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Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mass Blade Bane
Level: 8
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Choose up to twelve creatures of your choice that you can see within range, and choose one of the following damage types: bludgeoning, piercing, or slashing. Each target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn an affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Additionally, the target loses any resistance to that damage type until the spell ends |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mass Blood Transfusion
Level: 3
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V
Description: You cause your blood to flow to wounded creatures in the area, mending their wounds. Choose up to six creatures inside the area and spend a hit die for each creature chosen. Each creature regain hit points equal the number rolled on the hit die + your Spellcasting ability. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mass Disintegrate
Level: 9
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (30 Foot Cone)
Duration: Instantaneous
Components: V, S, M
Material cost: a lodestone and a pinch of rust powder
Description: A blast of green light erupts from your outstretched hand. Each creature in a 30-foot cone must make a Constitution saving throw. A target takes 20d6 + 40 force damage on a failed saving throw, or half as much on a successful one. The target is disintegrated if this damage leaves it with 0 hit points.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
This spell automatically disintegrates all Medium or smaller nonmagical objects or creations of magical force. Magic items are unaffected by this spell unless worn by a creature reduced to 0 hp.
Targets that are completely obstructed by objects which are not disintegrated are unaffected by the spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mass Exsanguination
Level: 6
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet, 10 Feet Cube
Duration: 1 Minute, Concentration
Components: None
Description: Drain the life from your enemies
A vortex of spirits begin to draw blood of everyone in the area of the spell. Everyone within the area must pass a Constitution saving throw or their Constitution ability score decreases by 1d4. Creatures without blood are not affected by this spell. A creature that passes the saving throw cannot be affected for the rest of the spell's duration |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mass Harm
Level: 9
School: Necromancy
Classes: Cleric
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: A flood of negative energy flows from you into creatures around you. All creatures of your choice within range must make a Constitution saving throw. On a failed save, it takes 20d6 necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. On a successful save, a creature takes half as much damage, and its hit point maximum is not reduced. Damage from this spell cannot reduce a target's current or maximum hit points below 1. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mass Immolation
Level: 9
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute.
Components: V, S
Description: Choose up to twelve creatures you can see within range. Each target must make a Dexterity saving throw. A target takes 16d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, a target also burns for the spell's duration. A burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, a target repeats the saving throw. It takes 8d6 fire damage on a failed save, and the spell ends on that creature on a successful one. These magical flames can't be extinguished by nonmagical means.
If damage from this spell kills a target, the target is turned to ash |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mass Inflict Wounds
Level: 5
School: Necromancy
Classes: Cleric
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: A wave of negative energy washes out from a point you choose within range. Each creature within a 30-foot radius of that point must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, this spell's damage increases by 1d8 for every level after 5th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mass Mental Binding
Level: 3
School: Enchantment
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A link of chain
Description: Up to 4 creatures of your choice that you can see within range perceives everything as closing in and confining it if this spell affects it. The targets must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
At Higher Levels. Increase number of creatures targeted is increased by 2 per spell level higher than 4th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mass Mind Wipe
Level: 6
School: Enchantment
Classes: Bard, Wizard
Casting time: 1 Action
Range: 40 Feet
Duration: Instantaneous
Components: S
Description: Choose two targets within range. Each target must make an Intelligence saving throw. On a success, this target knows you tried to wipe their memory and become aggressively hostile to you, even willing to rile up others to kill you. On a failure, you wipe up to 2 hours of the target's memory. Targets whose minds are wiped will not know that you wiped their memory, and may not be hostile if they were in the time that was erased.
At Higher Levels: When this spell is cast using a 7th level or higher spell slot, you may target an additional creature for each level above 6th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mass Transcription
Level: 5
School: Transmutation (Ritual)
Classes: Artificer, Bard, Cleric, Wizard
Casting time: 10 Minutes
Range: 15 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a writing implement and several bottles of ink, the ink of which is consumed as part of casting this spell
Description: You flawlessly copy the contents of a book you can see within range into another, blank book within range. During the transcription process, you can decide to have the contents translated into a language of your choice. You must be fluent in the source and destination language if you do so.
This spell can copy the contents of a spellbook, creating a second spellbook. However, using the spell in this manner incurs an additional material cost: 25 gold pieces worth of rare inks is consumed per the spell level of each copied spell in the spellbook. Additionally, the spell can only copy spells of a level equal to or lower than the level this spell is cast at. If a copied spell is of a higher level than this spell is cast at, the spell is not transcribed and the pages in the new spellbook that would contain it are left blank.
At Higher Levels. The amount of books that can be transcribed or copied by this spell increases for each spell slot above 6th. Refer to how it increases according to the table below.
Spell Level
Books Transcribed
6th
Up to 5
7th
Up to 10
8th
Up to 50
9th
Up to 100
See Also[edit]
transcription |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mass Traumatic Teleport
Level: 9
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V
Description: You attempt to instantly transport up to eight creatures within range into one or more solid objects you can see within 500 feet of you. Each object that you use as a destination for a creature must be the same size as that creature or larger. Each creature must make a Constitution saving throw. On a failed save, it partially teleports into the object, takes 6d10 force damage, and is restrained. On a successful save, a creature takes 3d10 force damage but is neither teleported nor restrained.
A creature restrained by this spell may make a Strength save at the end of each of its turns. Once it successfully makes the Strength save three times, it is no longer restrained and shunted into the nearest empty, unoccupied space |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Massage
Level: 0
School: Conjuration
Classes: Bard, Sorcerer
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: Choose a creature you can see within range. Magic, nonharmful hands begin to gently and benevolently massage the creature. To the creature, this touch feels not invasive, but inherently welcome, relaxing, and stress-relieving. This spell generally affects any living creature with familiar musculature, including all beasts, humanoids, and giants, but may not affect unusual creatures who would never gain any benefit from a massage, as your DM decides.
For the duration, when a Charisma (Persuasion) check is made to convince or persuade the target, it must make a Wisdom saving throw. Any creature that is openly hostile, or has been harmed by you or your associates, automatically succeeds on this saving throw. On a failure, that Charisma (Persuasion) check is made with advantage, but only if the persuasion is done in a calm and gentle manner |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Massive Magic Missile
Level: 5
School: Evocation
Classes: Cleric, Paladin, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A 20 gp diamond
Description: You create nine glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force, thunder, cold, Lightning, fire, radiant, necrotic, poison or acid damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates three more dart for each slot above 5th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Master's Touch
Level: 1
School: Divination (Ritual)
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Hour (See Description.)
Components: V, M
Material cost: see description.
Description: A willing target becomes proficient with one piece of equipment that you are both touching when you whisper magical words containing condensed knowledge of its use. This proficiency lasts for one hour, until it is dispelled, or until the target is no longer within five feet of the equipment. To bestow proficiency, you must either be proficient yourself, in which case this spell has no material component, or you must channel the knowledge and abilities of those who have come before you, using some symbol of achievement, such as a mortarboard hat, a guild badge, or a certificate of proficiency, as a material component.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the proficiency granted by this spell lasts 8 hours and is not terminated when the target is no longer within five feet of the equipment. When you cast this spell using a spell slot of 3rd level or higher, the proficiency granted by this spell lasts until the target completes a long rest. When you cast this spell using a spell slot of 9th level, the proficiency granted by this spell lasts until dispelled.
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Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Materialize Trap
Level: 3
School: Conjuration
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 25 Feet
Duration: 24 Hours
Components: V, S, M
Material cost: Ritualistic chalk worth at least 50gp, which the spell consumes
Description: You conjure a special glyph in your hand (or within your spell focus) before throwing it out to a point within range. The glyph transforms into a trap of your choice from the list below. It will not target or be triggered by you or any number of creatures that you choose when you cast the spell. The trap that this spell conjures becomes inert when the duration of the spell ends.
The traps that this spell can summon are as follows:
Adomorn's barrier
Autonomous sentry
Enchanted sentry (This trap can't have a spell prepared that you don't know)
Morbid cage
Noxious fume puffer
Portable pit
Spike trap
Spiked barricade
If you cast this spell on the same spot using the same type of trap every day for 30 days, it lasts until dispelled. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Maxwell's Marvelous Mantle
Level: 3
School: Abjuration
Classes: Artificer, Wizard
Casting time: 1 Minute
Range: Touch
Duration: 8 Hours
Components: V, S, M
Material cost: a small silver hood worth 50 gp
Description: A willing creature you touch is surrounded by a shimmering ethereal mantle that places a protective barrier between it and the elements. For the duration of the spell, they gain the following benefits:
The target automatically succeeds on saving throws made against the effects of extreme cold[1] and extreme heat[2].
The target and any objects it is wearing or carrying are kept magically dry and unsoiled by substances such as blood, dirt, grease, grime, mud, or oil.
Choose any damage types other than psychic. When the target takes damage of one of those types from an external source, that damage is reduced by an amount equal to your spellcasting ability modifier (minimum of 1). This reduction applies before any resistances.
If the target takes 5 or more damage of a type reduced by this spell (after applying all reductions and resistances) during a single turn, the mantle is broken and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage reduction granted by the spell increases by 1 and the damage threshold required to break the mantle increases by 5 for each spell level above 3rd. Alternatively, you can choose to target one additional creature for each spell level above 3rd. All targets must be touching when you cast this spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Maya's Symphony
Level: 9
School: Evocation
Classes: Bard
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V
Description: An eerie music begins to play, summoning a spirit that protects and heals allies. When you cast this spell, mist coalesces into the form of a humanoid woman. She hovers above you. At the start of each of your turns while this spell is active, she casts mass cure wounds as a 6th-level spell on allies of your choosing. Also, creatures have disadvantage on attack rolls against allies within 60 feet of her, and allies have advantage on saving throws within the same range. When this spell ends, she fades into mist that cannot be dispersed. It stays for 24 hours and obscures the view of creatures hostile to you |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Medusa's Gaze
Level: 4
School: Transmutation
Classes: Druid, Ranger, Warlock
Casting time: 1 Action
Range: Self (30Ft Cone)
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: snake skin
Description: As an action, you cause your eyes to glow a sickening green in a 30ft cone. Any creature that is facing you when the cone first becomes active, or starts its turn in the cone, must make a Constitution saving throw. On a failure, the creature's speed is halved. On a second failure, their legs turn to stone and are considered restrained. On a third failure, the creature becomes completely petrified, which can be cured with Greater Restoration. An affected creature may repeat the saving throw at the end of each turn if they are not fully petrified. If a creature fails its saving throw by 6 or more, they are instantly petrified.
Unless surprised, a creature can choose to avert their gaze at the beginning of their turn or immediately make the save again. If they do so, they cannot see you and must repeat the saving throw if they choose to do something that would make them meet your gaze once more. This includes making an attack against a creature, if they are both in the cone and the one attacking is facing you.
At the end of your turn, you must designate where you are facing and where the cone is aimed. If you are hit by an attack or spell, you can use your reaction, after rolling to maintain concentration, to face the creature the damage originated from, forcing them to repeat the saving throw if they are not averting their gaze. The sweep from turning your head does not affect creatures in terms of repeating the save.
On subsequent turns after casting this spell, you can use your action to force a creature you can touch to make the saving throw.
If you see yourself reflected on a polished surface within 30ft and in an area of bright light, you are instantly petrified. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Megascale Flight
Level: 8
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 8 Hours
Components: V, S
Description: You touch a willing creature. The target gains a flying speed of 600 feet for the duration. While the spell lasts, the creature can spend 1 minute, during which it can take no actions besides the Dash action, to fully power its flight. While the creature is flying at full power, it can reach speeds equivalent to approximately 5 times the speed of sound (1 mile/second) in the atmosphere, or 1 light-year per hour in vacuum. In this state, the only actions the can take are the dash action or to return to combat speed, which it can do as an action.
When the spell ends, the target falls if it is still aloft, unless it can stop the fall. Once the target has a minute or less of the spell remaining, it is mentally notified of how much time is remaining via a 60-second countdown |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Megaton Punch
Level: 0
School: Evocation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You coat your fist in pure magic as you wind up a haymaker. Make a melee spell attack against a creature. On hit, the target takes 1d10 force damage, and if the creature is Large or smaller, you push the creature up to 10 feet away from you in a straight line.
This spell's damage increases by 1d10 when you reach 5th (2d10), 11th (3d10), and 17th level (4d10). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Melody of Lasting
Level: 3
School: Enchantment (Ritual)
Classes: Bard, Cleric
Casting time: 1 Minute
Range: Self (60-Foot Radius)
Duration: Concentration, Up To 8 Hours
Components: V, S, M
Material cost: An instrument, three other willing creatures
Description: You and three or more willing creatures within range begin an infectious song that compels nearby creatures to be impenetrable to anything that may wear them down. When you cast this spell, each creature of your choice within range is cured of one level of exhaustion, as well as the incapacitated, paralyzed, and stunned conditions.
Until the spell ends, all creatures within range are immune to the effects of exhaustion, and have doubled travelling speed. Any creature that is incapcatitated, fatigued, paralyzed, stunned, or unconscious has the effects of those conditions suppressed for the duration. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Memory Graft
Level: 1
School: Enchantment
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: S, M
Material cost: needle, and 5 sp of thread
Description: You enchant a short 3 second memory and magically graft it onto the mind of one creature within range. If the creature passes a Wisdom saving throw, the new memory will not enter their mind.
The needle and thread are consumed during the casting of the spell.
Undead and creatures immune to being charmed aren't affected by this spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mending Sinews
Level: 4
School: Evocation
Classes: Cleric, Druid
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Minute
Components: V, S
Description: A creature of your choice that you can see within range regains hit points equal to 1d4 + half your spellcasting ability modifier rounded up. For the duration, at the start of each of the target's turns it again regains hit points equal to 1d4 + half your spellcasting ability modifier rounded up. This spell has no effect on undead or constructs. This spell ends if the target drops to 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 6th or higher, you can target one additional creature with this spell, and when you cast this spell using a spell slot of 8th or higher, you may target two additional creatures with this spell |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mental Bindings
Level: 1
School: Enchantment
Classes: Cleric, Druid, Paladin, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A link of chain
Description: A creature of your choice that you can see within range perceives everything as closing in and confining it if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mental Shred
Level: 0
School: Evocation
Classes: 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. On a hit, the target suffers the weapon attack’s normal effects and then your weapon cleaves into the mind of your foe to wear it down and disorient them with psionic fury. On a hit, you have advantage to hit them with your next attack. Also, if the target tries to cast a spell, use a magical effect, or make an Intelligence, Wisdom, or Charisma check, that target will take 1d8 psychic damage.
At Higher Levels. At 5th level, you deal an extra 1d8 psychic damage on a hit and an extra 1d8 psychic damage when they cast a spell, use a magical effect, or make an Intelligence, Wisdom, or Charisma check. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and 17th level (3d8 and 4d8). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mergewall
Level: 7
School: Transmutation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a golden scepter worth at least 50,000 rupees
Description: Designate a creature in range that is within 5 feet of a flat vertical surface at least as wide and tall as the creature. The target "merges" into that wall, appearing on its surface as a crude painting of itself. If there are multiple suitable walls near the target, you choose which wall the target merges into. An unwilling creature is afforded a Charisma saving throw to resist this effect, preventing the effect and ending the spell on a success. If the target was affected by this spell within the past 24 hours, it automatically succeeds on this saving throw.
While it is merged with the wall, the target has immunity to all damage other than psychic.
An unwilling target is unable to move while merged, and is effectively petrified for the spell's duration. At the end of each of its turns, it can make a new saving throw, ending the spell on a success, and unmerging from the wall.
A willing target can move along the wall's surface by expending movement as normal, but is only able to move laterally, and only if there is a section of contiguous flat wall for it to move into. While merged, a willing creature can take the Dash action, but otherwise cannot attack, cast spells, or use any other actions. For the duration, the target can still use a bonus action on each of its turns to remove itself from the wall, or use its bonus action to merge again with any suitable wall it is touching.
If at any point the wall merged with the target is destroyed, this spell ends, the target unmerges with the destroyed wall, and the target takes 21 (6d6) force damage.
If at any point the target unmerges from a wall but there is no available open space at the point at which it unmerges, the creature takes 7 (2d6) force damage and teleports to the nearest available unoccupied space.
At Higher Levels. When you cast this spell using a spell slot of 8th or higher, it gains an additional benefit. If you target an unwilling creature and successfully concentrate on the spell for its entire duration, the effect becomes permanent on that creature |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Merrow's Song
Level: 2
School: Abjuration
Classes: Bard
Casting time: 1 Action
Range: Self (15 Ft. Cone)
Duration: Instantaneous
Components: V, S
Description: You unleash the voice of the great singers of the ocean. Any creatures of your choice within a 15 ft. cone must attempt a Charisma saving throw. On a failure, they take 1d4 thunder damage and 1d4 psychic damage, and are stunned until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 and the range increases by 5 ft. for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Merruns Perfect Lock
Level: 7
School: Conjuration
Classes: Wizard
Casting time: 1 Minute
Range: Touch
Duration: Permanent
Components: V, S
Material cost: M if the first extra effect is used, then a chain of at least 20 feet
Description: You touch a medium or smaller object within range for the whole casting time and at the end sent it to a extradimensional space. As an action anytime later you can open a portal to that dimension and call the object out of there in a free hand or in a free space within 10 feet of you. When you touch the object you can send it back as an action You can also choose any of the following additional propaties:
-The object is within the pocket dimension restrained by the enchanted chain. A creature other than you that tries to break this chain has to make a DC 30 strength check. When you touch it or summon it the chains move aside and the object is loose. When you return it to the dimension the chains restrain it again.
-You give the object the properties of an Immovable Rod for everyone except you, but without a button. Only you can move it normal.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the size of the object increases by one for each slot level above 7th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mesmerize
Level: 2
School: Enchantment
Classes: Wizard
Casting time: 1 Action
Range: Self (15-Foot Cone)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a small glass prism
Description: You focus on up to three creatures in the spell's area through a small glass prism and attempt to enthrall them. Each creature must make a Wisdom saving throw. On a failure, they are charmed by you and are friendly to you and your companions. You have advantage on Charisma checks to interact with these creatures during the spell, and if you or your companions act hostile towards them, the spell ends. Creatures you are fighting when you cast the spell have advantage on the saving throw |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Message Connected
Level: 4
School: Evocation
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action Per Object
Range: From One Object To Another
Duration: Until One Of The Objects Breaks
Components: V, S, M
Material cost: a short piece of fine copper wire and any two small objects
Description: You take two objects that turn magic no bigger than your hand that allow you to send a short message of thirty words and see the perspective from the other object about 5 feet every 1 minute limited to the speech and sight capabilities of who is trying to communicate, creatures or souls hears the message if they are nearby and have an intelligence score of at least 1. If the bearer is a soul, it must have been linked to the created object in life to be able to have it in death by consuming a corresponding spell space or in some way to be linked.
Objects allow communication at any distance and even to other planes of existence, but if the target is on a different plane than yours or is a soul, there is a 5 percent chance that the communication failed, for the other object Another creature or soul is activated, it must spend a spell space of lvl4 or higher for the first time and while these are active, none can regenerate the spell space spent, to recover it the object must be broken and thus end communication. You can have as many pairs of active items as you want to sacrifice spells. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Message to the Masses
Level: 3
School: Enchantment
Classes: Artificer, Bard, Wizard
Casting time: 1 Action
Range: 1 Mile
Duration: Instantaneous
Components: V, S
Description: Form a sentence of 20 words or less. The sentence is beamed into the mind of every creature in range in one language they understand, so long as they know a language and have an Intelligence score of 4 or higher. You may choose any number of creatures for this spell to not affect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range increases by 1 mile for every level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Metabolic Boost
Level: 0
School: Transmutation
Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, S
Description: You touch a willing or unconscious creature that is missing hit points and magically stimulate its natural healing ability. If the target has unspent hit dice, it can expend a single hit die as if it were regaining hit points, gaining a number of temporary hit points equal to the amount rolled instead. This spell has no effect on undead or constructs.
If the spell reaches the end of its duration while the target still has these temporary hit points, the temporary hit points vanish and the target regains an amount of hit points equal to the temporary hit points they had remaining. The spell ends early if the target loses the temporary hit points before then.
The amount of hit dice that the target can expend with this spell increases to up to 2 when you reach 5th level, up to 3 when you reach 11th level, and up to 4 when you reach 17th level. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Metabolic Control
Level: 2
School: Transmutation
Classes: Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Up To 8 Hours
Components: V
Description: Target creature has the ability to greatly control their bodies metabolism. During the duration of this spell the target may enter a state of torpor where they do not need to eat, drink, or breathe. Furthermore the target is immune to non-extreme heat and cold, and the effects of poison are delayed until no longer in this state. While in the state of torpor the creature behaves as if under three levels of exhaustion, that is their speed is halved and they have disadvantage on ability checks, saving throws, and attacks. The target may at any time spend 5 minutes to end the torpor.
If the target takes a long rest while this spell is active the duration of this spell is extended for the duration of the long rest.
While not in a state of torpor the target may enter into an energized state for 1 minute where they ignore all effects of exhaustion, speed is increased by 50%, and have advantage to all Strength and Dexterity checks and saving throws. After which this spell ends and the target gains one level of exhaustion and is paralyzed for a minute.
This spell cannot be cast on a target that already has 4 or more levels of exhaustion.
At Higher Levels. When you cast this spell using a spell slot of 3th level or higher the duration of the spell is increased by 4 hours and the duration of the energized state increases by 1 minute for each slot level above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Metal to Wood
Level: 7
School: Transmutation
Classes: Druid
Casting time: 1 Action
Range: 300Ft
Duration: Instantanous
Components: V, S, M
Material cost: piece of wood and metal
Description: As an action, this spell allows you to convert all metal objects into wood. If any of the objects that this spell is targeting are magical, they are unaffected. If a creature is wielding or carrying an item being targeted, they make the Constitution saving throw at advantage. Any other nonmagical object made of metal within a 40ft radius is affected by this spell. Artifacts are immune to this spell.
Weapons converted from metal to wood take a -2 penalty on attack and damage rolls. The AC of metal armor converted from metal to wood is reduced by 2. Weapons changed by this spell and break on any natural attack roll of 1 or 2 and armor changed by this spell loses an additional point of AC when struck by a critical hit. When the AC of armor is reduced to 10, it is destroyed.
Only a Wish or Miracle spell can undo this transformation |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Metaphysical Smite
Level: 1
School: Evocation
Classes: Paladin
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: S
Description: You pour your own raw, destructive willpower into your weapon. As part of the action you use to cast this spell, you must attack a creature or the spell fails. your attack deals an extra 1d6 psychic damage.
Additionally, if the target is a living creature or undead with an Intelligence score of 7 or higher, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
This spell has no effect and deals no damage if the target is a construct or an undead with an Intelligence score of 6 or lower.
At Higher Levels. When this spell is cast with a spell slot of 2nd level or higher, increase the damage by 1d6 for each level above 1st. For example, if cast as a 3rd level spell, this spell would deal 3d6 psychic damage. Additionally, if cast at 4th level or higher, the target creature has disadvantage on its saving throw against this spell |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Meteoric Barrage
Level: 3
School: Evocation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A tiny shard of meteorite
Description: You summon five meteoric embers and hurl them toward your foes. For each ember, make a ranged spell attack against a target within range. On a hit, the target takes 1d10 fire damage. A flammable object struck by this spell ignites if it isn't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon an additional meteoric ember for every slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Miasma of Death
Level: 9
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 300 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a piece of rotting flesh that wieghs at least half a pound
Description: You point at a location within range and create a cloud of horrid decay which rises from the location and spreads to an area up to 50 feet. The cloud spreads around corners. When a living creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make Constitution saving throw, taking 12d12 necrotic damage on a failed save, or half as much damage on a successful one. The cloud's area is heavily obscured and is difficult terrain |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Miasma of Death, Variant
Level: 9
School: Necromancy
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (30-Foot Radius)
Duration: Instantaneous
Components: V, S
Description: You raise your arms and utter a word of power that compels creatures within range to perish. A creature within range must make a Constitution saving throw or take 10d10 necrotic damage. If a creature fails the save by 10 or more and has 50 hit points or fewer, it dies. On a successful save a creature takes half as much damage. A creature reduced to 0 hit points by this spell dies regards of if they pass their save or not |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Microcosm
Level: 9
School: Illusion
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 75 Feet
Duration: Until Dispelled
Components: V, S
Description: You warp the consciousness and senses of one or more creatures, sending the victim(s) into a catatonic state. Creatures within 15 feet of a point you choose within range are affected in ascending order of their current hit points. Microcosm can affect a total of 300 hit points of creatures.
Starting with the creature that has the lowest current hit points, the senses of each creature affected are pinched off from the real world. The victim's senses are all completely fabricated from within its own mind, though it may not realize this. In reality, the subject sprawls limply, drooling and mewling, and eventually dies of thirst and starvation without care. The subject lives within its own made-up world until the time of its actual death. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Casting microcosm a second time on an affected creature turns its sensory pathways outward once more, and returns the creature to the real world. Otherwise, only a wish spell or divine intervention can undo the mental crosswiring done by this spell.
Undead and creatures immune to being charmed aren't affected by this spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Midas' Touch
Level: 9
School: Transmutation
Classes: Wizard
Casting time: 10 Minute
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a single tear from a celestial, consumed by the spell
Description: Accomplishing what alchemists have strived to reach for centuries, you have finally learned how to turn any material into gold.
Touch one object. You turn up to 1 cubic foot of it into pure gold. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Might of Annam
Level: 1
School: Transmutation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (10-Foot Line)
Duration: Duration: Instantaneous
Components: V, S
Description: You briefly cause one of your limbs to swell several times its size, allowing for you to make a single, powerful strike. This strike fills a 5 ft. wide, 10 ft. long line, and forces creatures in the area must make a Strength saving throw. On a failure, they take 2d12 bludgeoning damage, and are knocked back 5 ft., while on a success they take half damage and are not moved.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12, and the line made by the strike increases by 5 ft. in length for each slot level above the 1st. Additionally, the width of the line, and the amount of feet the creature is knocked back also increases by 5 ft. for every two slots above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mika's Existential Dread
Level: 1
School: Enchantment
Classes: Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Round
Components: V, S
Description: You create a lingering sense of psychological trauma in one creature that you can see within range. That creature must make a Wisdom saving throw. On a failed save, it takes 2d4 psychic damage and becomes stunned with fear until the end of your next turn. During this time, any spells you cast that target it and have a verbal component deal an additional 2d4 psychic damage to it as you weave cynical suppositions into your incantations.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 1 minute. At the end of each of its turns, the target can remake the saving throw, ending the effect on itself on a success.
In addition, the initial and subsequent damage each increase by 1d4 for each slot level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mind Blast
Level: 4
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: Instantaneous
Components: S
Description: You emit a psionic blast in a 5-foot radius around yourself. Creatures of your choice within range must make an Intelligence saving throw. On a failed save, a creature takes 8d4 psychic damage and is stunned until the end of your next turn. On a successful save, a creature takes half as much damage and is not stunned.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 and the range increases by 5 feet for each slot level above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mind Control
Level: 7
School: Enchantment
Classes: Wizard
Casting time: Instantaneous
Range: 100 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: A tiara of metal and magically infused crystals, worth at least 1000 gp
Description: You can try to control the mind of target within range. The target must make a Wisdom saving throw. On a failure, you take total control over the mind of your target, making him nothing more than a mindless puppet. On a success, the target resists your efforts to mind control it, and you can’t attempt to do it again for 24 hours. For the duration, the target is considered stunned, only acting under your commands. You can use your action to command the the creature. The target then use its reaction to take one of the following actions: Dash, Disengage, Dodge or Help action, an Object Interaction or a single attack.
You can, as an action, deepen your control over the target. While doing so, you see through the target's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own Senses. While in this state, you can choose to either take an action from your's or from your target position, using any ability or trait containing in its statblock, but using your proficiency bonus. Movements, bonus actions and reactions are taken independently for you and for the mind controlled target.
When controlling the mind of a creature with a different type of yours, the target can make the saving throw with advantage.
When this spell finishes, you suffer one level of exhaustion, due to the tiring nature of controlling two minds at the same time. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mind Flay
Level: 0
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 120 Feet
Duration: Duration: Extent Of Shadow Form
Components: V
Description: As an action on your turn, you may channel a set of mind bending waves at your Psychic Link. Your target must make a WIS saving throw. On a fail, your Psychic Link takes 4d4 psychic damage and you are granted the opportunity to expend a spell slot of any level to impose a stack of Mental Agony. On a success, your Psychic Link takes half damage. Repeat this sequence up to a total of 3 times for every cast of Mind Flay. Each stack of Mental Agony remains on your Psychic Link for the duration of your concentration while in Shadow Form, and increases each Mind Flay damage roll by 1d4 psychic damage per stack. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mind Fog
Level: 5
School: Enchantment
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: You fill a 20-foot-radius sphere centered on a point within range with a thin, otherworldly fog bank that weakens the mental resistance of those caught in it. The fog spreads around corners, and its area is lightly obscured. The fog lingers in the air for the duration.
When a creature enters the fog for the first time on a turn or starts its turn there, the creature must succeed on a Intelligence saving throw or suffer disadvantage on Intelligence and Wisdom checks and Intelligence and Wisdom saving throws until it leaves the fog.
A moderate wind (at least 10 miles per hour) disperses the fog bank after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mind Kill
Level: 6
School: Necromancy
Classes: Warlock
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, S, M
Material cost: A drop of blood, and rubies worth at least 250 gp, which the spell consumes
Description: Scrambles minds.
The target must make an Intelligence saving throw, or take 5d12 psychic damage, and become incapacitated for the duration of the spell. Targets also become affected by confusion; re-roll if you get a 6. Up to 10 creatures may be effected at a time. Casting on an 11th target snaps the 1st target back to reality. Undead and constructs are immune to this spell |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mind Pain
Level: 3
School: Enchantment
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: an onyx worth at least 150 gp
Description: A bolt hits a creature in range, and great pain takes over the targets mind. The target must make a Intelligence saving throw. On a failed save, it takes 6d6 psychic damage and falls prone. If the target succeeds on its saving throw, it takes half as much damage and isn't knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher the target takes an additional 1d6 damage for each slot level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mind Scour
Level: 9
School: Enchantment
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 180 Ft.
Duration: Instantaneous
Components: V, S
Description: One creature of your choice within range must make a Wisdom saving throw. On a failure, you enter the mind of that creature and learn everything that that creature knows. You can add, modify, or erase memories as you see fit and alter emotions, opinions, and even alignment. When you are done, you can leave the creature insane or seemingly unaffected, without any memory of the intrusion. The effects of this spell can be undone only by a wish spell or divine intervention. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mind Spike, Variant
Level: 1
School: Abjuration
Classes: Wizard
Casting time: 1 Reaction, Which You Take When A Friendly Creature Within 10 Feet Of You Is Targeted By An Attack.
Range: 10 Feet
Duration: Instantaneous
Components: S
Description: You attempt to interrupt an attack by psionically piercing through the mind of the attacker.
The target must succeed on an Intelligence saving throw or gain disadvantage on the triggering attack and become vulnerable to psychic damage until the end of your next turn |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mind Steal
Level: 9
School: Abjuration (Ritual)
Classes: Druid, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Up To 24 Hour
Components: V
Description: You take over a humanoid's mind. The creature must make a Wisdom saving throw against your spell save DC. If the humanoid fails the save, you hijack the creature's mind. They can repeat the save every time they take damage and every hour |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mind Switch
Level: 6
School: Enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: You attempt to take control of a nearby living creature, forcing your mind and soul into its body, and its into yours. Choose one creature within range whose challenge rating (or level, if it doesn't have a challenge rating) is less than or equal to your level. That creature makes a Wisdom saving throw. On a failure, your mind possesses the creature's body, and its mind takes over your body. You can call on rudimentary or instinctive knowledge of the target creature, but not acquired or learned knowledge.
You and the target creature each retain your Intelligence, Wisdom, and Charisma scores, hit points, Hit Dice, languages (you do not retain the ability to speak if your new body lacks that capability), proficiencies, class features, and legendary and lair actions (if any). You and the target creature otherwise gain the statistics of your new bodies. Any features which require a certain body part which your new body lacks may be unusable while under the effect of this spell, but you still technically retain that feature.
If you or the target creature are targeted by dispel magic or a similar spell, the spell ends for both of you. The spell immediately ends for both you and the target creature if either of you enters an antimagic field or dead magic zone.
When this spell ends, each participant's mind returns to its original body. If either body dies, the other participant also dies when this spell ends. If one participant's body becomes petrified, imprisoned by imprisonment or a similar effect, or otherwise incapacitated, the other participant will be incapacitated in that way when this spell ends. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mind Trauma
Level: 3
School: Necromancy
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: A tiny skull of a beast that you must crush in order to do the spell
Description: While casting the spell, you crush the skull, releasing an aura of psychic trauma that affects a creature you can see within range. The target experiences vivid hallucinations, being frozen by their most horrific fears. The target must make a Wisdom saving throw. On a failed save, the target takes 2d10 psychic damage and is frightened, for the duration of the spell. While frightened, the target also has its movement speed reduced to 0. On a successful save, the target takes half damage and suffer no additional effect.
After the spell ends, the target vaguely remembers what traumatized them but does not recall the specific details or visuals. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mind Wipe
Level: 3
School: Enchantment
Classes: Bard, Wizard
Casting time: 1 Action
Range: 30 Feet, Single Target
Duration: Instantaneous
Components: S
Description: The caster wipes the target’s memory of the past 10 minutes on the target's unsuccessful Wisdom save. Targets whose minds are wiped will not know that you wiped their memory, and may not be hostile if they were in the time that was erased. On a successful save, the target's mind is not wiped and may realize what you did if they pass an additional Wisdom save. At this point they may turn hostile.
When this spell is cast at 4th level or higher the length of time forgotten increases. At level 4 the time is 1 hour. At level 5 the time is 3 hours. At level 6 the time is 1 day. At level 7 the time is 7 days. At level 8 the time is one month. At level nine the time is one year |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mindshriek
Level: 1
School: Evocation
Classes: Sorcerer, Warlock
Casting time: 1 Action
Range: 90 Feet
Duration: 1 Minute
Components: S
Description: Using diabolical eldritch powers, you reach your voice into the minds of your foes and issue forth a soul-splitting scream.
Target up to three creatures that you can see. Each target must make a wisdom saving throw, taking 1d8 psychic damage on a failure, or half as much damage on a success. Creatures affected by this spell must repeat the saving throw at the beginning of each of their turns, ending its effects on a success, or taking a further 1d8 psychic damage on a failure.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, this spell deals an extra 1d8 psychic damage for each level after first |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Miniature Fabricate
Level: 1
School: Transmutation
Classes: Artificer
Casting time: 1 Minute
Range: 20 Feet
Duration: Instantaneous
Components: V, S
Description: Choose raw materials you can see within range. You attempt to fabricate a tiny object given a sufficient quantity of the raw material. Using tinkerer's tools, roll as if you were going to use the tinkerer's tools for a check. You may use your spellcasting modifier instead of dexterity. Add any additional modifiers or advantages as if you were using those tinkerer's tools normally (this includes the bonus granted by armor of tools, and by tool expertise)(or advantage if you have a set of masterwork tools). If you roll a natural 1, the spell fails. If you roll higher than that, you can combine two materials to form an alloy (such as bronze from copper and tin). If the total of your roll passes a check of 10, you can create a simple part (such as a nut, bolt, or gear). If you pass a check of 15, you can create a small system, containing multiple small parts (an example of this would be a scissor jack, or something similar). If you pass a check of 20, you can create a number of small systems that would fit inside a 1 foot x 1 foot x 1 foot area (using this, you could also make a large amounts of gears or similar objects that would fit inside this area).
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the area by 6 inches on each side for each level above 1. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Miniaturize
Level: 3
School: Transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute.
Components: V, S, M
Material cost: A handful of jeweled scarab beetles worth at least 100 gp
Description: Touch one creature. An unwilling one may make a Charisma saving throw to ignore the effects of this spell. Their size is reduced to Tiny, as is everything they are holding and wearing. They, and everything that shrunk with them, return to their normal size after the spell ends.
At Higher Levels. When cast at 4th level or higher, you can touch two additional creatures for every level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Minor Animate
Level: 0
School: Necromancy
Classes: Bard, Cleric, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: 8 Hours
Components: V, S
Description: You animate up to 5 Tiny or smaller dead creatures, such as birds or rats, in a 5 foot radius around you; these creatures stay close and follow you when not given a command. You can issue one command to them as a bonus action on each of your turns. The commands you can give them are as follows:
Move: They move up to 20 feet as a group. This can be used along side one other command. At 5th level this becomes 30 feet.
Attack: Make a ranged spell attack against one creature within 30 feet. This deals 1d4 Necrotic damage. When you do so, you lose one of the animated creatures created by this spell; whether or not the attack landed. When you use this command you can add more objects, each adding a +1 to the damage, causing you to lose them as well. At 11th level the damage becomes 2d4.
Glow: The tiny objects begin to swarm and start to emit dim light in a 15ft radius. At 5th level the radius is increased to 25ft.
Flash: Cause one of the creatures to burst into light. One creature you choose must make a Constitution save or be blinded for one turn. This command destroys the undead used.
Carry: Your animated creatures can lift or drag up to 1lb each, if they possess a flying speed they cannot fly and carry at the same time unless more than one creature is used in the carry command.
Decay: Your animated creatures frenzy around a medium or smaller corpse causing it to rapidly decompose, doing so provides the creatures with nutrients and sustains them. They last up to an additional 3 hours and you may add your spell casting modifier to all values of the above commands (excluding this one).
This spell ends if you cast it again.
At Higher Levels. The amount of creatures that can be animated by this cantrip increases by 5 when you reach 5th, 11th, and 17th level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Minor Arcane Turret
Level: 0
School: Conjuration
Classes: Artificer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: As an action, choose one small object within range that is not being worn or carried. That object then becomes an arcane turret. You choose which type of turret is summoned when you cast this spell. As a bonus action, you can cause all turrets to activate, the effect depending on which type of turret you summon. The turret lasts for 1 minute, whenever it takes at least 10 damage in one turn, or until you dispel it as a bonus action. You can only have 1 turret active at a time. When the turret is dispelled or otherwise removed, the object returns to normal.
Force Crossbow: A dart of magic is shot out from the turret. Choose a target within 30ft of the turret, then make a ranged spell attack originating from the turret. On a hit, the creature takes 1d4 force damage.
Spinning Whips: A wheel of sharp whips spins around very quickly. Each creature within 5ft of the turret must succeed on a dexterity saving throw or take 1d4 slashing damage. This attack can also be activated as a reaction when a creature first moves within 5ft of the turret.
Minelayer: A small magical mine is launched to an open area to act as a trap. Choose an unoccupied space within 15ft of the turret. Whenever a creature moves into that space, they must succeed on a dexterity saving throw or take 1d4 fire damage and have their movespeed reduced by 10ft until the end of their turn. Only 3 mines per turret can be active. All mines disappear after 1 minute.
Floodlight: An intense flash of light fills an area. Creatures in a 15ft cone must succeed on a constitution saving throw or take 1d4 radiant damage and be blinded until the end of their turn. Creatures that don't rely on sight automatically pass the save. This attack causes bright light within the area, and dim light an additional 15ft.
At Higher Levels. The damage and maximum amount of turrets increase as you level up. At 5th level, the damage becomes 2d4, at 10th level you can have a maximum of 2 turrets, and at 15th level the damage becomes 3d4. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Minor Blood Infusion
Level: 0
School: Necromancy
Classes: Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S, M
Material cost: a drop of your blood
Description: You touch a creature that is at 0 hit points and lose 1 hit point. That creature regains 1 hit point. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Minor Blood Orb
Level: 0
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Material cost: a drop of your own blood
Description: You turn your blood into an orb of necrotic energy, which you hurl against a creature within range. You lose 1 hit die and make a ranged spell attack against the target. On a hit, the target takes necrotic damage equal to number rolled on the hit die + your spellcasting ability modifier, plus an additional 1d10 necrotic damage if the creature is below its maximum number of hit points.
This additional damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Minor Distortion
Level: 1
School: Conjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction
Range: Self
Duration: Instant
Components: V, S
Description: As a reaction to yourself taking damage, roll 1d4. This is how much damage you can ignore from the attack, applied before resistances or vulnerabilities are calculated. This does not negate negative effects associated with the attack unless it completely ignores the damage dealt. In order to make use of this effect, you must be aware of the attack coming before it connects, be it by sight, hearing, smell, etc. This can be used as often as your Constitution modifier per long rest
Leveling. The number of dice rolled for this spell are 2d4 at Level 5, 3d4 at Level 11, and 4d4 at Level 17. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Minor Fabricate
Level: 2
School: Transmutation (Ritual)
Classes: Artificer, Cleric, Sorcerer, Warlock, Wizard
Casting time: 10 Minutes
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: Choose raw materials that you can see within range. You can fabricate a Medium or smaller object (all contained within a 5ft cube), given a sufficient quantity of raw material. The quality of objects made by the spell is commensurate with the quality of the raw materials.
Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Minor Implosion
Level: 0
School: Evocation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: The caster touches or even grazes his target by uttering the incantation which boils down to a word. The target must succeed on a Constitution saving throw or take 1d8 force damage. Any target that cannot resist this spell (objects, unconscious creatures, etc.) take double the damage.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Minor Inconvenience
Level: 0
School: Enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You cast a minor spell to slightly inconvenience a single creature that you can see. When you cast this spell, one of the following happens.
You make the creature stumble – not enough that they trip or are slowed, but enough that others notice.
You make the creature accidentally bite their tongue or the inside of their cheek.
You make the creature temporarily forget one word and have it be on the tip of their tongue. They will remember it after one minute.
If the creature is eating or drinking, you make them get their food or drink on their clothes.
You make a small rock appear in their shoe.
You magically summon a harmless fly to buzz around the creature’s head. No matter how hard the creature tries, it cannot kill the fly. After one minute, the fly disappears. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Minor Inventory
Level: 1
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, or sack made of any material as long as it can fit within a five 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 or heard of before, you are aware of it's approximate shape and size, but not it's name or purpose.
If an item is valuable you don't become aware of their value by this spell.
If any item is magical, you don't detect any magic or 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: Minor Mark
Level: 4
School: Evocation (Ritual)
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a fire ruby worth at least 100 gp
Description: You point to a creature you can see within range, mutter arcane words, and trace a certain sigil described by this spell. For the duration, the sigil is visible dimly glowing above the target, and the target gains certain benefits depending on the sigil chosen, as detailed below. When the target rolls the highest number possible on a damage die under certain conditions specified by the sigil, that die "explodes": the target can roll that die a second time and add either or both rolls to the damage total. The additional dice rolled can also "explode", but the target cannot add more than 4 dice to a single damage roll this way.
Alchemist's Mark: This sigil consists of a rectangle filled with several small circles, resembling a bubbling container. When you choose this sigil, every time the target rolls acid or poison damage dice, those dice can explode. Additionally, the target has resistance to poison damage and cannot be poisoned.
Angel's Mark: This sigil consists of a inverted triangle radiating six wavy lines with a smaller circle above, resembling a winged figure with a halo. When you choose this sigil, every time the target rolls radiant damage dice, those dice can explode. In addition, the target has advantage on saving throws to avoid taking radiant damage.
Soldier's Mark: This sigil consists of a semicircle with a line through it and an inverted cruciform, resembling a bow and sword. When you choose this sigil, every time the target rolls bludgeoning, piercing, or slashing damage dice for a weapon attack, those dice can explode.
Tempest's Mark: This sigil consists of a rough ellipse over several jagged lines, resembling a storm cloud. When you choose this sigil, every time the target rolls a lightning or thunder damage die, those dice can explode. Additionally, the target has advantage on ability checks and saving throws made to swim or to avoid being moved by wind or water.
Thief's Mark: This sigil consists of an acute triangle with a line coming out of the base and a teardrop, resembling a dagger and pouch. When you choose this sigil, every time the target scores a critical hit on an attack roll, the damage dice for that attack can explode. Additionally, the target can use a bonus action to take the Dash, Disengage, or Hide action.
At Higher Levels. When you cast this spell using a spell slot of 7th level, the limit on additional dice added to damage rolls increases to 7. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Minor Polymorph
Level: 2
School: Transmutation
Classes: Bard, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: half of a caterpillar cocoon
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 whose challenge rating is 1 or less. 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.
Your gear melds into the new form. You can't activate, use wield, or otherwise benefit from any of your equipment. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Minor Stasis
Level: 0
School: Transmutation
Classes: Artificer, Bard, Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, S
Description: When cast, Minor Stasis causes an inanimate object, creature(a DC 11 Constitution check nullifies this spell) or collection of items weighing less than or equal to 11 lbs. in total to be frozen in time, immune to movement, aging or degeneration of any kind by an internal or external force. Targets stay frozen in time until either the spell ends or a moving object or creature touches the target. The spell fails to execute if the target exceeds the 11 lbs. maximum weight. Multiple different targets can be in stasis at the same time. Velocity from before the target was put in stasis is applied after the stasis ends.
The amount of time that an object or objects can be kept in stasis increases to 9 hours at 5th level, 25 hours at 11th level, and 49 hours at 17th level. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Minor Step
Level: 0
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: V, S
Description: You disappear in a cloud of wispy vapor and you teleport up to 5 feet to an unoccupied space that you can see. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Minor Summoning
Level: 0
School: Conjuration
Classes: Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: a drop of honey
Description: You gain the service of a summon, a spirit that takes an animal form you choose: bat, badger, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the summon has the statistics of the chosen form, though it is a fey instead of a beast.
Your summon acts independently of you, but it always obeys your verbal commands. In combat, it rolls its own initiative and acts on its own turn. A summon can't attack, help or use an object, but it can take other actions as normal.
When the summon drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
If you are reduced to 0 hit points or you use an action to do so, you can permanently dismiss your summon.
You can't have more than one summon at a time. If you cast this spell while you already have a summon, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your summon transforms into the chosen creature.
The spell creates an additional summon when you reach higher levels:
Up to two summons can be conjured at 5th level,
three summons at 11th level,
four summons at 17th level.
You can choose to conjured each summon separately or all at once and each summon can be a different creature when you do so |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Minor Telekinesis
Level: 0
School: Conjuration
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30Ft
Duration: Concentration, 1 Minute
Components: V, S
Description: You exert your will on one object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. You are able to "hold" up to five (5) pounds of an object, you may make a attack roll if the object you are holding is considered a weapon at a target for the weapon's damage if the target is within the range of the spell.
You are unable to use Minor Telekinesis on any form of ranged weapon. (Unless allowed by DM, if allowed you have to be concentrated on the spell to aim the weapon, load the ammo, etc.) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Minor Telekinetic Field
Level: 0
School: Conjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (10 Ft Sphere)
Duration: 10 Minutes
Components: V, S
Description: For the duration of the spell you can telekinetically manipulate objects and creatures that you can see up to a total weight of 2.5 lb times your spellcasting ability score (e.g. as a Warlock with 16 Charisma that would be up to 16x2.5 = 40 lb) within a 10 feet radius sphere centered on you. The telekinetic field cannot affect objects that are worn, held or carried by a creature other than you, nor can it affect hostile or otherwise resisting creatures.
Once an entity is under the effect of the spell it remains under its effect until it either leaves the area of the spell or the spell ends. A creature that is under the effect of the spell and starts to resist it also immediately breaks free from the spell. Any object that becomes held by a creature other than you also immediately breaks free from the spell.
Any entity that breaks free from the spell due to the spell ending or it leaving the area of the spell falls to the ground at a speed of 5 feet per round for one round, after which it is no longer affected by the spell.
Any entity under the effect of the minor telekinetic field can move up to 5 feet per round but may not leave the spells area of effect.
You are capable of fine manipulation using this spell to some degree though exceptionally minute manipulations are beyond it.
You can use a Bonus Action on each of your turns to manipulate a total number of entities that you can see up to your spellcasting ability modifier plus your proficiency modifier within the area of the spell per turn. Any entities that are not currently being manipulated, or leave your field of view, remain in the position they were in when they were last manipulated at your choice of relative to the area they were in, or relative to your own position |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Minor Transmute
Level: 2
School: Transmutation
Classes: Artificer, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: Instantaneous
Components: S
Description: You move your hands to and from the corners of the area you wish to change that cannot exceed 2 feet in any dimension. Through your mind you see a connection to between the material in front of you and the one you wish to create. The material crackles and pops as the magic changes the makeup of this effected area into any non-magical material you wish to create. Its worth cannot exceed 100gp in worth, if it does the material turns to a black ooze and is hostile towards the caster.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher you gain an extra half foot in any dimension and the worth increases by 50gp |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Minor Ward
Level: 0
School: Abjuration
Classes: Cleric
Casting time: 1 Bonus Action
Range: Touch
Duration: 8 Hours
Components: V, S
Description: You touch a creature to minutely increase its resistance to damage.
The target gains 1 temporary hit point for the duration.
If you cast this spell multiple times, you can have up to three minor ward effects active at a time, and you can dismiss any one of them as an action.
At Higher Levels. The amount of temporary hit points gained upon casting the spell increases to 2 at 5th level, 3 at 11th level, and 4 at 17th level. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Minor Wish
Level: 7
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V
Description: Minor wish is the weaker spell of wish, and is basically, wish diluted a lot. It is said that minor wish was created when a wizard failed to cast wish and instead came upon the lesser version.
The basic use of this spell is to duplicate any other spell of 5th level or lower. You do need to meet any requirements in that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of your choice:
When you cast this spell, you can create one of the following effects of your choice:
You create one object of up to 500 gp in value that isn't a magic item. The object can be no more than 15 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
You and up to two other creatures you can see each regain 20 + your level hit points.
You and up to one other creature you can see gain resistance to a damage type of your choice for 1 minute.
You and up to two other creatures you can see gain immunity against a spell of 3rd level or lower for 10 minutes.
You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing for a drought stricken village to get rain might cause a torrential rainstorm. Similarly, wishing for the ability to fly might transform you into an aarakocra.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After casting "minor wish", the caster's Strength score reduces by 2, and each time you finish a long rest, you regain one point of lost Strength. Finally, there is a 20% chance you will not be able to cast minor wish again. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Miracle's Crucible
Level: 9
School: Transmutation
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 24 Hour
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a cauldron of pure gold worth 25,000 gp, which the spell consumes
Description: You touch a willing target and allow them to undergo a profound, transformative transmutation. This magic is often sought after by alchemists and scholars looking for ultimate change.
The target is subjected to an intense alchemical process, where all of their physical and mental characteristics are enhanced, purified and transmuted. The target's body becomes a perfected image of itself, acquiring the maximum expression of its racial characteristics. In addition, your strength, dexterity, constitution, intelligence, wisdom, and charisma attributes are each increased by 1, to a maximum of 20. This spell cannot be used on same target more than once.
The creature must succeed on a constitution saving throw or it will not endure the painful process, taking 10d10 + 40 psychic damage and 2 exhaustion levels.
The transformation achieved by the "Miracle's Crucible" spell is permanent, and the target becomes an enhanced creature, reaching a level of perfection impossible for an ordinary being. This powerful enhancement is accompanied by a deep sense of self-discovery and inner understanding.
However, the "Miracle's Crucible" spell also poses a significant risk. The intensity of transmutation can be too much for some individuals, and not everyone is able to withstand the pressure of perfection. Those who cannot deal with the inner changes brought about by magic can be consumed by it, having their minds and souls fragmented in an existential crisis. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mirage
Level: 4
School: Illusion
Classes: Sorcerer, Bard
Casting time: 1 Action
Range: 60 Feet
Duration: 6 Hours
Components: V, S, M
Material cost: seven drops of water
Description: You create an elusive mirage on the horizon that beckons convincingly but never gets any closer. It occupies no more than a 45° arc, vertically or horizontally, and always appears fuzzy and indistinct. All creatures who are capable of seeing it when you cast the spell must make a Wisdom saving throw; if they fail, they see the mirage. The creatures do not need to be facing the mirage; a creature that is facing away will still see a flicker in the corner of its eye. If the mirage depicts something very desirable, anyone failing the first saving throw must make a second one or feel compelled to head towards the vision for the duration of the spell. Creatures who are immune to being charmed cannot be affected by this spell |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mirage of Despair
Level: 4
School: Illusion
Classes: Bard
Casting time: 1 Action
Range: 60 Feet
Duration: 6 Hours
Components: V
Description: You affect one target in range that you can see. That target must make a Wisdom saving throw. On a failed save, the creature sees everything around it in the worst possible light. Allies look hateful or even become monsters, a beautiful garden appears dying and covered in rot, a tranquil pool looks covered in slime and filled with dead fish. The target becomes frightened of the most horrific-looking thing for the duration of the spell. If that object is removed from the target's sight for more than ten minutes, the target will become frightened of something else. The target will also become increasingly paranoid during this time. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The spell also ends early if an affected creature is subjected to the remove curse spell or similar magic |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mirror Variant
Level: 1
School: Illusion
Classes: Artificer, Bard, Cleric, Druid
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: A handful of any glowing or colored dust
Description: As a bonus action, you create a perfect illusion of yourself that lasts for up to 1 minute. The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Missile Lore
Level: 1
School: Divination
Classes: Ranger
Casting time: 1 Minute
Range: Touch
Duration: Instantaneous
Components: V, S
Description: Touch a spent missile and sense where it came from, both the precise location from where shot, and race and group of the shooter. The caster senses both the direction the shooter was moving, and also the race, sub-race, tribe, city, village, and party as applicable, but only when these have a name. So for example if the shooter was part of an unnamed band of undead, the caster can tell what kind of undead but not what band it was.
This spell works with any size missile from flechette or blow dart to catapult stone or storm giant stone. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mist of Inhibition
Level: 1
School: Abjuration
Classes: Artificer, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (30-Foot-Radius Sphere)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a drop of molasses
Description: A translucent magical fog settles around you, impeding motion. The fog does not move and lasts for the spell's duration.
The fog has the following effects:
All movement is halved in the area.
It reduces Wind speeds by 20 mph.
For ranged weapon attacks, each foot of distance through the fog counts as 4 feet.
It temporarily subtracts 5 from the Dexterity score of all creatures in the area, to a minimum of 10.
Wisdom (Perception) checks for sound traveling through the fog suffer a -10 penalty.
At Higher Levels. When you cast this spell using a spell slot of second level or higher, the radius increases by 10 feet per level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Misty Step, Variant
Level: 2
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, When Targeted By A Weapon Attack Or Spell Attack
Range: Self
Duration: Instantaneous
Components: None
Description: In response to being targeted by a weapon attack or spell attack, you disappear in a flash of silvery mist. The triggering attack automatically misses, and you teleport up to 30 feet to an unoccupied space that you can see. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mithral Form
Level: 4
School: Transmutation
Classes: Wizard
Casting time: 1 Hour
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: mithral material that weigh as much as the target object
Description: What was once made of steel now becomes the metal of the elves
Target one object or construct made of metal that you can touch. Over the next hour, as long as the target and material components are within reach, the target turns into mithral. If the target is a object, its weight is halved and it has a slight blue glow. If the target is a construct, it is treated as if it is wearing Mithral armor.
Special Use: If the target is an Iron Golem, it requires 8 tons of mithral material or 250,000 gold and it becomes a Mithral Golem after the spell is cast |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Moat of Lava
Level: 7
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (Area Between 10 And 70 Feet From The Caster)
Duration: Concentration, Up To 8 Hours
Components: V, S, M
Material cost: a relic from a plane of fire or a diamond worth at least 500 gp
Description: You spread open your arms and cry out. Suddenly, all the floor in the area between 10 and 70 feet from you has transmuted into lava 10 feet deep. The land within ten feet of you is as an island in a lake of fire. Enemies within 10 feet of solid ground can make a Dexterity save equal to your spellcasting save modifier. On a success, they escape any effects. On a failure, they topple into the lava and take 6d6 fire damage each turn they are in the lava. Creatures not within 10 feet of solid ground automatically fail the Dexterity save unless they have a specific power that negates it, such as a legendary action. The lava does not catch worn items on fire. The lava is considered rough terrain.
The turn after the caster loses concentration, the lava becomes black igneous rock and acts as normal terrain. Creatures caught in the moat as they are cooling must make a Dexterity save DC 10 or take 2d6 bludgeoning damage and be thrown five feet in a random direction.
At Higher Levels. When cast at 9th level, the caster consumes the material component and summons 2d4 fire serpents*. The serpents disappear when concentration ends. The serpents share the initiative of a randomly chosen ally or enemy and act on their turn but are controlled by the caster.
Note*: This is the Fire Serpent creature found here: Fire Serpent (5e Creature) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Moist Flame
Level: 1
School: Conjuration
Classes: Artificer, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self Or 30 Feet
Duration: Up To 10 Minutes
Components: S, M
Material cost: a damp washcloth, which merely becomes more damp upon casting the spell
Description: A dripping flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment.
The flame spews bright mist in a 10-foot radius and dim mist for an additional 10 feet.
As long as you are not in bright sunlight, The mist prevents you from seeing beyond 20 feet, and prevents any creature more than 20 feet away from you from seeing you.
Ranged attacks by you or at you beyond 20 feet are at disadvantage.
You can also attack with moist flame. Fortunately doing so ends the mist affect. When you cast this spell, or as an action on a later turn, you can hurl the moist flame at a creature within 30 feet of you.
Make a ranged spell attack. On a hit, the target is drenched with glowing liquid for the remaining duration of the spell.
Fluff: this was invented by the artificier Drue NuGue.
At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher its affects also work in sunlight. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Molten Blades
Level: 1
School: Transmutation
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: S, M
Material cost: 2 bladed weapons
Description: Drawing your blades against each other, you channel your inner fire to heat your weapons blades. For the duration, your weapon attacks deal an extra 1d6 fire damage. In addition, your weapons cast dim light in a radius of 15 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every two slot levels above first (rounded down). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Momentary Relapse
Level: 0
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 2 Rounds
Components: V, S
Description: You bend the magic which bolsters the strength of a creature to create the opposite effect. Choose one creature you can see within range, which must make a Constitution saving throw. On a failed save, the creature take 2d6 damage. For the duration, that creature keeps that dealt damage. At the end of the spell effect, the creature regains the damage dealt to it and gains 1d4 temporary hit points.
This spell’s damage increases at 5th level (3d6), at 11th (4d6), and at 17th (5d6) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Moody Blues
Level: 7
School: Divination
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (15-Foot Cube)
Duration: "Concentration, Up To 1 Hour"
Components: V, S
Description: A figure appears before you with timer embedded into their forehead and begins replay the past. As an action, you cast this spell and think of a time, anywhere from seconds ago to years ago. A figure then appears before you that replays those events. If you cast this spell within a contained space, such as in a small room or on a small boat, the spell will affect the entire space and only be limited to moving within that space. If it is within an open space, such as a field or a large war ship, it will only be able to replay events from up to 15 feet away from you.
The events replayed can include 1 person and any sounds the person heard. The person that the spell's figure recreates must be someone you know the appearance of. The events that are recreated by this spell can be accelerated or paused by you as a bonus action. In addition, you are able to interact with the recreated person as though it were real, being able to feel such things as blood running down their arm or heat from a small fire on their clothes.
However, while the spell is in effect, you cannot make use of the attack action or cast any other spells. The further away the event, the longer it takes until it can be replayed. Events that happened seconds to minutes ago are replayed instantly, while events that happened hours to years ago can take up to 10 minutes until they are replayed, with the exact time being decided by the DM. The time between the event in question and the present is displayed on the figure's head at all times. You may dismiss this spell as a bonus action. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Moonbeam Bolt
Level: 0
School: Evocation
Classes: Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You hurl a shard of pure moonlight. Make a ranged spell attack against the target: On a hit, it takes 1d8 radiant damage, and if it's a shapechanger, it must also make a Charisma saving throw, instantly reverting to its true form on a failed save.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Moonblast
Level: 5
School: Evocation
Classes: Cleric, Druid
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You conjure a pillar of moonlight to strike your foes with lunar power. Each creature in a 10-foot radius, 40-foot high cylinder of moonlight centered on a point within range must make a Constitution saving throw. On a failed save, a creature takes 3d6 cold damage and 3d6 radiant damage on a failed save and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and isn't blinded.
Illusions cast using a lower level spell slot than this spell in the spell's area are dispelled.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cold damage or the radiant damage (your choice) increases by 1d6 for each level above 5th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Moonburst
Level: 4
School: Evocation
Classes: Druid, Sorcerer
Casting time: 1 Action
Range: 150 Ft
Duration: Instantaneous
Components: V, S, M
Material cost: a moonstone worth 100gp
Description: A cold light flashes from your pointing finger to a point you choose within range then blossoms with a soundless radiance. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 4d6 radiant damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher add 1d6 to each damage type |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Moonlight
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, M
Material cost: A pinch of silver powder
Description: You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds dim light in a 20-foot radius. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. A shapechanger that moves into the area for the first time on a turn or starts its turn there must make a Charisma saving throw, reverting to its true form on a failed save. A shapechanger can't change form again until it leaves the spell's light.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mordenkainen's Force Missiles
Level: 4
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S
Description: You create two powerful missiles of magical force, which darts from your fingertips and unerringly strikes their designated targets.
Each missile hits a creature or object of your choice that you can see. a Missile deals 2d6 Force damage, then explodes in a 10-foot radius spherical blast, damaging all nearby enemies. Affected creatures within one or more of these blasts must make a single Dexterity Saving Throw, taking 2d6+2 Force damage per blast on a failed save, or half as much on a successful one. The missiles all strike simultaneously and you can direct them to hit one creature or several.
A creature affected by the Shield spell or wearing a Brooch of Shielding is immune to damage from Mordenkainen's Force Missiles. Similar resistances and immunities to Magic Missile apply to this spell in the same manner.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher You can create one more missile for every 2 spell levels above 4th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mordenkainen's Magnificent Magical Mauling
Level: 0
School: Transmutation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S
Description: You channel pure magical energy into your hands to causing them to glow brightly become extremely sharp.
Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 slashing damage. After you make the attack, your hands continue to glow shedding bright light in a 5 feet radius and dim light for another 5 feet, giving you disadvantage on Dexterity (Stealth) checks. This effect lasts until the end of your next turn.
The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mordenkainen's Spirit Burst
Level: 9
School: Illusion
Classes: Sorcerer, Wizard
Casting time: 1 Reaction, Which You Take In Response To Being Damaged By A Creature Within 120 Feet Of You That You Can See
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a small amount of mist contained in a vial
Description: In response to an attack that damages you, you create a burst of arcane energy that channels the very essence of Mystra. The creature that damaged you must succeed on a Intelligence saving throw or take 10d10 force damage and 10d10 radiant damage, and become stunned for 1 minute. On a successful save, the creature takes half damage and is stunned until the end of your next turn. A creature that is stunned by this spell can make a new saving throw at the end of each of its turns. On a success, it is no longer stunned. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Morgrave's Clear Mind
Level: 1
School: Divination
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Round
Components: V, S, M
Material cost: a copper piece
Description: You embed a psychic mote in a creature's mind and force it to broadcast its thoughts to those nearby. A creature with immunity to psychic damage is not affected. The target must make a Wisdom saving throw or suffer the effect until the end of your next turn. On a failure, the target subconsciously advertise their next moves to all creatures within 60 feet. The target has disadvantage on all attacks against creatures that receive these telepathic warnings. In addition, when the target forces a creature within 60 feet of it to make a Dexterity saving throw, that creature has advantage on the roll. A creature need not be intelligent to receive and understand the thoughts being broadcast to it. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Morifn’s Deathly Wind
Level: 1
School: Conjuration
Classes: Wizard
Casting time: 1 Action
Range: Varies
Duration: Instantaneous
Components: V, S, M
Material cost: A bit of blood
Description: A torrent of wind, filled with a poisonous red mist and flying weapons composed of red liquid erupts from your outstretched hand in a direction you choose. When this is cast at level 1 the line is 30 feet long and 5 feet wide.
Each creature in the line must succeed on a Dexterity saving throw or take 1d4 poison, 1d4 bludgeoning, piercing, or slashing damage, (Your choice) and 1d4 necrotic damage. They are also pushed back 15 feet and knocked prone. On a successful save they take half as much, and are not moved or knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level it can either cause creatures to take 2d4 any type of the damage types listed or have the spell push creatures back 15 additional feet on a failed save, the length of this spell also increases by 5 feet. You can continue to increase the feet pushed back by 15 or the damage by 1d4 by casting at higher levels. If you cast this at level 5 or higher on a successful save a creature is not saved from being pushed back, they are pushed back half of the amount they would be on a successful save. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Moth Swarm
Level: 0
School: Conjuration
Classes: Druid, Warlock
Casting time: 1 Action
Range: Self (20 Foot Cone)
Duration: Instantaneous
Components: V, S
Description: You extend your hand forward and a swarm of moths flies from your hand. Creatures of your choice within the cone must make a Constitution saving throw, taking 1d6 piercing damage on a failed save.
This spells' damage increases by 1d6 at 5th level (2d6), 11th Level (3d6), and at 17th Level (4d6) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mourning Mist
Level: 5
School: Necromancy
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a bone from a humanoid, pulverized into a fine powder, which is consumed upon casting
Description: Choose a point that you can see within 120 feet of you. A cloud of gray mist spreads outwards from that point, creating a 20-foot radius sphere which stays for the duration. All creatures in the sphere must succeed on a Constitution saving throw or take 5d6 necrotic damage become horrifically transformed. A creature that succeeds this saving throw takes half damage and isn't transformed. Any creature that moves into the cloud or starts their turn in the cloud is subjected to the same saving throw.
A creature that is transformed has disadvantage on all Charisma checks and Constitution saving throws and takes 2d6 necrotic damage at the start of their turns. Additionally, at the end of each of the creature's turns after the round when it was transformed, it gains a level of exhaustion if it's still in the mist. A creature stays transformed until it succeeds on a Constitution saving throw at the start of its turn, but it cannot make this saving throw if it's in the mist. |
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