60 feet and a height of 60 feet, centered on a point within range. All objects and creatures within that area of your choice are affected by temporal acceleration.
During the spell's concentration, the passage of time is multiplied by ten for creatures and objects within the area, while the time around them remains unchanged. This means that one minute of real time equals ten minutes for creatures and objects within the spell's effect.
Creatures affected by this temporal acceleration gain the following advantages:
Improved Speed: Creatures' movement speed is doubled, and they don't provoke opportunity attacks by moving out of reach of other creatures..
Keen Reflexes: Creatures have advantage on dexterity checks and attack rolls that uses dexterity.
Additional Action: Creatures can take an additional action at the start of their turn in addition to their normal action.
However, while under the spell's effects, creatures also have disadvantage on constitution saving throws. After the spell's duration, when the weather around them returns to normal, they must make a constitution saving throw or take 6d10 force damage. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mage Fist
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S
Description: You gather your magic into your fist to add a little weight to your punch. Make a melee spell attack roll against the target. On a hit, the target takes 1d8 force damage and must succeed on a Strength saving throw or be pushed up to 10 feet away from you.
The spell’s damage increases by 1d8 at 5th (2d8), 11th (3d8), and 17th (4d8) level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mage Plate
Level: 3
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 8 Hours
Components: V, S, M
Material cost: a shield
Description: You touch a willing creature who isn’t wearing armor, and an immensely protective magical force surrounds it until the spell ends.
The target’s base AC becomes 15 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mage Strike
Level: 0
School: Transmutation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: 1 Round
Components: S, M
Material cost: a melee weapon worth at least 1 sp
Description: You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. You can use your spellcasting ability modifier instead of Strength for the attack and damage rolls, and the weapon's damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical damage. You may also use a d6 in place of the weapon's normal damage dice.
At 5th level, you can use a d8 for the weapon's damage die. At 11th level, you can use a d10, and at 17th level, you can use a d12 |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magechain
Level: 2
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Binding chains of arcane force materialize and lash themselves to a target within range. The target must succeed on a Strength saving throw or be restrained for the duration. At your choice the chains can be anchored deep in the ground. A creature restrained by the chains can use its action to make a Strength save against your spell save DC. On a success, it frees itself.
The chains vibrate with a subtle but powerful hum just under the range of hearing. Human ears cannot detect the sound, but it disturbs concentration, making even innate abilities like a dragon's fire breath or an illithid's plane shift difficult to use. Every time a creature restrained by the chains tries to cast a spell (even one without somatic components) or use a spell-like ability it must make a Constitution saving throw or waste the spell or ability.
If you successfully maintain concentration for the length of the duration, 1 minute, the effect lasts for 24 hours unless dispelled or until you dismiss it as an action. The target can make a new escape attempt once every hour.
At Higher Levels. When you cast this spell using a spell slot of 2 or higher you can target one additional creature for each slot level above 1st. The targets must be within 30 feet of each other when you cast the spell |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magi Mine
Level: 0
School: Transmutation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Up To 1 Minute
Components: S
Description: You infuse a 5-foot square with volatile magical energy, causing it to explode if touched. That square glows with fluctuating orange light. If any creature of Small or larger size moves over it, they take 1d6 force damage and the mine spell ends. You can have a number of these active equal to your spellcasting ability modifier (minimum 1).
If two magi mines are cast such that they overlap, both detonate, dealing 2d6 force damage to all creatures occupying that space.
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: Magic Boulder
Level: 1
School: Transmutation
Classes: Druid
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Minute
Components: V, S
Description: You touch one to three small stones and imbue them with magic. Each of these stones, when thrown by the hand, launched from a sling, or otherwise made to be travelling at a high velocity through the air, will suddenly grow mid-flight, turning into a small boulder. Should the stone have been thrown or launched as part of a ranged attack, upon a hit, the boulder deals 2d10 non-magical bludgeoning damage and the target must pass a DC 16 Strength saving throw or be knocked prone.
Once the duration of the spell ends or if you cast the spell again, all unthrown stones affected by this spell become inert and non-magical.
At Higher Levels. For every spell slot above 1st, the boulders become slightly larger, dealing 1d10 additional damage and increasing the saving throw DC by 1.
Spell level
Size
Damage
Save DC
2nd
Small
3d10
17
3rd
Medium
4d10
18
4th
Medium
5d10
19
5th
Large
6d10
20
6th
Large
7d10
21
7th
Huge
8d10
22
8th
Huge
9d10
23
9th
Gargantuan
10d10
24
Alternative Usage. When you cast this spell, instead of the stones growing once thrown or launched, you can instead designate them to grow at the utterance of a set command word or after a specific amount of time has passed from the casting of the spell.
See Also[edit]
Conjure Stone |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magic Brand
Level: 1
School: Evocation
Classes: Ranger
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Hour (Concentration)
Components: V, M
Material cost: a vial of oil
Description: A volley of magical embers lets loose from your hand, soaring towards a target you can see. The creature must make a Dexterity Save with a DC of 13. On a failed save, the creature is marked with a symbol of your choice, manifesting anywhere you choose on the target. At any time of your choosing if the target is within 60ft of you and the spell is still a active, the brand bursts into flame, dealing 2d6 fire damage. The symbol must fit within 6 square inches |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magic Burst
Level: 1
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (15-Foot Cube)
Duration: Instantaneous
Components: V, S
Description: A surge of pure magical energy erupts from you, draining all of your remaining 1st-level spell slots. Each creature in a 15-foot cube originating from you must succeed on a Dexterity saving throw, taking 1d12 force damage for each spell slot expended this way.
At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, you expend all spell slots equal to or less than the level the spell was cast at as part of casting it. The force damage dealt increases by 1d12 for each level of spell slot spent to cast the spell: A 4th level spell, for example, increases the damage by 4d12 because it is four levels worth of spell slots. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magic Card
Level: 0
School: Transmutation
Classes: Artificer, Bard, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S
Description: You touch one to three playing cards and imbue them with magic. You or someone else can make a ranged spell attack with one of the cards by throwing it. It has a range of 60 feet. If someone else attacks with the card, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes slashing damage equal to 1d4 + your spellcasting ability modifier. Hit or miss, the spell then ends on the card.
On a critical hit, draw a playing card from a shuffled deck. In addition to the normal damage for a critical hit, you deal bonus damage based on the rank and suit of the card drawn. Aces add 1 damage, numbered cards add damage equal to the number of the card, and faces add 10 damage. The type of bonus damage dealt is bludgeoning for Clubs, piercing for Spades, force for Diamonds, and psychic for Hearts.
If you cast this spell again, the spell ends early on any cards still affected by it. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magic Dart
Level: 0
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You create a small glowing dart of magical force, which hits a creature of your choice that you can see within range. The target takes 1d2 force damage.
Any spell or effect that blocks the magic missile spell also blocks this spell.
This spell's damage increases when you reach 5th level (1d3), 11th level (1d4), and 17th level (1d4+1) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magic Fang
Level: 1
School: Transmutation
Classes: Druid, Ranger
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S
Description: You touch a creature to enhance its natural weaponry. Whenever the target makes an attack or damage roll with an unarmed strike, the target can roll a d4 and add the result to its roll. Alternatively, the target can attack with a melee weapon that is part of its body and still receive this benefit. If the target is affected by another spell or magical effect which grants a d4 bonus to rolls, such as bless, it cannot also use the benefit of this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magic Fang, Greater
Level: 3
School: Transmutation
Classes: Druid, Ranger
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S
Description: You touch a creature to enhance its natural weaponry. Whenever the target makes an attack or damage roll with an unarmed strike, the target can roll a d8 and add the result to its roll. Alternatively, the target can attack with a melee weapon that is part of its body and still receive this benefit. If the target is affected by another spell or magical effect which grants a damage bonus to rolls, such as bless, it cannot also use the benefit of this spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magic Missile Barrage
Level: 5
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You create 10 glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. If these darts are attempted to be blocked by the shield spell, the darts deal half damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, one more dart is created per slot level above 5th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magic Missile Massacre
Level: 7
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (120-Foot Cone)
Duration: Instantaneous
Components: V, S
Description: Literally hundreds of magic missiles massacre everything before you. Each creature in a 120-foot cone who you don't choose to exclude takes 10d4+20 force damage. Any spell or effect which prevents you from taking damage from magic missile, like shield, also prevents you from taking damage from this spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magic Missile Storm
Level: 5
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You summon a devastating swarm of magic missiles in a designated area. When you cast this spell, and as an action on subsequent turns, select a point within range. Each creature of your choice within a 15-foot radius sphere centered on that point takes 4d4 + 4 force damage. Creatures under the effects of shield take no damage from this spell.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 + 1 for each slot level above 5th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magic Pocket
Level: 3
School: Conjuration
Classes: Wizard, Sorcerer
Casting time: 1 Reaction, When A Ranged Spell Attack Is Made Against You
Range: Self
Duration: Instantaneous
Components: V, S
Description: As the spell surges towards you, you crack open a pocket dimension. If the spell is 2nd level or lower, it automatically enters the pocket dimension, and is stored. If it is 3rd level or higher, you must make an ability check using your spellcasting ability, with a DC of 12 + the spell’s level. On a failure, this spell fails, and on a success, it is stored.
Within a minute, you may use an action to cast the spell you stored. This uses your modifier, for the sake of attack rolls.
At Higher Levels. When you cast this spell at 4th level or higher, spells of one level higher are automatically stored for every level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magic Robbery
Level: 0
School: Conjuration
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: When you cast this spell, choose a tiny non-magical object you can see, that isn't being carried or worn within range. You teleport that object to your hand, if it is empty. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magic Scimitar
Level: 1
School: Conjuration
Classes: Bard, Cleric, Paladin, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 10 Minutes
Components: S
Description: A spell to summon magical blades for a time.
When you cast this spell, a spectral scimitar appears in each of your hands. If you are holding an item, you have one scimitar in a scabbard. These scimitars count as magical for the purposes of overcoming resistance and immunity. You are proficient with these scimitars.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the scimitars conjured by this spell become more powerful. They gain a +1 bonus to attack and damage rolls with a spell slot of 3rd or 4th level; a +2 bonus with a spell slot of 5th or 6th level; a +3 bonus with a spell slot of 7th or 8th level; or a +4 bonus with a 9th level spell slot |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magic Speed
Level: 3
School: Conjuration
Classes: Paladin, Ranger, Sorcerer
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V
Description: You move in the blink of an eye, literally, you can blink up to twice your movement speed. You may only blink to places you can see or have seen. You may not blink into another creature's hex. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magic Staff
Level: 6
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 8 Hours
Components: V, S
Description: You touch a nonmagical staff. Until the spell ends, that staff becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. Additionally, a creature which is wielding the staff gains a +1 bonus to spell attack rolls. As part of the casting of this spell, you can cast a cantrip you know and up to two spells of 3rd-level or lower which you are normally able to cast. Instead of the normal effect of each spell, the spell is imbued in the staff. A creature which is wielding the staff can cast a cantrip which is imbued in the staff from the staff at will, and it can cast a spell of 1st level or higher which is imbued in the staff once during the duration of the spell, even if the creature is normally unable to cast spells. The creature uses your spellcasting ability modifier and saving throw DC in place of its own, if any. If a spell which requires material components is imbued in the staff, those material components are expended once by you when you cast the spell - the wielder of the staff does not have to provide them again.
This spell immediately ends if you cast it again before its duration ends. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magic Strike
Level: 1
School: Evocation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You cloak your hand in a vibrant aura that almost magnetizes it to your target. One target of your choice that you can reach takes 2d6 + 2 force damage without fail. This damage can be negated by effects that block magic missile, such as the shield spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell pushes the target back 5 feet for each level above 1st and deals an additional 1d6+1 force damage for every other level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magic Talisman
Level: 6
School: Transmutation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 8 Hours
Components: V, S
Description: You touch a nonmagical piece of jewelry, such as a ring, an amulet, or a bracelet. For the duration, a creature gains a +2 bonus to AC and saving throws while wearing the object you touched. This spell immediately ends if you cast it again before its duration ends |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magic Vestment
Level: 3
School: Transmutation
Classes: Cleric, Paladin, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: You touch a suit of nonmagical armor or a nonmagical shield. For the duration, that armor or shield becomes a magic item that provides a +1 bonus to the wearer's or wielder's AC.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher, the bonus increases to +2. When you use a spell slot of 7th level or higher, the bonus increases to +3 |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magic Warhead
Level: 3
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You create one large glowing dart of magical force. The dart hits a creature of your choice that you can see within range, dealing 2d6 force damage and 2d6 thunder damage without fail. The dart then explodes: each creature within 30 feet of the target must make a Dexterity saving throw, taking the same damage on a failed save.
Any effect that would stop a magic missile also stops a magic warhead.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it deals an additional 1d6 force damage and 1d6 thunder damage for each slot level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magic Warship
Level: 8
School: Transmutation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Minute
Range: 30 Feet
Duration: 8 Hours
Components: V, S
Description: You enchant a nonmagical watergoing vessel within range. For the duration, it becomes immune to fire damage as well as nonmagical bludgeoning, piercing, and slashing damage. In addition, on your turn you can move the ship up to 120 feet in any horizontal direction. The movement speed provided by this spell is independent of the ship's normal means of propulsion, and it is unaffected by nonmagical weather conditions or rough waters. Any siege weapons mounted on or built into the ship become magic weapons with a +2 bonus to attack rolls which deal an additional 11 (2d10) force damage on a hit. This spell immediately ends if you cast it again before its duration ends |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magical Blade
Level: 0
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Minute
Components: V, S, M
Material cost: A bladed or pointed weapon
Description: You mutter a quick phrase and thrust your blade into the air, coating it in magic energy which helps bypass physical barriers, causing it to become magical for the duration. It sheds bright light of a colour of your choosing for 15 feet and dim light for another 15 feet.
Casting this spell again causes its effect to end on any weapons you previously casted it upon.
At Higher Levels. The enchantment of this spell increases in potency as you reach higher levels, granting the enchanted weapon a +1 bonus to attack and damage rolls for the duration at 5th level. This bonus increases again at 11th level (+2) and 17th level (+3). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magical Deflect
Level: 1
School: Abjuration Casting Time:1 Bonus Actionrange:Selfcomponents:V, Sduration:1 Roundyou Weave A Magical Barrier, Which Soaks Up Most Of The Effort From Spells. Until The Start Of Your Next Turn, You Take 7 Less Damage From Spells, After Resistance And Vunerability.At Higher Levels. When Cast At 2Nd Level Or Higher, The Damage Reduction Increases By 7 For Every Level Above 1St.Back To Main Page → 5E Homebrew → Spells → Bardback To Main Page → 5E Homebrew → Spells → Sorcererback To Main Page → 5E Homebrew → Spells → Warlockback To Main Page → 5E Homebrew → Spells → Wizard
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Round
Components: V, S
Description: You weave a magical barrier, which soaks up most of the effort from spells. Until the start of your next turn, you take 7 less damage from spells, after resistance and vunerability.
At Higher Levels. When cast at 2nd level or higher, the damage reduction increases by 7 for every level above 1st |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magical Spell Tinkering
Level: 1
School: Transmutation (Ritual)
Classes: Artificer
Casting time: 1 Action
Range: Touch
Duration: Indefinitely
Components: V, M
Material cost: A Tiny nonmagical object and the materials for the spell tingkered
Description: You have gained inspiration from your exploration of Magical Tinkering, you can now imbue spells into an object.To use this spell, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and imbue within it a 1st level spell you have prepared, using up another spell slot as if you're casting the spell in addition to the slot you consumed casting this spell. The object now has 1 charge of that spell. Anyone holding the object may use his/her action to cast the spell as if you are casting it, using your spellcasting ability. A gem simply lose its magic and turn into a mundane gem after use, any other mundane item would dissolve into dust after the magic within is exhausted. This counts as active magical tinkering and is subjected to its limits.
At Higher Levels. When you cast this spell using a spell slot of 2th level or higher you may tinker and imbue a spell of equivalent level to the spell slots used to cast Magical Spell Tinkering, consuming the required slot. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magma Storm
Level: 6
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, Up To 10 Minute
Components: V, S
Description: You create an up to 20-foot-radius, up to 30-foot-tall cylinder of storming magma and flames centered on a point on the ground that you can see within range. Any creature starting its turn in the cylinder or that moves into the cylinder must make a Strength saving throw. On a failed save, a creature takes 5d10 fire damage and is restrained as long as it is in the cylinder. On a successful save, it takes half as much damage and isn’t restrained by this spell. A creature restrained by this spell can use its action to make a Strength saving throw. On a success, it’s not restrained anymore.
As a bonus action, you can move the cylinder up to 30 feet.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magnesis
Level: 1
School: Transmutation
Classes: Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 10 Minutes
Components: S, M
Material cost: a metal object
Description: You gain control of one object that is made mostly or entirely of metal in range that you can see, and does not exceed 10 feet in any dimension. If the object is worn or carried by a creature, that creature can make a Strength saving throw to break your control over the object, ending the spell on a success. At the end of each of that creature's turns, it can make a new Strength saving throw, to end the spell on a success.
The controlled object moves up to 30 feet vertically, horizontally, or in any direction you choose. You can only move an object vertically if it weighs 500 pounds or less (including any weight the object is bearing), and can only move an object horizontally if it weighs 2000 pounds or less. You cannot move an object if your weight is on it. For the duration, you can use an action to move the controlled object an additional 30 feet in any direction.
Whenever you move the controlled object, you can attempt to strike a creature with it. To do so you must make a ranged spell attack against that creature, and on a success hit the creature for 1d6 bludgeoning damage (or another damage type appropriate to the object).
When your concentration ends outside of your turn while it is suspended, the object drops slowly and harmlessly to the ground. During your turn, you can choose to end your concentration and drop the suspended object violently as an attack. You must make a ranged spell attack to hit a specific object or creature with the violently dropped object. If you succeed on the attack to hit a creature, the object inflicts bludgeoning damage equal to 1d6 if it fell at least 10 feet, plus an additional 1d6 for each 10 feet it fell after that. For example, an iron shield that fell a full 60 feet would inflict 6d6 bludgeoning damage.
If a construct is targeted by this spell, they must make a strength saving throw or be paralyzed for 1 round.
If the object moves beyond the range of this spell, your concentration ends. You can easily discern if you are close to the maximum range of this spell |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magnet Orb
Level: 1
School: Conjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A small nugget of iron
Description: You conjure an orb that pulls foes towards it.
You create a magical orb of iron at a point of your choice within range. The orb is 3 feet in diameter, and floats 2 feet above the ground. Each creature that starts its turn within 20 feet of the orb must succeed on a Constitution saving throw or be pulled 10 feet towards the orb. Any creature within 20 feet of the orb must spend 2 feet of Movement for every 1 foot it moves when moving away from the orb. Any creature that touches the orb must make a Strength saving throw or take 1d10 lightning damage. Unattended inanimate objects that weigh 5 pounds or less within 20 feet of the orb are also pulled towards it at a rate of 10 feet per round. The caster cannot be affected by the orb's effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum range that the orb's pulling can reach increases by 10 feet for each slot level above 1st |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magnetic Field
Level: 6
School: Transmutation
Classes: Wizard, Sorcerer, Warlock
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a small magnet, or a pinch of iron filings
Description: For the duration, you can manipulate nearby magnetic fields to create a variety of powerful effects.
You use magnetic force to steer blades and arrows past you, giving you +2 AC against metal weapons. Additionally you can attempt to catch a metal projectile with magnetism: you can use your reaction to deflect or catch the missile when you are hit by a ranged metal weapon attack. When you do so, the damage you take from the attack is reduced by 2 d10 + your spellcasting ability modifier. If you reduce the damage to 0, you can catch the missile in a magnetic field. If you catch a missile in this way, you can make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and you add your spellcasting ability modifier to the attack and damage rolls for the attack.
When you cast the spell and as your action on each turn until the spell ends, you can produce one of the following effects:
Attract. Unattended metal objects in a 30-foot sphere—including weapons, armor, and anything made primarily out of metal—are pulled violently toward you, stopping just short of your space and falling harmlessly to the ground. Loose objects weighing more than 500 pounds are not affected.
A creature in the area wearing metal armor, wielding a metal weapon, or holding a metal object must succeed on a Strength save or be dragged 5 feet closer to you in a straight line. A creature can drop a metal object it's holding as a free action to avoid the effect if it's not wearing metal armor. Creatures that fail their saves by 5 or more are pulled an additional 5 feet closer for every increment of 5 by which they failed their saves. Moving away from you counts as difficult terrain.
Repel. This functions identically to the attract effect, except creatures and objects are pushed away from you in a 30-foot sphere. You can instead choose to focus your magnetic power into a 60-foot line; in this case the magnetic field is much stronger, and affected creatures and objects up to 1000 pounds move away from you at 30 feet per round. Creatures must succeed on a Strength check against your spell save DC to move towards you along the line, and doing so counts as difficult terrain.
Disarm. You can focus your magnetic power down to affect a single metal object, disarming a creature within 30 feet. Make a spellcasting ability check against a creature’s Strength check; if you succeed, the opponent’s weapon or an item of equipment not secured to their person is pulled from their grasp. If you have a free hand, the item is pulled into your grasp |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magnetism
Level: 1
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: copper wire coiled around a small magnet
Description: You activate a magnetic field which allows you to lift and manipulate up to 500 lbs of metal within 30 feet of you. You can move the metal at a speed of up to 30 feet per round, if you attempt to crush a creature using this they must succeed a dexterity saving throw or take 1d10 bludgeoning damage per 100 lbs. Attempting to restrain a creature using this will require them to succeed a strength saving throw equal to 10+ your spellcasting modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher you may lift an additional 50 lbs of metal |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magnetize
Level: 0
School: Transmutation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: V, S
Description: You hold your hands outstretched and project an area of intense magnetism that allows you to move metal objects. Choose any number of objects entirely within the spell's range that are partially or entirely made from metal and that weigh 15 pounds or less. If the object isn't being worn or carried, you automatically move it up to 15 feet in any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 15 feet in any direction but not beyond the range of this spell.
Once the metal is moved it is no longer magnetized. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Magnokinesis
Level: 2
School: Transmutation (Ritual)
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: Small Magnet
Description: You gain control over one metal (made mostly or entirely of metal) object that weighs up to 2000 pounds or multiple objects (up to 4 objects) with maximum of 500 pounds combined weight. If the object is worn or carried by a creature they can make a Strength saving throw to attempt to break your control over the object, on a success the spell ends. The DC is your spell save DC. The object can also be manipulated to restrain a creature. Attempting to restrain a creature will require them to make a Strength saving throw equal to your spell save DC. On a success they are unaffected, on a failure they are restrained. On their next turn they can attempt to break free by making another Strength saving throw.
The controlled object/s can move 30 feet in any direction. You can only move an object vertically if it weighs 500 pounds or less. You can use an action to move the object/s an additional 30 ft in any direction. Whenever you move the controlled object/s you can attempt to attack a creature with it. You must make a ranged spell attack against the creature and on a success hit the creature for 1d6 damage per object (damage type depends on type of object used). If you have controlled multiple weapons (swords, axes, maces, etc) they will deal 1d8 damage per weapon used. If it is a singular object weighing 500 pounds or more you can attempt to crush the creature, they must succeed a Dexterity saving throw or take 1d4 damage per 100 pounds. The DC is your spell save DC. During your turn you can also choose to drop the object as an attack, the object must be at a height of at least 10 ft in order to deal any damage. You must make a ranged spell attack to hit them, on a success the object inflicts 1d4 bludgeoning damage for every 10 ft it falls. For example an anvil that falls 50 ft would deal 5d4 bludgeoning damage. The spell can only be cast as a ritual outside of combat.
At Higher Levels. The range of the spell increases to 90 ft at 3rd level, and to 120 ft at 5th level. The maximum weight you can lift increases by 50 pounds for each level after 3rd level. At 4th level your control over these objects is stronger, when you restrain a creature they have disadvantage when trying to break free, and disadvantage when they try to break your control over an object they are carrying |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Major Inventory
Level: 6
School: Divination (Ritual)
Classes: Bard, Cleric, Paladin, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A square piece of paper or parchment, with a grid of blue and red lines on ones side, folded into a little triangle
Description: You target a non-magical container of which you have line of sight with at least one of it's contents within range. It can be a bottle, bag, cask, pitcher, barrel, basket, bucket, pot, pouch, chest, sack, or room made of any material as long as it can fit within a 20 foot cube. Really anything that isn't alive or magical but contains things that are not part of itself can be considered a container.
You instantly become aware of every item and it's quantity that the container holds.
If there is any item you have never encountered before, you are aware of it's approximate shape and size, but not it's name or purpose.
You become aware of which is the most valuable item and it's approximate market value.
If any item is magical, you detect which items are magical as if seen with the detect magic spell.
If there are containers within the container you are targeting you become aware of the contents and it's quantities unless the inner container is sealed, locked or magically protected against divination or the container is a magical item itself.
You do not become aware of the exact position of individual items inside the container.
Any knowledge you gain by this spell stays fresh and clear for a number of minutes equal to your intelligence score times three. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Major Mark
Level: 7
School: Evocation
Classes: Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a fire ruby worth at least 500 gp
Description: As an action, you point to a creature you can see in range, mutter arcane words, and trace a certain sigil described by this spell. As long as you concentrate, up to 10 minutes, the target gains the benefits of the sigil you chose. The sigil is visible over the target's head while you cast the spell.
Assassin's Mark: This sigil consists of a diagonal cross and a water droplet encircled by two thin circles. When you choose this sigil, every time the target rolls a damage die from a weapon, those dice are exploding, up to 7 explosions each. Additionally, you or the target can expend a bonus action to grant it advantage on its next attack roll against a creature with a lower initiative than it.
Evoker's Mark: This sigil consists of a flame, water droplet, snowflake, and wispy lines. When you choose this sigil, every time the target rolls an acid, cold, fire, lightning, or thunder damage, those dice are exploding, up to 7 explosions each.
Gravekeeper's Mark: This sigil consists of an X, the top left end of which is tipped with a curved line, and the bottom right end of which is tipped with a ū-like symbol. When you choose this sigil, every time the target rolls a necrotic or poison damage die, that die is exploding, up to 7 explosions each. In addition, the target gains resistance to and advantage against saving throws involving necrotic damage, and it cannot be raised as undead as long as this spell is active.
Lunatic's Mark: This sigil consists of two small spheres with dots in their centers. When you choose this sigil, every time the target rolls a psychic damage die, that die is exploding, up to 7 explosions each. In addition, the target has advantage on saving throws to resist being charmed and frightened.
Keeper's Mark: This sigil consists of an upside down triangle containing a simplistic bird. When you choose this sigil, every time a damage die is rolled at maximum value against the target, it gains +1 to is AC, up to +5 total. Additionally, the target can expend one of these bonuses to AC to negate all damage done by a single attack.
Shaman's Mark: This sigil consists of a leaf and water droplet, under which lies a sideways humanoid palm. When you choose this sigil, every time the target rolls a healing die, those dice are exploding, up to 3 explosions each. Each time the target heals or is healed, add a number of temporary hit points equal to your spellcasting modifier to the target and any other affected party. Additionally, the target can simulate Spare the Dying at will. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Major Polymorph
Level: 6
School: Transmutation
Classes: Bard, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a piece of a caterpillar cocoon and a ruby worth at least 100 gp
Description: This spell transforms you into a new form.
The transformation lasts for the duration, or until you drop to 0 hit points or die. The new form can be any beast, dragon, elemental, giant, monstrosity, ooze, or plant whose challenge rating is equal to or less than your current level. Your game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. You retain your alignment and personality.
You assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You are limited in the actions you can perform by nature of your new form, and you can't speak, cast spells, or take any other action that requires hands or speech unless your new form is naturally capable of doing so.
If the new form doesn't wield equipment then your gear melds into the new form. You can't activate, use wield, or otherwise benefit from any of your equipment. If the new form is one that normally wields equipment then your gear transforms into the new form's standard equipment, as determined by the DM. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Major Stasis
Level: 4
School: Transmutation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You point at a creature or object within range that weighs 2,000 pounds or less and cause it to become stopped in time. An unwilling creature can make a Wisdom saving throw when targeted and at the end of each of its turns while affected; on a success, the spell ends.
For the duration, the target is frozen in place and cannot move of its own volition, becoming paralyzed if it is a creature. Another creature can move the target by using an action to make a Strength (Athletics) check against your spell save DC, moving the target up to 5 feet on a success.
The target is immune to all damage for the duration; keep track of the amount of damage it is subjected to. When the spell ends, choose a direction. The target is flung in that direction a number of feet equal to twice the damage dealt to it while stopped in time, stopping early if it impacts against a solid surface. A creature or unsecured object in the target's path must make a Dexterity saving throw to avoid being hit by the target. On a failed save, both the target and the creature or object hit take 4d4 bludgeoning damage for every 10 feet the target was flung, and a hit creature is knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the weight limit increases by 4,000 pounds for each slot level above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Majority World
Level: 9
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: A gem-encrusted golden apple worth at least 10,000gp
Description: Target a number of creatures that you can see up to your spellcasting ability modifier. When you cast Majority World and at the start of your turn, you may select one of the following effects from both the Hostile and Friendly charts, provided you have at least one of each currently under the effects. The chosen effect affects all targets of the appropriate type until the start of your next turn. Hostile targets may make a Charisma saving throw to resist the effect for the round.
Friendly
Attack: Targets gain a bonus to their attack equal to your spellcasting modifier.
Defense: Targets gain resistance to all damage, and immunity to critical hits.
Damage: If a target would roll a damage die, they may choose to take the maximum damage instead.
Healing: Targets regain HP equal to your spellcasting modifier at the start of their turn.
Utility: Targets gain immunity to the Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, and Stunned conditions.
Movement: Targets speed doubles, they ignore difficult terrain, and they gain a swim speed equal to their walking speed.
Ability: Targets add your spellcasting modifier to their saving throws and ability checks.
Hostile
Attack: Targets subtract a number equal to your spellcasting modifier when they make an attack.
Defense: Targets gain resistance to a damage type if they were immune, take normal damage if they were resistant, and are vulnerable to damage they would previously take normally.
Damage: If a target would roll a damage dice, it must take the minimum number possible.
Healing: Targets cannot gain HP.
Movement: Targets speed is halved and cannot be increased.
Ability: Targets subtract your spellcasting modifier from saving throws and ability checks they make |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Makankōsappō
Level: 4
School: Evocation (Ritual)
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (120 Feet Line)
Duration: Instantaneous
Components: V, S
Description: You hold your index and middle finger against your forehead and start charging energy at the tip. Afterwards you point the tip of those 2 fingers anywhere and a beam of light shoots out in a straight line that pierces every nonmagical obstacle and every creature that is not magically protected (i.e Shield). Every creature pierced by the beam of light takes 6d8 radiant damage and 2d12 piercing damage. The beam does not pierce obstacles like Wind Wall or Wall of Fire.
When casting this spell as a ritual, charging energy takes 10 minutes and the beam of light deals 20d8 radiant damage instead and pierces through any obstacle including magical barriers. Taking damage while charging interrupts the casting process and the spell fizzles.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radiant damage increases by 1d8 for each slot level above the 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Malcador’s Fallen Star
Level: 9
School: Evocation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Sight
Duration: Instantaneous
Components: V, S, M
Material cost: a small stone from the original meteor, which the spell consumes
Description: Named after its discoverer, this accursed star brought death to all who saw it, including the great astrologist himself.
After 1d10 rounds from casting the spell, the meteor will fall on the chosen target, location, or point. Each creature within 300-foot-radius sphere centered on a point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 15d10 fire damage and 15d10 bludgeoning damage on a failed save, or half as much damage on a successful one.
The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Man's Best Fiend
Level: 1
School: Necromancy (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Hour(10 Minutes If Already Active)
Range: 10 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a small amount of charcoal, one skull or head of any type or size rating, that is destroyed during the ritual.
Description: You gain service of a unique fiendish familiar that takes the form you choose among this list:
floating skull, shadow, Imp, Homunculus, Awakened Shrub, Cat, Rat, Raven, Pseudodragon, Spider, or Crawling Claw.
Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. You can make your familiar attack or defend without having to spend action or bonus action. While your familiar is within 100 feet of you, you can communicate with it telepathically. When the familiar drops to 0 hit points or is dismissed forever, it explodes, dealing 1d6 radiant damage to everything within 30 feet, and leaving behind a pile of cinders. Dismissing it forever also causes 1d8 necrotic damage to the caster, from any distance - this effect does not occur if it drops to 0hp via other means.
As an action, you can see through your familiar's eyes and hear what it hears, gaining any special senses the familiar has. During this time, your own body is deaf and blind, though it can still move normally. If you are knocked unconscious while this effect is active, it does not end.
As an action, you can temporarily dismiss your familiar. It enters your shadow, where it awaits your summons. As an action, while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
At Higher Levels. when you cast this spell at 2nd level you can summon a Will-o'-wisp or a death dog, when you cast this at 3nd you can summon a Hell Hound. To change the from you will have to spend a spell slot of the right level so going from hellhound to cat you would only need a 1st but going from cat to death dog you would need to use a 2nd level slot |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mana Shield
Level: 1
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a pearl worth at least 100 gp
Description: You create a protective sphere of magical force around a willing creature you can see within range. The targeted creature gains temporary hit points equal to 1d10 + your spellcasting modifier. If the targeted creature would take an amount of damage that exceeds their current temporary hit points, they instead lose all temporary hit points and take no damage, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell grants an additional 1d10 temporary hit points for each slot level above 1st |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mana Shield, Variant
Level: 0
School: Abjuration
Classes: Wizard
Casting time: 1 Action
Range: Self (5-Foot Cube)
Duration: Duration: Concentration, Up To 1 Round
Components: S, M
Material cost: a cube made out of wood, metal or stone
Description: Create a shield of energy that covers a 5-foot cube around the caster. Creatures inside the shield are considered to have half-cover.
In addition, any hostile creature that attempts to enter the area inside the shield must succeed on a Strength saving throw, or it can't pass through, being unable to try again until the start of its next turn. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mana Siphon
Level: 3
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You raise your hand, projecting your open palm forward, sucking the reserves of mana from inside your enemy. Force the target to make a saving throw using its Spellcasting ability. On a failed save, the target loses a number of spell slots equal to 1d4, and you regain the same amount. You can't regain more spell slots than your maximum using this feature, and the spell slot must be of 2nd-level or lower. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Manic Manacles
Level: 0
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 40 Feet
Duration: Concentration, Up To 1 Minute
Components: V, M
Material cost: a piece of iron
Description: You cause heavy black chains to encircle a creature you can see within range. The target must make a Dexterity saving throw. If the target fails, it is restrained by heavy black chains until the spell ends.
The target can use its action to make a Strength check against your spell save DC. On a success, it frees itself from the chains |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Manipulate Hearing
Level: 0
School: Illusion
Classes: Bard, Cleric, Warlock, Wizard
Casting time: 1 Reaction, When You Notice One Or Multiple Creature Listening To A Sound You Can Hear
Range: 90 Feet
Duration: Instantaneous
Components: S, M
Material cost: a sliver of jade
Description: You use illusory audio to manipulate what a creature believes it has heard. The creature affected must make an Intelligence saving throw. On a fail, you control what the creature hears to the extent that it keeps the same volume. This change in sound only affects the listener and does not change the actual sound made (manipulate hearing cannot affect the verbal component of a spell).
At Higher Levels. This spell’s number of targets increases by 1 when you reach 5th level (2), 11th level (3), and 17th level (4). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Manipulate Snow and Ice
Level: 0
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You choose a portion of snow or ice that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You can excavate snow and ice, reshaping it, move it along the surface, freezing it, condensing it into snow and deposit it up to 5 feet away. This movement doesn’t involve enough force to cause damage.
You cause shapes, colors, or both to appear on the ice or snow, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If the ice or snow you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
One Medium or smaller creature standing on snow that you choose must succeed on a Strength saving throw or have its movement speed reduced by 20 feet. Alternatively, one medium or smaller creature standing at snow must make a Strength saving throw, or be throw on the ground, knocked prone.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mansión
Level: 4
School: Conjuration
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: Instant
Range: 5 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: an eviction notice, a planar map to the mansión, and a silver key worth at least 500 gp
Description: The mansión is a 260-by-340-foot "building" that takes on whatever appearance you choose. Within the mansión there are the following resources: 5 rooms with their respective "magical" bathrooms, closets, beds and a small herb garden that is replenished daily and provides basic sustenance for a day for 5 creatures, a kitchen, a library room and a training camp among the following; a blacksmith shop, a workshop, an alchemy laboratory, a herbalist's corner, a large hall in the center of the mansión and a personal office.
Finally, you may force any creature of your choice from your mansión, and they may not return until designated otherwise by you.
At Higher Levels. By casting a spell slot of level 5 or higher, the mansion gains the ability to protect itself from climatic changes around it, except for extreme heat and cold. You can also control the climate and vegetation of the mansion at your will, as long as you you are in it. When casting a Spell slot of level 6 or higher, the mansion gains a maximum levitation height of up to 5,000 feet and a flight speed of 100 feet. By casting a spell slot of level 7 or higher, you can make the mansion double in size, obtaining these resources: a small safe in which you can place any object as if it were a pocket dimension, objects cannot exceed the medium size, you also get several servants who cannot fight and cannot be harmed, they can only do very basic things like cooking and cleaning and maintaining the mansion, you also get a small farm with 3 stables, a mill and several houses of your choice. When casting a spell slot of level 8 or higher, the owner of the mansion can choose to create a small portal, after meditating for 1 hour, into which only those he decides will enter, teleporting themselves to the mansion. When casting a 9th level spell slot, the mansion produces, once a day, a golden apple from a Great tree with golden leaves located in the center of the mansion, this fruit is known as: "the primal fruit." Anyone who eats this fruit will automatically be enveloped by a celestial aura, thus turning its consumer into an immortal being capable of overcoming the effects of old age and in turn recovering all of their spell slots, if they have any, it also counts as if had taken a prolonged rest and any illnesses or harmful magical or non-magical effects on him will be nullified in this way. (at DM's discretion) The primordial fruit can only be plucked from the tree by the owner of the mansion and by a person whom he decides. You cannot have more than one mansion at a time. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mantle of Command
Level: 4
School: Enchantment
Classes: Bard, Paladin, Warlock
Casting time: 1 Action
Range: Self (15 Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A crown, scepter or standard worth at least 200 GP, or a magic weapon worth at least 1 sp
Description: Upon casting this spell, you and every creature of your choice within range gains 20 temporary hit points that last for the duration of the spell, or until they are reduced to 0. In addition, while the spell is active, every creature of your choice within this aura also adds 1d6 to the total of their attack rolls and saving throws.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the area of effect increases by 5 feet for every level of spell slot above 4th. For example, if cast as a 7th level spell, the area of effect is 30 feet |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Manus Semoto
Level: 1
School: Evocation
Classes: Warlock
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a pinch of charcoal dust sprinkled with marrow
Description: Three translucent limbs of magical force originate from your sternum. Each limb hits a creature of your choice that you can see within range. A limb deals 1d8 force damage to its target. The limbs all strike simultaneously, and you can direct them to hit one creature or several.
After (2) consecutive hits on a single target, you may then move the target 5 feet closer or further to you.
Every (2) consecutive hits afterwards adds an additional 5 feet you may move your target.
Moving a target in or out of another creature's range does not provoke attacks of opportunity.
At Higher Levels: For each level this spell is cast above 1st grants an additional (2) limbs to strike targets |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mark
Level: 1
School: Abjuration (Ritual)
Classes: Wizard, Bard, Sorcerer, Warlock
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: some ink
Description: You touch something that you own and mark it. A small mark or image of your choice appears on the item wherever you desire. The mark can not be similar to something that already indicates a particular person or organization if you are not a part of it, such as a Noble signet or a Royal seal. You are instinctively aware of where the mark is if it is within 30ft. If a creature touches the mark they learn the chosen name and a single distinct identifying feature of the item's owner that may be decided while casting. You cannot lie about your name or the identifying feature while casting this spell, but you can use a nickname as long as it is a known one.
If the item is removed from your possession from where or with whom you left it, you are alerted to it's new position once a minute for 10 minutes as long as it remains on the same plane as the mark's owner. You can additionally cast this spell on yourself to manually trigger the tracking effect on your marked items. Casting this as a ritual on yourself allows you to hold the tracking for up to an hour with concentration, and reduces the delay between location alerts to 6 seconds. The tracking effect does not have any visible effects unless Detect Magic or a similar spell is used.
You can pass ownership and the effects of this spell onto a willing creature that you can touch by casting the spell a second time on an item that already has a mark. They may choose a new mark, but a miniature version of the caster's mark will appear beside the new mark. The miniature mark retains only the name of the owner, and the manual tracking ability with a limited range of a mile.
A creature can have their mark on as many items as their level with the full tracking effect. They may additionally mark as many items equal to twice their level without the automatic tracking effect, and an additional amount of items equal to their three times their level with no tracking effect. If the owner of the mark does not know this spell, their limits are halved. These lists are not inclusive of each other and are based on the owner of the item rather than the caster.
The spell ends and the mark is erased if the item moves more than a mile from mark's owner for longer than a week. The separation time for an item granted to someone else is only a day. The mark may be forcibly removed with Dispel Magic or if it enters an anti-magic field. It can also be willingly dispelled by the caster with an action. There is no other way to remove the mark |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mark of Nirvana
Level: 9
School: Enchantment
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: S, M
Material cost: a dewy lotus blossom, which the spell consumes
Description: You touch a creature and grant it the will to become enlightened. For the duration, the target has proficiency in all saving throws, makes Perception and Persuasion checks with advantage, and suffers disadvantage on Deception checks. Additionally, a creature of good or lawful alignment that deals damage to the target with an attack or spell takes 1d10 psychic damage.
When you cast this spell, the target chooses a number of spells of 3rd level or below equal to your spellcasting ability modifier; these must be divination or abjuration spells from the wizard spell list. For the duration, the target can cast these spells at will, without expending spell slots or requiring material components. The target uses Wisdom as its spellcasting ability when casting spells this way.
Finally, the target can use an action to cast raise dead without expending a spell slot or requiring material components; if it does so, it takes 5d10 necrotic damage and the spell ends. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mark of Syrix
Level: 5
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: a volcanic rock
Description: A creature within range you choose has a Mark of Syrix placed on them. Any time the targeted creature takes fire damage, the Mark deals 6d8 fire damage to that creature. This damage can only be dealt per round a number of times equal to the level this spell was casted at. As a bonus action and at any time, you can destroy a Mark of Syrix on any creature within range, dealing an amount of fire damage to the creature equal to the fire damage it has already taken this round. Marks of Syrix fade off of targeted creatures 1 minute after being casted.
At Higher Levels. When you cast this spell using a spell slot of 7 or higher, cast an additional mark of Syrix for every two levels above 5th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Marty’s Miraculous Self Improvement
Level: 4
School: Transmutation
Classes: Artificer, Bard, Wizard
Casting time: 1 Minute
Range: Self
Duration: 1 Hour
Components: V, S, M
Material cost: a self-help book
Description: You train rapidly, enhancing your physical capabilities in seconds. Choose two; Strength, Dexterity, or Constitution. Those scores increase by 2, to a maximum of 18, for the duration of the spell.
At Higher Levels. When cast at 6th level or higher, the bonus increases by 1 for every two levels above 4th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Marvin's Gutterball
Level: 5
School: Conjuration
Classes: Artificer, Wizard
Casting time: 1 Action
Range: 600 Feet
Duration: Instantaneous
Components: V, S
Description: You conjure a massive iron ball, filled with flechettes and explosives. Choose a spot within range. The ball travels at a rate of 50 feet a round, moving at the start of your turn, and can either go over cover, or if the structure has less that 15 hitpoints, travel directly through it.
When it hits it's intended location or strikes something with 15 or more hitpoints, the ball explodes. Everything within a 40 foot radius of the ball must make a Dexterity saving throw or take 5d6 fire and 5d6 piercing damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the ball's travel speed increases by 10 feet, and the piercing damage increases by 1d6, for every level above 5th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mass Arcane Cure
Level: 5
School: Evocation
Classes: Bard, Cleric, Paladin
Casting time: 1 Bonus Action
Range: 20 Feet
Duration: Instantaneous
Components: V
Description: With the power of the arcane arts of a Magister you can heal and replenish the energy of your allies.
Up to six creatures of your choice that you can see within range regain hit points equal to 1d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Additionally, you can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the healing increases by 1d6 for each slot level above 5th |
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