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Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Moving Platform
Level: 2
School: Conjuration
Classes: Artificer, Bard, Druid, Sorcerer, Warlock
Casting time: 1 Action
Range: Self (5-Foot Cube)
Duration: Concentration, Up To 10 Minutes
Components: S, M
Material cost: a rock.
Description: The caster throws the rock, which extends into a platform that hovers above the ground. The platform can support up to 3 average sized humanoid creatures, and can hold limitless weight. It can hover only up to 5 feet off the ground, but can go higher if there is a wall-like surface next to it, essentially allowing the platform to scale the wall. The caster of the spell can control the platform as a bonus action on their turn, and it has a movement speed of 70 feet. The caster must be on or touching the platform at all times, or else it will shrink back into the rock used to cast the spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the platform grows slightly larger. At each higher level, the platform can support 1 more humanoid creature. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mummify
Level: 4
School: Necromancy (Ritual)
Classes: Cleric, Druid, Wizard
Casting time: 1 Hour
Range: Touch
Duration: Until Dispelled
Components: V, S, M
Material cost: embalming oils, preservatives, resins, clean linen bandages, and miscellaneous jewelry worth at least 250 gp; which the spell consumes
Description: Over the course of the spell's casting, you prepare the corpse of a creature that's been dead for no more than a century by taking it through the process of mummification: Removing unnecessary organs; soaking the body in preservatives and embalming oils; wrapping it up with linen wraps and amulets intended to ward away danger; before finally adding a resin finish to keep the body properly sealed from moisture. When all is said and done, the body has now become a mummy.
Until the spell ends, the mummy is indefintely protected from decay, can't become undead by normal means, and has no time limit on being raised from the dead, similar to the gentle repose spell. Due to missing vital organs, the mummy can only be brought back to life by spells that can regenerate its body, such as resurrection.
When you cast this spell, you can set certain trigger conditions that cause the mummy to animate and defend its surroundings. Typical triggers include when a hostile creature touches any item in the mummy's room, if its coffin is opened, or if a creature that meets certain physical or mental characteristics draws near. You can also set certain conditions for creatures not to activate the mummy, such as by speaking aloud a certain password.
When the conditions are met, the mummy will temporarily rise as an undead creature to defend its surroundings. It will not move further than 120 feet from its place of burial. When the conditions for its animation are no longer satisfied, the mummy will set the order of its surroundings back to rights as best it can, before re-entombing itself back in its resting place.
At Higher Levels. When you cast this spell using a spell slot of 9th level, you may use material components with a combined gp value of 2,500 or higher. If you do, the resulting mummy will animate as a mummy lord when triggered rather than a normal mummy. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Murder of Crows
Level: 2
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 40 Feet
Duration: Up To 3 Rounds Using Concentration To Maintain.
Components: V, S
Description: You reach your hand out towards your target, your skin transitions to the darkest of black. With a snap of your fingers, crows erupt forth and surround your enemies. All creatures within a 10 foot cube of your chosen point become surrounded, hindering their sight and dealing 2D6 piercing damage per round to those inside. Creatures within the area of effect make a CON saving throw, on a successful save the creature takes only half damage. While inside of the spell's cube all creatures roll ranged attacks with disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher the damage is increased by 1D6 for each spell slot used above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Murder of Moths
Level: 9
School: Necromancy
Classes: Druid, Warlock
Casting time: Instantaneous
Range: Self (60Ft Cone)
Duration: Concentration Up To A Minute
Components: V, S, M
Material cost: a staff, wand, or ring of legendary or greater rarity
Description: A massive cloud of large moths spew from your hand. Upon closer inspection they appear as Deaths Head Moths, but significantly larger. After the spell is ended the moths disperse and the moths sort of wander around the room, they might die or just buzz around a torch until they fly into it.
When an opponent is hit by this spell they must pass a constitution saving throw. They take 8d10 necrotic damage on a failed save, or half as much on a success. This attack hits any creature, friend or foe, who starts their turn in the cone. Creatures in the cone are considered Blinded and move at half speed |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mute
Level: 8
School: Enchantment
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: With a single gesture and a commanding shush, you attempt to magically silence a creature you can see within range. The target must succeed on an Intelligence saving throw or become muted for the duration. While muted, a creature can move its mouth and attempt to enunciate, but cannot produce any sounds this way, spoken or otherwise. A muted creature cannot cast spells with a verbal component or communicate verbally, and any roll of 11 or higher on a Charisma check the creature makes becomes a 10.
At the end of every minute, an affected creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.
The spell can also be ended by greater restoration, heal, or wish.
At Higher Levels. When you cast this spell with a 9th-level spell slot, the spell lasts until dispelled, without requiring your concentration. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Myrsta’s Soulfire
Level: 9
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Reaction
Range: Touch
Duration: Instantaneous
Components: V
Description: When a target within your reach provokes and opportunity attack or attacks you, you can cast this spell using your reaction. Make a melee spell attack using your spell attack modifier. On a hit, the target takes 15d10+20 fire damage and has its hit point maximum lowered by that amount for one week. On a miss, the ground is set on fire, regardless of whether it is a flammable material or not. All creatures within a 120-foot radius sphere (the edge of which begins 5 feet away from you) must suceed on a dexterity saving throw (use your spell save DC), taking 5d10 fire damage on a failed save or half as much on a sucessful one. All damage done by this spell, on a hit or miss, bypasses reisistance, immunity and the damage absorption trait. In addition, if a creature has the evasion trait, it does not apply to the damage. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Mùspelflame
Level: 5
School: Evocation
Classes: Bard, Cleric, Druid
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: A comet blazing with ominous light plummets from the heavens toward a point you can see within range. Each creature within a 30-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d8 force and 3d8 radiant damage on a failed save, or half as much damage on a successful one. Undead creatures make this save with disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 6th or higher, you may increase the force or radiant damage of this spell by 1d8 for each slot level above 5th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Nahal's Reckless Dweomer
Level: 0
School: Evocation
Classes: Wizard, Sorcerer
Casting time: 1 Bonus
Range: Special
Duration: Special
Components: V, S
Description: Intentionally create a wild surge, with a SLIGHT chance of casting the intended spell
This is a Wild Magic Spell, which can only be chosen or cast by a spell caster of the Wild Magic arcane tradition or sorcerer Wild Magic bloodline.
This spell is the wild mage's ultimate last-resort spell. When cast, the mage attempts a rapid weaving of the pattern which releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. Which... is HIGHLY unlikely, but something almost always occurs in the process.
Before casting the spell, the mage announces the spell effect they are trying to create. The mage must be able to cast the spell (i.e., have it in their spell book or be part of their memorized spells), be high enough to cast it, but does not have the spell slots for the spell. After announcing the spell (along with the target and any other conditions required by the spell), the wild mage casts Nahal's reckless dweomer. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The actual effect of the spell is rolled randomly on Wild Surge Results.
Because the release of energy is planned by the mage. If the result indicates success, the mage has shaped the magical energy into the desired effect. If not, then the wild surge is released - The result may be beneficial to the mage (cure wounds on themselves) or it may be completely disastrous (The mage explodes); this is the risk the mage takes in casting Nahal's reckless dweomer. The higher spell slot level the spell being attempted, the more likely the resulting failure; Modify the results by reducing the resulting roll by (5 times the spell slot level used).
You should use the following Wild Surge result table.
At Higher Levels. When you cast this spell using a spell slot of 1 or higher when you generate a wild surge you may add (5 times the spell slot level used) to the wild surge result.
WILD Surge Results[edit]
% (d100)
Result
1
(Failure) You explode, dealing (your level)d10 damage to every thing within 30ft of you (You immediately go to 0 HP), death saves are at disadvantage)
2
(Failure) You instead create an implosion around yourself. It functions like fireball except you’re a target too and damage is 4d4 piercing and 4d4 slashing damage.
3
(Failure) You cast Fireball centered on you.
4
(Failure) Caster loses (their level)d4 maximum hit points until long rest
5
(Failure) All of your spell slots are instantly spent for the day
6
(Failure) Half of total party wealth vanishes for 1d12 days
7
(Failure) Target loses the ability to cast or even use magical items for 2d4 days)
8
(Success) Heat Metal is cast upon all metal objects in a 30 foot radius.
9
(Failure) You cast Full Polymorph on yourself and turn into a random creature (or your DMs choosing). The spell automatically remains Concentrated for the duration. It cannot be made permanent*
10
(Success) If your spell does damage, it will do the minimum. If the original spell has a saving throw, target automatically succeeds. Your spell’s duration will be minimum
11
(Failure) You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
12
(Success) All your rolls are doubled. (no advantage possible on next roll)
13
(Success) Anti-Magic field centered on caster (wastes spell) for 1 round; dispels all magic centered on caster, including own spells
14
(Failure) You take 2d8 radiant damage and the ally closest to you regains hit points equal to the damage you took.
15
(Failure) Your spell fails, but the spell slot is not expended (if this applies); if it does not save vs your own DC or become blinded and Deafened lasting until they successfully save at the beginning of each of their turns.
16
(Failure) Create a portal originating on the caster to the target area. Caster Switches places with target. and move 1 foot from the portal upon completing the spell.
17
(Failure) Everyone in 30 ft hit with Inflict Wounds of the same spell slot level as the intended spell instead*
18
(Failure) Caster held (as if failing against Hold Person spell), no spell is cast
19
(Failure) You become allergic to magic items until dispel magic or lesser restore is cast upon you. Every time you have a magic item on you, you itch everywhere and sneeze a lot. (Concentration every time you cast a spell or lose spell.)
20
(Failure) For the next minute, caster MUST move their maximum allowable walking distance away from their current position EACH TURN. If they would hit a wall, they take 1d6 bludgeoning damage and stop. DC 10 Dex save to not fall prone. The path must be as straight as is possible (They cannot move back and forth between two squares).
21
(Success) Target's clothes itch (-4 to initiative)
22
(Failure) You are encumbered. You can only move half of your total speed for 1 minute.
23
(Failure) You panic and try to flee! You must run away from your target
24
(Failure) You are enraged! The next time your spell fails or your attack misses during the same encounter, you must take a bonus action to attack the closest target to you.
25
(Failure) The caster’s biological sex is changed
26
(Failure) You are the target of a Charm Person spell. Failure = charmed by enemy creature.
27
(Success) A flame emerges and returns the area in a 20 foot radius to nature. (Vegetation grows exponentially to 10x normal size)
28
(Failure) Caster smells like a skunk for 1d4 days. Disadvantage to Charisma rolls. Characters with a Con of < 12 must flee if within 3 feet of caster.
29
(Failure) You have become mute for the next minute.
30
(Failure) You feel horribly dizzy; must roll concentrate to cast spells; roll Dexterity saving throw or fall prone. Lasts 2 rounds.
31
(Failure) Instead of words, colorful bubbles come out of your mouth when you try to speak for 1 round
32
(Failure) Your hair falls out (But regrows after the next long rest)
33
(Failure) Roll a d10 your age changes (even increases, odd decreases)
34
(Failure) Roll a d10 Your height changes by a number of inches equal to the roll (Even you grow, odd you shrink)
35
(Failure) A bright light flashes. (wisdom save or become blinded for 1d6 turns.)
36
(Failure) Original spell targets ally of the DM’s choosing
37
(Success) Spell target changes biological sex.
38
(Success) Target must save or become petrified
39
(Success) You suffer the same effect as your target.
40
(Failure) You cast Detect Thoughts on the target you chose. If you didn’t target a creature, you instead take 1d6 psychic damage
41
(Failure) For the next minute any flammable object you touch that isn't being worn or carried by a creature catches fire.
42
(Success) You additionally cast Goodberry.
43
(Failure) Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute
44
(Failure) A cloud of 600 oversized butterflies fills a 30-foot-radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes
45
(Failure) Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
46
(Failure) An animal appears in the unoccupied space nearest the target at the start of each of their rounds. The animal isn’t under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, a rhinoceros appears; on a 26–50, an elephant appears; and on a 51–100, a rat appears
47
(Failure) Your spell turns into a burst of flowers. This does nothing.
48
(Failure) A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
49
(Failure) Hold Person cast on everyone in 60 ft radius.
50
(Failure) You sound off a magical alarm, can be heard clearly for 60 ft., heard faintly another 60 ft.
51
(Success) You are immune to all poisons for 5d6 days.
52
(Failure) Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
53
(Success) Caster's limbs are invisible. Objects held turn invisible. First attack each round has advantage.
54
(Success) All cloth on target crumbles to dust
55
(Success) All doors, windows, chests, and anything locked within 60 ft. of you instantly unlocks
56
(Success) The target’s skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
57
(Failure) Everyone randomly switches places with each other
58
(Failure) Sparkling motes dance about the caster's head until dawn
59
(Failure) The caster glows with a bright light (Creatures ending their turn within 5ft of you is blinded until the end of its next turn.
60
(Success) You feel energetic and antsy (+4 to initiative)
61
(Success) You grow an eye in the middle of your forehead. For the next minute you can see as if with True Seeing, but Charisma skills are disadvantages.
62
(Failure) You shrink 1 size for 1 minute.
63
(Failure) A Modron chosen and controlled by the DM appears in an unoccupied space.
64
(Failure) You grow 1 size for 1 minute.
65
(Success) 5d20 gold pieces materialize on your person
66
(Failure) Random item/treasure created on target's person.
67
(Success) A stream of 1d4 × 10 gems, each worth 1 gp, shoots from your finger's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
68
(Success) You cast Bless on yourself instead (no concentration; lasts 1 minute).
69
(Success) You cast Sanctuary on yourself without spending a spell slot (last 1 minute).
70
(Success) The next creature to die will automatically be brought back to full hit points and lose all status effects/conditions.
71
(Failure) Target gains the benefits of Mirror Image.
72
(Failure) You teleport to random place up to 60 ft away from your current position.
73
(Success) Target becomes prone. If there is not a target, the caster is immediately prone.
74
(Success) Target becomes encumbered for 1 minute. Its movement is cut in half.
75
(Failure) You create a temporary double of target instead; lasts until next round. Double will follow and mimic same action. (if no target, you are the target).
76
(Failure) You instead cast Sleep, centered on you.
77
(Success) A small black rain cloud forms over the target for 10 minute {Recharge 1,2} a bolt of lightning strikes 2d4 Lightning damage.
78
(Success) Target must make a Wisdom save or fall madly in love with the caster. Creatures get a new save every minute.
79
(Failure) All creatures with 30ft of caster make a Constitution Save or start to hiccup for 1 hour.
80
(Failure) Each creature with 30 ft of you takes 1d6 necrotic damage. You regain HP equal to the sum of necrotic damage dealt
81
(Success) Everyone in 30 ft hit with Cure Wounds spell of the same slot.
82
(Success) 1d4 local guardsmen emerge from nowhere and fight by your side for up to 5 turns.
83
(Failure) Caster is transported to the Astral Plane until the end of their next turn, reappearing in the same square or the nearest adjacent one.
84
(Success) Your AC goes up by 4 for 1 minute, and become immune to Magic Missile.
85
(Success) Your maximum HP goes up by 2d10 for 1 minute.
86
(Success) All non-magical plant life within 10 feet withers. You regain one level 1d4 spell slots.
87
(Success) Your maximum HP goes up by 1d10 for 1 minute.
88
(Success) You cast True Polymorph on yourself and turn into a creature of your choosing. The spell automatically acts as Concentrated. You keep this form until someone dispels its magic. You gain the form’s stats and abilities. The magic will be dispelled emmidiately after a long rest.
89
(Failure) You Polymorph randomly at the end of each round for 1 minute.
90
(Failure) A random creature within 60 feet of you becomes poisoned for d4 hours.
91
(Success) A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
92
(Failure) All magic weapons within 60 feet of the caster disappear for 1d4 rounds
93
(Success) You regain your caster level of spell slots.
94
(Success) All allies in 20ft radius of you is Hasted for 1 minue.
95
(Success) If you die within the next minute, you immediately come back to life as if by Reincarnate spell
96
(Failure) All creatures within 60’ Alter Self and appear as the caster.
97
(Failure) Stack of books appear, throughout 30 ft radius to the target (or caster if no target is present) they open and begin to read themselves out loud, and loudly - verbal communication impossible (Treat as if deafened condition) and the area is considered difficult terrain where the books are. This lasts 1 minute. At the end of which a book remains offering this service again for a monthly payment of 2 silver pieces.
98
(Success) The spell effect does go off, but if your spell does damage, it will do the minimum. If the original spell has a saving throw, target automatically fails. Your spell’s duration will be minimum.
99
(Success) Your spell effect is normal. You feel rejuvinated. (Caster is considered to have finished a long rest)
100
(Success) Your spell creates the desired effect; and Choose one - Ythe spell slot is not expended (if this applies); target automatically fails; Spell effectiveness (range, duration, area of effect, damage, etc.) is doubled; pell’s duration will be maximum without concentration.
101
(Success) Your spell goes off as normal, but the spell slot is not expended (if this applies).
102
(Success) Spell Effect goes off as normal. Additionally time is stopped for a brief period of time, this allows the caster to perform 4 non-magical actions. Collapse after the last action and take 2 turns to rest immediatly after the fourth action.
103
(Success) Spell Effect goes off as normal. If the original spell has a saving throw, target automatically fails.
104
(Success) Spell Effect goes off as normal. Your spell’s duration will be maximum (does not require concentration).
105
(Success) Your spell goes off as normal. If your spell does damage, it will do the maximum. If it does not, the next damage spell you cast does maxium damage.
106
(Success) You spell goes off as normal, and you gain 1 Temporary HP for each damage dealt.
107
(Success) Arcane Echos: The spell goes off as normal. Then goes again the next round in the same area or against the same targets again and continues this way for a number of turns equal to the spell's slot level.
108
(Success) The spell goes off as normal, and a charged item on, or within 30ft of you regains d4 charges, or if not item exists a random mundane item becomes magical (The GM may determine what benefit a +1 Messkit provides (if any)
109
(Success) Spell Effect goes off as normal. Spell effectiveness (range, duration, area of effect, damage, etc.) is doubled.
110
(Success) Spell Effect goes off as normal. Your spell’s duration, damage etc will be maxed out without use of the spell slot.
111+
(Success) Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200%, spell slot is not used |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Nature's Ward
Level: 0
School: Abjuration
Classes: Druid
Casting time: 1 Action
Range: Touch
Duration: 1 Round
Components: V, S
Description: You imbue a creature with protection against natural forces.
Until the end of your next turn, the willing target you touch has resistance to cold, fire, and lightning damage. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Nauseate
Level: 1
School: Necromancy
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, M
Material cost: a piece of dung, decayed flesh, or some other disgusting item
Description: You attempt to cause a creature that you can see in range to have its vision distorted and to feel a terrible stomachache. They must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, a creature also has disadvantage on saving throws and attack rolls against the creature have advantage. An affected creature can repeat the save at the end of each of its turns and each time it takes damage (without the disadvantage), ending the effect on itself on a success.
Creatures that do not need to eat or that do not have a functioning biological stomach are immune to this effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can choose one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Necro Blast
Level: 0
School: Necromancy
Classes: Shadowcaster, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: A beam of necrotic energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage. This spell deals an additional 1d4 necrotic damage if the target has any temporary hit points.
This spell's damage increases by one die when you reach 5th level (2d8 or 2d4), 11th level (3d8 or 3d4), and 17th level (4d8 or 4d4). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Necromancer's Enervation
Level: 4
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You release a black ray of crackling negative energy from your pointed finger that suppresses the life force of any creature it strikes. Make a ranged spell attack against a creature within range. On a hit, the target takes 8d8 necrotic damage, and its maximum hit points are reduced by an amount equal to the necrotic damage taken. This reduction to the target's maximum hit points lasts until the target finishes a long rest. A creature that has its maximum hit points reduced to 0 by this spell dies. A humanoid slain by this spell rises as a zombie under your control at the start of its next turn. If the target has the Spellcasting feature, it loses its highest-level spell slot remaining, to a maximum of 4th level.
This spell has no effect on constructs or undead.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th, and the maximum spell slot level a target can lose from this spell increases to the level of the spell slot used to cast this spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Necromancer's Mask
Level: 5
School: Necromancy (Ritual)
Classes: Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: S, M
Material cost: a mask made of a solid, flammable material
Description: The wizard seemed defeated, even though the city guard had taken heavy losses as well. The few brave souls slowly approached him, weapons held high, when he reached into his robe and pulled out a wooden mask. Black flames engulfed his head as his evil laughter shattered the silence of the battlefield and the corpses of the fallen stirred once again, hungering for living flesh.
You put on the mask which bursts into black flames, draining away a part of your soul and causing you 1d6 necrotic damage. This damage cannot be reduced in any way. Any undead whose challenge rating is equal to or less than your caster level that meets your gaze must make a Cha saving throw. If the creature fails its saving throw, you gain control over it permanently. On a success, it is stunned for a round and does not have to repeat the saving throw for the next 24 hours. If you cast your gaze at a pile of bones or a corpse, you can choose to make a DC 18 Wis saving throw. On a success, you take 1d6 necrotic damage and the bones or corpse become a skeleton or zombie, respectively, under your control for the duration of the spell. On a failure, you take 1d12 necrotic damage, are blinded for an equal number of rounds, and the spell ends |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Necromantic Summons
Level: 9
School: Necromancy
Classes: Cleric, Wizard
Casting time: 1 Minute
Range: 10 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a corpse, one clay pot filled with grave dirt, and an assortment of black onyx stones costing 300 gp (recommended 25)
Description: Roll percentile dice. Then consult the table below. This spell creates a certain amount of corpses, as noted in the table (e.g. 2d8+9 if you got 1-16 on the percentile dice) then animates them as a certain creature, also noted in the table (e.g. zombies if you got 1-16 on the percentile dice). As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
1d100
Result
01-16
2d8+9 Zombies
17-24
1d4-2(minimum of 1) Wraiths
25-28
1d4+2 Will-o'-Wisps
29-36
1d3-1(minimum of 1) Wights
37-41
3d4+3 Warhorse Skeletons
42-43
1d4-2(minimum of 1) Vampire Spawns
44-45
1d6+4 Specters
46-60
2d8+9 Skeletons
61-62
3d4+3 Shadows
63-70
1d4+2 Ogre Zombies
71-76
1d3-1(minimum of 1) Mummies
77-85
1d4+2 Minotaur Skeletons
86-93
1d6+4 Ghouls
94-97
1d6-1 Ghosts
98-99
1d4+2 Ghasts
100
1d4-1 (minimum 1) lich or vampir |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Necropolis
Level: 9
School: Necromancy
Classes: Warlock, Wizard
Casting time: 48 Hours, During Which Time You Can Not Stop To Sleep Or Eat.
Range: Self (2 Miles)
Duration: Permanent
Components: V, S, M
Material cost: powdered lich bone, onyx dust worth at least 50,000 gp, and a black sapphire worth at least 10,000 gp
Description: When you cast this spell, all creatures within the spell's area must make a Constitution saving throw or take 4d6 necrotic damage. Within the spell area, all corpses are raised as uncontrolled skeletons or zombies (depending on the state of decay) after at least a minute has passed since death. Creatures that have more than 10 hit dice are instead raised as wights. You immediately die on completion of the spell, to be raised as a lich with the sapphire used for casting as your phylactery. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Necrosh
Level: 2
School: Necromancy
Classes: Cleric, Warlock
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Minute
Components: V, S
Description: You infuse a weapon or object with an unholy touch, temporarily increasing its offensive power with dark energy.
For the spell's duration, the object touched gains the following benefits:
Bonus Damage: When the object deals damage with a successful attack, it deals bonus necrotic damage equal to your spellcasting modifier. This damage is added to the attack's normal damage.
Life Drain: If the successful attack reduces an enemy to 0 hit points, you regain hit points equal to the additional damage dealt by Necrosh.
At Higher Levels. If the spell is cast using a spell slot of 3rd level or higher, the additional damage increases by 1d8. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Necrostrike
Level: 1
School: Necromancy
Classes: Cleric, Paladin, Warlock
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a melee weapon
Description: You fill the weapon used in casting with necrotic power. The next time you make an attack with this weapon in the duration of this spell, their hitpoint maximum is reduced by the damage you dealt with the attack. The hitpoint maximum reduction is undone upon finishing a long rest.
At Higher Levels. When cast at 2nd level or higher, your first hit deals an extra 1d8 necrotic damage for every level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Necrotic Boom
Level: 5
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Reaction, When You Take Damage From A Creature You Can See
Range: Self (60-Foot Sphere)
Duration: Instantaneous
Components: V
Description: You capture the energy that harmed you, you transform that into necrotic energy, and use it to unleash a deafening screech. Each creature of your choice within range must make a Dexterity saving throw, taking half damage on a success. A creature that fails its saving throw takes 6d12 necrotic damage, and for the next minute has disadvantage on Strength checks and take 1d4 necrotic damage at the start of each of its turns. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Necrotic Breath
Level: 4
School: Necromancy
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 5-Foot Sphere Around The Caster
Duration: Instantaneous
Components: V, M
Material cost: a piece of rotting meat or flesh
Description: You consume a chunk of rotting meat causing you to exhale a deadly black mist of negative energy causing a creature you see within range to inhale it forcing them to make a Constitution saving throw dealing 4d10 necrotic damage on a failing roll or half as much on a success. If the spell kills the target and they failed their con saving throw you can choose to raise them as a skeleton or zombie under your control otherwise their body but not their possessions crumble to dust.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage.
If you target a nonmagical plant that isn't a creature, such as a tree or a shrub, it doesn't make a saving throw, it simply withers and dies.
If you target an undead it heals them 4d10 hp.
If you target a creature that can not or does not need to breathe they automatically succeed on their Constitution saving throw and they take no damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you add 1d10 of necrotic damage and you may choose 1 additional creature to affect for every spell slot above 4th level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Necrotic Glare
Level: 0
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V
Description: You create a small beam of necrotic energy. Make a ranged spell attack against the target. On a hit the target takes 1d8 necrotic damage.
This spell's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Necrotic Overchannel
Level: 4
School: Evocation
Classes: Cleric, Paladin, Warlock
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a small flower, which shrivels and dies when the spell is cast
Description: You channel massive amounts of necrotic energy, which overflows into others. Whenever you hit with an attack of any kind, you deal 1d6 extra necrotic damage.
Additionally, when you reduce a creature to 0 hitpoints with an attack, every creature within 10 feet of them must make a Dexterity saving throw or take 3d6 bludgeoning damage, as their body explodes, and is destroyed. Only divine intervention, the wish spell, or similar effects can revive someone who died in this way.
At Higher Levels. When cast at 5th level or higher, the bonus damage and damage dealt on a failed save both increase by 1d6 for every level above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Necrotic Overlay
Level: 0
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Up To 1 Minute
Components: V, M
Material cost: a drop of blood
Description: You overlay your magic or your weapon with necrotic power. If you overlay your spell with necrotic power you will change the damage type of the spell to necrotic damage. If you overlay a weapon you replace your melee attack with a melee spell attack. You may add your spell-casting ability modifier to the damage with that weapon. The damage type is converted to necrotic.
For example if you are a sorcerer and you have 16 charisma and you overlay a melee weapon with necrotic overlay, let's say a quarterstaff. The stats of the quarterstaff will be +5 to hit (Charisma + proficiency bonus) Damage: 1d6 (1d8 Versatile) Bludgeoning damage +3 Necrotic damage ( charisma)
The weapon or the spell changes when you overlay it, becoming smoky and greenish. The weapon will look like a sickle, for example, a quarterstaff will look like a scythe for the duration of the spell.
The weapon is now consider a magical weapon |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Necrotic Overlay, Variant
Level: 0
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Up To 1 Minute
Components: V, M
Material cost: a drop of blood
Description: You overlay your magic or your weapon with necrotic power. If you overlay your spell with necrotic power you will change the damage type of the spell to necrotic damage. If you overlay a weapon you may replace your melee attack with a melee spell attack. You may add your spell-casting ability modifier to the damage with that weapon. The damage type is converted to necrotic.
For example if you are a sorcerer and you have 16 charisma and 14 dexterity and you overlay a melee weapon with necrotic overlay, let's say a quarterstaff. The stats of the quarterstaff will be +5 to hit (Charisma + proficiency bonus) Damage: 1d6 (1d8 Versatile) +2 Bludgeoning damage +3 Necrotic damage ( charisma)
The weapon or the spell changes when you overlay it, giving it a smoky and greenish aura.
The damage of the melee attack or spell increases by +1 when you reach 5th level (+1), 11th level (+2), and 17th level (+3). Any additional damage dice can be split as you desire among slashing or necrotic damage |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Necrotic Reconstruction
Level: 4
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: S, M
Material cost: A diamond worth at least 50 gp, which turns into coal when the spell is cast
Description: You strike forward, attempting to break the target's skin with the diamond. Choose one non-construct or undead within range, and make a touch spell attack against them. On a hit, they take 4d8 necrotic damage. On a hit, if the target dies within the duration of the spell, they are immediately resurrected as an undead. They are charmed by you, and when the spell ends, the body immediately disintegrates.
The target's hitpoints become 8d8, their Intelligence, Wisdom, and Charisma become 3, and they lose all of their features, but otherwise they are unchanged.
At Higher Levels. When cast at 5th level or higher, the target's hitpoints when revived are increased by 1d8 for every level above 4th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Necrotic Sickles
Level: 0
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Round
Components: V, M
Material cost: any weapon
Description: While you have your weapon in your grasp, you can imbue it with the power of lower realms giving of a sickening glow. The first time you hit with this weapon during this spell’s duration, the attack deals an extra 1d4 necrotic damage to the target. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Needle Hex
Level: 2
School: Evocation
Classes: Cleric, Druid, Sorcerer, Warlock
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a pincushion or doll filled with several needles
Description: You create spectral needles in the air around a creature you can see within range, which prick at it as it moves. For the duration, you can use a reaction to force the target to make a Dexterity saving throw the first time it moves or makes an attack on each of its turns. On a failed save, the target takes 3d4 piercing damage.
if the target tries to cast a spell, it must first succeed on a Constitution saving throw or the casting fails and the spell is wasted, and this spell ends.
At Higher Levels. When cast at 3rd level or higher, the damage increases by 1d4 for every level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Net of Shadows
Level: 1
School: Illusion
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You cast the spell, and the surrounding shadows shift at your command, flying toward your targets and wrapping themselves around them. You target up to three creatures that are no more than 30 feet apart when you cast the spell. Each target must make a Wisdom saving throw. On a failure, a target is wrapped in shadows, providing them three quarters cover from all attacks. The shifting magical shadows also inhibit the targets' ability to ascertain their surroundings. The targets can only see 5 feet through the shadows that coat them, and foes within that range have three quarters cover from all attacks made by the targets.
A target can make a Wisdom saving throw at the end of each of its turns to attempt to disbelieve the net, ending the effect on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Nexus Weapon
Level: 5
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: You imbue a weapon you touch with psychic power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d6 psychic damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. Once per turn, when you hit a creature with an attack using the weapon, you can attempt to stagger the creature. When you do so, the creature must succeed on a Wisdom saving throw, or it can't take reactions or bonus actions until the end of its next turn.
As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of disruptive energy. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature takes 4d6 psychic damage, and it
is discombobulated for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. On a successful save, a creature takes half as much damage and isn’t discombobulated. At the end of each of its turns, a discombobulated creature can make a Wisdom saving throw, ending the effect on itself on a success |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Niflbolt
Level: 3
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: A ray of glowing blue ice shoots from your palm at a creature you can see within range. Make a ranged spell attack against the target. On a hit, it takes 4d8 cold damage, and must succeed on a Wisdom saving throw or become shrouded in an ethereal mist for the duration. This mist renders anything beyond a range of 10 feet heavily obscured for the target, but appears faint to other creatures and doesn't impair their vision. At the start of each of its turns, the target can make another Wisdom saving throw. On a success, the spell is suppressed until the start of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Night Guardians
Level: 3
School: Conjuration
Classes: Sorcerer
Casting time: 1 Action
Range: Self (20-Foot Radius)
Duration: Concentration, Up To 1 Hour
Components: V
Description: You call forth dream creatures to protect you.
They flit around you to a distance of 20 feet for the duration. This spell may only be cast at night or under the night sky. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area and it can no longer take reactions, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes either 3d8 psychic or 3d8 cold damage (your choice, made when the spell is cast). On a successful save, the creature takes half damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Nightly Terrors
Level: 0
School: Conjuration
Classes: Warlock
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: M
Material cost: a pinch of black salt
Description: Conjure a pair of formless, black entities next to you from the realm of nightmares that only you can initially see. As a bonus action, you can mentally choose a target within 30 feet of you for the entities to affect. Once chosen, the target can now see the entities and must make a Wisdom or Intelligence saving throw, your choice. On a failed save, the entities circle the target and form into the target's worst fears, dealing 2d4 psychic damage to the target. On a successful save, the target can no longer see the entities.
This spell's damage increases by 1d4 when you reach 5th level (3d4), 11th level (4d4), and 17th level (5d4) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Nightmare
Level: 5
School: Illusion
Classes: Bard, Sorcerer, Wizard
Casting time: 10 Minutes
Range: Unlimited
Duration: Instantaneous
Components: V, S
Description: You send a hideous and unsettling phantasmal vision to a specific creature of your choice that is on the same plane of existence as you. The target must make a Wisdom saving throw, modified by how well you know the target, to resist the vision. On a failed save they suffer through the vision; on a successful save they do not dream that night and otherwise rest as normal.
Knowledge
Save Modifier
Secondhand (you have heard of the target)
+5
Firsthand (you have met the target)
+0
Familiar (you know the target well)
−5
Connection
Save Modifier
Likeness or picture
−2
Possession or garment
−4
Body part, lock of hair, bit of nail, or the like
−10
The vision prevents restful sleep. It causes 1d10 psychic damage, increases the target's exhaustion by one level, and makes them unable to regain arcane spells for the next 24 hours. Each consecutive night of visions increases the target's exhaustion by one additional level; two nights of consecutive visions increases exhaustion to level 2, three nights of visions increases exhaustion to level 3, and so on.
A dispel evil and good spell cast on the target while you are casting the spell dispels the visions and causes you to be stunned for (10 * caster's level or caster's Challenge Rating) minutes. For instance, if the dispel evil and good spell is cast by a 4th level caster, you are stunned for 40 minutes. If the caster has both a level and challenge rating, use whichever's lower.
If the target is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the target goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.
If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance. You are defenseless, both physically and mentally, while in the trance (you always fail any saving throw, for example).
Creatures who don't sleep or dream, such as elves, are immune to this spell |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Nightmare Hex
Level: 4
School: Enchantment
Classes: Warlock
Casting time: 1 Action
Range: Sight
Duration: Special: Concentration
Components: V
Description: You look at a target and speak a command word, Cursing it. While the target is cursed.[edit]
Choose one ability when you cast the spell. The target has disadvantage on ability checks and saving throws made with that ability.
Your attacks and spells deal an extra 2d8 necrotic damage.
All allied PC's attacks and spells deal an extra 2d6 necrotic damage.
When casting as a 5th or higher level spell you can choose an additional creature to apply the hex to and choose one of the following effects to apply to the targets.[edit]
The target has disadvantage on attack rolls.
The target cannot Crit against you or an ally you specify.
The target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
The target becomes frightened of you for 1 minute, even if the target is immune to being frightened.
The creature who targets you with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect you from area of effect spells, such as the explosion of a fireball.
The spell ends if the user loses concentration, dies or goes unconscious, or a Remove Curse is applied to the target.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature without expending a spell slot |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Nightscar
Level: 3
School: Illusion
Classes: Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: 1 Week
Components: V, S, M
Material cost: a bolt of black cloth
Description: You place a magical mark on a creature which can only be seen by you, that creature, and up to seven other creatures of your choice you when you cast the spell. It can also be seen by a creature with truesight. The mark remains on the target and visible to those who can see it no matter what efforts are made by that creature to hide the mark, including attempting to mask it with clothing, illusions, or by altering its form. The spell ends early if the creature dies or is subjected to the remove curse spell or similar magic |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Nightwalk
Level: 1
School: Necromancy
Classes: Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V
Description: You are briefly shrouded by a silver and red mist, and teleport onto a creature up to 30 feet away. They take 1d4 necrotic damage, and you regain hp equal to the damage dealt. The creature is then displaced to your original location.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of this spell increases by 1d4 per slot level above 1st, and the range increases by 10 feet. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Nilin's Bolt
Level: 1
School: Enchantment
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Round
Components: S
Description: You launch a bolt of energy towards a creature, temporarily remixing it's memories, confusing it.
Make a spell attack roll against an enemy within range. On a hit, they take 2d8 psychic damage, and have disadvantage on saving throws until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 per level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Non-Destructive Scan
Level: 0
School: Divination
Classes: Bard, Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: S
Description: Target a tall environmental object or wall. When doing so, all creatures that are living and have a pulse within a 30 ft cone behind the wall are revealed to you for the duration.
The target creatures are revealed in the form of small electric signals that glow blue to the caster; and the caster cannot tell the size of the creature or any other features without visual information.
This spell’s range increases when you reach 5th level (45 ft), 11th level (60 ft), and 17th level (80 ft) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Noro's Siphon Scythe
Level: 5
School: Necromancy
Classes: Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 10 Minute,
Components: V, S, M
Material cost: A drop of the caster's blood
Description: You create a specter-like facsimile of yourself, which uses the statblock below. The specter is completely loyal to you, and cannot be turned. When the spell ends, the specter dies, without leaving a trace. The reverse applies too.
If the specter ever leaves the range of the spell, it is immediately pulled to the closest space inside of the spell's range.
Medium undead, any alignment
Armor Class 17
Hit Points 45
Speed 0 ft., 40 ft.(flying)
STR
DEX
CON
INT
WIS
CHA
5 (-3)
16 (+3)
5 (-3)
16 (+3)
12 (+1)
10 (+0)
Damage Immunities bludgeoning, piercing, and slashing damage from nonsilvered attacks
Senses passive Perception 11
Languages —
ACTIONS
Scythe. Melee Weapon Attack, your spell attack modifier to hit, reach 5 ft. Hit: 8 (2d8) necrotic damage. You regain hitpoints equal to the damage dealt, and the target cannot regain these lost hitpoints until they take a long rest.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt by it's scythe attacks deal 1d8 extra damage for every level above 5th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Notes of lesser death
Level: 1
School: Evocation
Classes: Bard
Casting time: 1 Action
Range: Self (15 Ft Cone)
Duration: Concentration, Up To 10 Minutes.
Components: V, S, M
Material cost: A musical instrument worth at least 1 gp
Description: You go crazy on your musical item and lose your self-control, leaving space for a death-like spirit to invade your body. The death-spirit blows every creature to a space of the caster’s choice outside the cone (unless no other space is available. Two creatures cannot share the same space). All affected creatures must attempt a Constitution saving throw. On a failure, they take 2d6 necrotic damage. On a success, they take no damage. The caster can only move the cone 90 degrees as their entire turn for this spell’s duration.
At Higher Levels. When you cast this spell using a spell slot of 2th level or higher, the spell ends 1 mins sooner per level. When you cast this spell using a spell slot of 4th level or higher, you can also move them to a directly dangerous area. The spell also does 2d6 more necrotic damage now and 2d6 more for each level above 4th level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Noxious Blast
Level: 3
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (40-Foot Cone Or 20-Foot Radius)
Duration: Instantaneous
Components: V, S, M
Material cost: a vial of poison worth at least 50 gp
Description: A torrent of toxic gas releases from your outstretched fingers. Each creature in a 40-foot cone or 20-foot radius (your choice when you cast this spell) originating from you must succeed on a Constitution saving throw. On a failed save, a target takes 3d8 poison damage and becomes poisoned for 1 minute. On a success, a creature takes only half as much damage and isn't poisoned. The gas spreads around corners.
While poisoned by this spell, the creature takes 1d8 poison damage at the end of each of its turns and then repeats the saving throw, ending the condition on itself on a success.
At Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points. You may link two eligible attributes.
The default 3rd-level Power Point allocation of this spell is Size 2 (🔗), Initial Poison Damage 2 (🔗), Recurring Poison Damage 1, Casting Time 0, Agents 0.
—Power Point Cost—
-1
0
1
2
3
4
5
6
7
8
9
Size 🔗
10 ft. cone/5 ft. radius
20 ft. cone/10 ft. radius
30 ft. cone/15 ft. radius
40 ft. cone/20 ft. radius
50 ft. cone/25 ft. radius
60 ft. cone/30 ft. radius
40 ft. cube/35 ft. radius
70 ft. cone/35 ft. radius
80 ft. cone/40 ft. radius
90 ft. cone/45 ft. radius
100 ft. cone/50 ft. radius
Initial Poison Damage 🔗
0
1d8
2d8
3d8
4d8
5d8
6d8
7d8
8d8
9d8
10d8
Recurring Poison Damage 🔗
—
0
1d8
—
2d8
—
3d8
—
4d8
—
5d8
Casting Time
2 actions
1 action
—
1 bonus action
—
—
—
—
—
—
—
Agents
—
—
—
1
—
2
—
—
3
—
—
Agents. By allocating power points into this attribute, you can add additional effects to the gas created by this spell. Choose from the following options below:
Blinding. Creatures are blinded while poisoned by the gas. The gas affects creatures even if they hold their breath or do not need to breathe.
Choking. While poisoned by the gas, creatures must spend an action on each of their turns coughing and hacking violently. They are unable to communicate clearly, hold their breath, or cast spells with verbal components.
Lingering. The gas persists in the area you cast it, lingering in the air for 1 minute. Creatures (including you) that enter the area of the gas for the first time on a turn or start their turn there must make the Constitution saving throw to avoid being poisoned. Creatures in the area of the gas that repeat the saving throw do so with disadvantage. A strong wind can disperse the poison gas.
Sapping. Creatures poisoned by the gas deal only half damage with weapon attacks that use Strength and have disadvantage on Strength and Dexterity saving throws.
Sleeper. The poison causes creatures to drift in and out of consciousness. Every time a creature fails its saving throw against the poison by 5 or more, it falls unconscious until the end of its next turn. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Nuclear Missile
Level: 4
School: Evocation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: 1 Min, Concentration
Components: S, M
Material cost: glass shard, pinch of sulfur
Description: When you cast this spell, 4 glowing motes of energy coalesce, floating around you. For the duration, 1 mote is summoned at the start of your turn on every round. As a bonus action on your turn, you may release as many of these motes as you want, targeting one enemy within range. Each mote deals 1d4+1 force damage, and they all strike the designated target at the same time. When a hostile creature moves within 5ft of you or attacks you, they take damage equal to the number of motes around you. If you lose concentration on this spell, the remaining motes explode, and each creature within 15ft including you must make a constitution saving throw against your spell save DC. On a failed save, a creature takes 2d4+1 force damage per remaining mote. On a successful save, creatures take half damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, 2 additional motes are summoned to start, and 1 additional mote is summoned each round for every level of the spell slot above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Null Bolt
Level: 3
School: Abjuration
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Instant
Components: V, S, M
Material cost: a rod of onyx, metal, or glass
Description: A blast of pure energy emanates from your palm, firing out a lance of negatively-charged magical energy. Make a ranged spell attack against the target creature. On a hit, the creature takes 3d8 force damage.
Any spell of 2nd level or lower on the target automatically ends. If the spell effect is permanent, it is disabled for 10 minutes. For each spell of 3rd level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d8 per additional spell level. You also automatically end the effects of a spell on the target if the spell's level is less than the level of the spell slot you used |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Nurture
Level: 1
School: Transmutation (Ritual)
Classes: Druid, Ranger
Casting time: 1 Minute
Range: Touch
Duration: 1 Minute
Components: V, S
Description: You can infuse a beast or plant with vitality. When you cast this spell, choose one of the following effects:
Target plant or beast creature is cured of the poisoned condition, and has advantage on saving throws against being poisoned for the duration of the spell.
Target plant or beast creature gains temporary hit points equal to 1d4 + your spellcasting modifier for the duration of the spell.
Target noncreature plant regains all of its hit points, and gains resistance to nonmagical bludgeoning, slashing, and piercing damage for the duration of the spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Nyan's Ball Lightning
Level: 3
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A tiny piece of conductive metal
Description: This spell, invented by the tabaxi wizard Nyan Kajan, was made in response to a frustration the transmuter had with the end all be all spell of fireball and the comparable lack of use of Lightning Bolt. It emulates fireball in many ways, but trades some of that spell's raw power for lightning damage. As a result, the spell appears as an almost perfectly spherical orb of electrical energy.
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of plasma. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 7d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Nyan's Investiture of Lightning
Level: 6
School: Transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: Invented by the tabaxi Wizard Nyan Kajan, this spell acts as a different take on the existing Investiture of Lightning on this wiki.
Lightning wreaths your form and swirls around your body, making your hair stand on end and your body shed bright light in a 15-foot radius and dim light for an additional 15 feet for the spell's duration. The lightning doesn't harm you. Until the spell ends, you gain the following benefits:
You are immune to lightning damage and have resistance to thunder damage.
Your speed is doubled and you don't provoke opportunity attacks as a result of leaving a creature's range without disengaging.
You can use your action to create a line of lightning 20 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful save. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Nyan's Light Speed Dash
Level: 9
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A morsel of sugary food
Description: Invented by the Tabaxi Wizard Nyan Kajan, this spell allows the caster to move at almost exactly the speed of light for a short time. Rainbow-colored lightning wreaths the form of the caster as they appear to blur and shake before vanishing from their immense speed, the only sign that they're still around being occasional flashes of bright light in their path.
Until the spell ends, you have a movement speed of 6,000,000,000 feet, you gain a +5 bonus to AC, automatically succeed on Dexterity saving throws, are invisible, don't provoke opportunity attacks as a result of entering or leaving a creature's space, and you gain two additional actions on each of your turns. The actions can be used only to take the Attack (one weapon attack only), Disengage, Hide, or Use an Object action. Until the spell ends, you cannot dash and all of your movement speeds cannot be raised in any way. Using your sheer momentum from this spell, you can move across liquid surfaces as if they were solid ground (This provides no protection from the harm those surfaces can cause if moving across obviously dangerous terrain, such as lava), and can run up walls and even on ceilings. If at any point you are forced to stop moving (Besides using all of your movement), such as by your movement speed being reduced to 0 feet, the spell ends.
When the spell ends, you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you. You also gain 1 point of Exhaustion from this draining backlash.
DM Note: The movement speed given above is about 101% the speed of light assuming the character's movement is across 6 seconds (The whole turn). Anything travelling that fast could move around the entire Earth 7 and a half times in one second. A player should reasonably never run out of movement speed, but while outright giving the spell unlimited movement speed would have made things simpler, it would also be much faster than the speed of light, as that would make everything they do instantaneous. Given the Time Stop spell exists, that would make this spell redundant. In practice, actually tracking how much movement a player has spent while using this spell is hopefully unrequired. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: O'Bannon's Siege Missiles
Level: 5
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 500 Feet
Duration: Instantaneous
Components: V, S
Description: You create three glowing battering-ram like missiles of magical force. Each missile hits a creature or object of your choice that you can see within range. A missile deals 2d10+10 force damage to its target, and automatically deals maximum damage against objects and structures. The missiles 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 7th level, the spell creates one more missile per spell slot. When you cast this spell using a spell slot of 8th or 9th level, the spell creates two more missiles per spell slot |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Obliterate
Level: 9
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a small glass pane
Description: Upon touching the creature, they are forced to weather an assault on all senses. They must make three saving throws, either Strength, Dexterity, and Constitution, or Intelligence, Wisdom, and Charisma. On a failure, they are subjected to the following effects.
Strength and Intelligence. On a failure, they take 10d6 force damage, and are knocked prone, unable to stand up for the next minute
Constitution and Wisdom. On a failure, they take 10d6 lightning damage, and have disadvantage on attack rolls and concentration checks for the next minute.
Dexterity and Charisma. On a failure, they take 10d6 thunder damage, and all damage they deal is halved for the next minute.
Should they fail all three saving throws, they are immediately obliterated, them and everything they are wearing are reduced to nothing, not even ashes. No trace remains. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Obliterate Soul
Level: 9
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Hour
Components: V, S, M
Material cost: a humanoid skull, which the spell consumes
Description: You target one creature within range. You hold the skull toward the creature and say, "Obliterate", as the skull turns to dust and dissipates. The target makes a Constitution saving throw. The target takes 10d12 necrotic damage on a failed save and half as much on a successful save. For the duration, the target cannot regain hit points and does not make death saving throws; when it reaches 0 hit points, the target dies and disintegrates, leaving not even ash behind. If the target dies from this spell or while affected by this spell, the creature's soul is destroyed, meaning it doesn't go to an afterlife and cannot be resurrected by any means, even the true resurrection spell or the wish spell doesn't work |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Obscured Garden
Level: 1
School: Abjuration
Classes: Druid
Casting time: 1 Action
Range: 50 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: a pinch of dust, a handful of leaves, which the spell consumes
Description: You throw dust and leaves in the air, creating a large roving whirlwind, 10 feet wide. On your turn, you may use your bonus action to move the whirlwind up to 20ft.
When a creature first touches the whirlwind, or when it begins its turn inside it, it must make a Dexterity saving throw, taking 2d4 slashing damage on a failure |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Observer Ward
Level: 0
School: Transmutation
Classes: Druid
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, S, M
Material cost: a branch, a drop of water
Description: You enchant a branch no bigger than your arm with divination magic, giving it full 360-Degree vision and sharing its vision with yours.
This ward emits a slight glow, and users of Arcane Sight or similar can see a thin line linking the caster and the ward.
You share your vision with this ward until the duration is over, or until it is destroyed. The ward will turn back to a normal branch if the caster is over 100 ft away.
You can only have a maximum of 2 wards active at the same time. If you create a new ward while 2 are active, the first ward will turn back to normal.
If you chant this spell in Sylvan, it will last twice as long.
Note: If the caster is blinded or incapacitated, the ward will no longer provide vision until healed |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Ode of the Emperor Penguin
Level: 2
School: Conjuration
Classes: Wizard
Casting time: 1 Action
Range: 10Ft
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A large salmon
Description: Upon casting this spell, you summon 5 medium-sized emperor penguins within range, which are friendly to you and your companions. Roll initiative for the penguins as a group. On their turn, they will individually move toward and attack any creatures hostile to you or your companions within 100 feet of you. You may use a bonus action to direct the penguins to attack one creature or object specifically.
If no hostile creatures are present, the penguins will wander aimlessly until directed to attack something, or a new hostile creature becomes present within 100 feet of you.
As an action on each of your turns, you may choose to have one of the penguins learn one of your cantrips, which they will use as they see fit to further harm your foes. For the purpose of casting this cantrip, they are considered to be level 1 creatures.
The spell ends when it reaches the end of its duration, when concentration is broken on the spell, or if you or your companions directly harm any of the penguins summoned by this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of penguins summoned increases by 1 for every level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Omen
Level: 2
School: Enchantment (Ritual)
Classes: Bard, Cleric, Druid, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Special
Components: M
Material cost: a dreamcatcher with a gemstone worth 25 gp in its center
Description: Choose one creature you can see within range. The creature makes a Wisdom saving throw. However, if the dreamcatcher required to cast this spell is not noticed by the creature, it gains disadvantage. On a failed save, this spell succeeds, and on a successful save, nothing happens.
On a successful casting of this spell, the targeted creature will be affected the next time they are asleep for more than 5 minutes. In that sleep, it will have a dream, at least part of which you have influenced. Choose up to three symbols that will appear in the dream. These may include whatever you wish, but no written or spoken words may be used as symbols.
If the creature is already asleep, the symbols you choose appear in 1d4+1 minutes in the creature's sleep. If the creature awakes before that time passes, the spell fails.
The targeted creature must be sentient and have the ability to sleep, enter a sleep-like condition, or otherwise have dreams. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Ommon's Heat Exchange
Level: 2
School: Transmutation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet (10-Foot-Radius Sphere)
Duration: Instantaneous
Components: V, S, M
Material cost: a small metal object
Description: You draw heat from everything in a 10-foot-radius sphere centered on a point you choose within range.
Each creature in that area must make a Constitution saving throw. A creature takes 2d6 cold damage on a failed save, or half as much on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. Objects, plants, and fluids within the area are frozen or chilled.
After casting this spell, you may recover 1 spell slot of a lower level than the slot used to cast this spell, at the cost of 1d6 fire damage to yourself per level. You may also cast a heat- or fire-based spell of a lower level within the same turn as a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may increase the cold damage by 1d6 or the spherical radius by 5 feet (your choice), per level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: One Inch Punch
Level: 0
School: Evocation
Classes: Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S
Description: As part of the action used to cast this spell, you must make an unarmed strike. On a hit, you impose the attack's normal effects and the target is pushed 10 feet back, and knocked prone if it is Large or smaller.
When you reach the 5th level, the target also takes additional 1d8 force damage. This increases to 2d8 at 11th level and 3d8 at 17th level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Ophis Transformation
Level: 3
School: Transmutation
Classes: Druid, Ranger, Warlock
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: snake skin
Description: With a loud hiss, you grow scales around your eyes and arms, becoming like that of a snake. You gain the following benefits until the spell ends:
Blindsight. You gain blindsight out to 10ft.
Slither. You ignore difficult terrain caused by disturbed or destroyed ground.
Slick Form. Grapple checks have disadvantage against you, and you have advantage on checks to escape or avoid being grappled..
Snake Bite. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can deliver a powerful bite. This attack uses your choice of Strength or Dexterity for hit and damage rolls, and deals 2d6 piercing damage plus 2d6 poison damage on a hit. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Orb of Discord
Level: 3
School: Evocation
Classes: Cleric, Druid
Casting time: 1 Bonus Action
Range: 120 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a pile of sand and dirt
Description: You create an orb of chaos that floats over the head of a creature within range for the duration of the spell. Whenever that creature takes damage, the orb causes it to take additional force damage equal to 1d8 plus your spellcasting modifier.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 per level above the 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Orb of Harmony
Level: 3
School: Evocation
Classes: Cleric, Druid
Casting time: 1 Bonus Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a pile of gold dust worth 1 gp
Description: You evoke a hypnotically glowing orb of happy light that orbits a target creature within range that you can see. For the duration, the target regains hit points equal to 1d8 plus your spellcasting modifier at the start of each of its turns.
When you cast this spell using a spell slot of 4th level or higher, the amount healed increases by 1d8 for every level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Orb of Light
Level: 0
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: A sparkling ball of light fires from your hand and strikes a single target. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage. If the target is an undead, fiend, or has the sunlight sensitivity trait, it takes 1d12 damage instead.
At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Orb of Sacred Fire
Level: 3
School: Evocation
Classes: Bard, Cleric, Druid
Casting time: 1 Action
Range: 150 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a holy symbol or holy water
Description: A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of divine flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A enemy takes 4d6 fire (or radiant if the casters chooses it) damage on a failed save, or half as much damage on a successful one. A number of friendly creatures in the area up to your spellcasting ability modifier regain 2d6 hit points.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. The hit points regained increase by 1d6 by casting this spell using a 5th level and plus 1d6 for each spell slot two levels higher. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Ordinance
Level: 2
School: Enchantment
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V
Description: You speak a single-sentence (not exceeding three words) command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command immediately. The spell has no effect if your command is directly harmful to it. Some typical commands and their effects follow:(You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.)
Approach me. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop your belongings. The target drops whatever it is holding and then ends its turn.
Run away quickly. The target spends its turn moving away from you by the fastest available means.
Grovel before me. The target falls prone and then ends its turn.
Halt your movement. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Organic Graft
Level: 3
School: Necromancy
Classes: Artificer, Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: 8 Hours
Components: V, S, M
Material cost: the severed limb of a nonhumanoid creature, of CR 9 or lower
Description: You infuse the limb used as part of casting this spell with necrotic energy, and touch one target. Their flesh fuses with the boyd part, as they temporarily gain control over it. For the duration of the spell, they gain access to one action of the creature's, based on what function that limb would take. For example, taking a clay golem's arm could grant the Slam attack, or a young blue dragon's fundamentum could grant their breath attack.
At Higher Levels. When cast at 4th level or higher, increase the maximum CR of the creature that the limb came from by 3, for every level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Origamist
Level: 0
School: Transmutation
Classes: Artificer, Bard, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Minute
Components: V, S
Description: You control the folding of paper into a new form, infusing magic into its creation. Choose a piece of paper within range no more than 5 feet square. You cause it to fold into the form of an inanimate object, an animal, or any other shape you wish. When you cast this spell, you can also choose to alter the paper in one of the following ways until the spell ends:
You cause the paper to assume both the basic form and properties of a Tiny nonmagical object you have seen before. This only changes simple physical characteristics of the paper, such as strength, weight, or sharpness, not things like edibility or texture.
You choose a Tiny beast with a CR of 0. The paper folds and animates to resemble the chosen beast, using the beast's game statistics except that the paper is a construct with an AC of 5, 1 hit point, and immunity to poison and psychic damage. The animated paper obeys your verbal commands (no action required), but can't attack, activate magic items, or carry more than a pound.
You can have up to three pieces of paper under the non-instantaneous effects of this spell at a time, and can dismiss such an effect on one or more pieces of paper as a bonus action. If paper with an additional effect from this spell takes damage or is exposed to fire or water, it unfolds and the spell ends on that piece of paper. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Orilia's Beastly Action
Level: 3
School: Transmutation (Ritual)
Classes: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Turn Or 10 Minutes (If Cast As A Ritual)
Components: V, S, M
Material cost: A Small piece of animal fur
Description: For the duration, you take on one feature or action of a beast type creature that you are familiar with (not including multi-attacks).
For example:
A Tiger's 'Claw' attack action or a Wolf's 'Pack Tactics' feature
If cast as an action: If the action you take on is an attack, make that attack as part of this spell's action.
(Your DM may decide what is and is not 'familiar' with a creature) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Orilia's Devil Resistance
Level: 3
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Minutes
Components: S, M
Material cost: a preserved piece of a devil
Description: You reach out an touch a creature and give them devil-like resistances.
At the start of each of the creatures turns, for the duration, roll a d6, on a 6 the creature, until the start of its next turn, gains resistance to cold damage; bludgeoning, piercing and slashing damage from non-magical attack not made with silvered weapons.
Additional the creature gains immunity to fire and poison damage, immunity to the poisoned condition and has advantage of saving throws against spells and other magic effects.
At Higher Levels. When you cast this spell using a spell slot of 5th level the effect activates on a 5 or 6, 4-6 at 7th level and 3-6 at 9th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Orion's Bolts
Level: 1
School: Evocation
Classes: Cleric, Druid, Ranger, Wizard
Casting time: 1 Action
Range: 75 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: Three pieces of wood and one silver peice, which the spell consumes
Description: You point at a creature you can see within range, speaking an invocation to the celestial hunter. Clubs imbued with starlike radiance fly from somewhere behind you, burning and bludgeoning the target creature.
A creature you can see within range takes 2d6 radiant and 1d4 bludgeoning damage. That creature must then make a Constitution saving throw, becoming blinded until the end of its next turn on a failed save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it deals an additional 1d6 radiant and 1d4 bludgeoning damage for each slot level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Ostrichize
Level: 4
School: Transmutation
Classes: Druid, Wizard
Casting time: 1 Action
Range: 30Ft
Duration: Concentration, Up To One Minute
Components: V, S, M
Material cost: An ostrich feather and a sprinkling of charcoal powder
Description: You attempt to transform a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it begins to undergo a transformation turning it into a bilabial foul. Each round you maintain Concentration on this spell, it produces an additional effect on your turn.
Round 1
The target creature grows feathers along its arms and neck, giving it disadvantage on Charisma (Intimidation) checks until the spell ends. Additionally, it has to disadvantage on checks that require the use of arms.
Round 2
The target creature grows a long pointed nose and its neck extends to about 2 feet in length, making it awkward and cumbersome. Creatures gain advantage on melee weapon attacks made against the target.
Round 3-9
Each round until round 10, the creature must make a wisdom saving through. With one failure, the targets intelligence score becomes 7 for the duration (if it is not already lower). At 2 failures, the target forgets any languages known to them and cannot perform the verbal components of spells for the duration. At 3 failures, their type becomes beast and their hand become short stubby wings, meaning they cannot do tasks that require fingers. At 4 failures, the target assumes the statistics of an axe beak (the DM has the creatures statistics).
round 10
The target must make a wisdom saving throw. On a success, the spell ends as normal. On a failed save, the duration becomes "until dispelled." A remove curse spell, greater restoration, or similar magic ends this effect. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Other
Level: 3
School: Illusion
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: 24 Hours
Components: V, S, M
Material cost: an object pertaining to another identity or personage, which is required to cast the spell
Description: Choose the identity of either a sentient creature you know of or a false identity you have created. For the duration, your identity is taken as the other you have assumed, and spells to determine your identity instead reveal your false identity. Any attempts to read your surface thoughts instead reveal the thoughts of the other identity. If the identity is faux, then you can choose ahead of time 10 surface thoughts for that identity. If the other identity is of a dead creature, then there are no surface thoughts.
Also, while under the effects of this spell, if you have illusion effects put on you that change your appearance such as in the Disguise Self spell, you can appear as your false identity as long as their height differs by 3 feet or less from yours |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Otherworldly Polymorph
Level: 8
School: Transmutation
Classes: Bard, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 30 Minutes
Components: V, S, M
Material cost: either a diamond, onyx gemstone, ruby, or an emerald worth at least 1,000 gp
Description: This spell transforms you into a new form.
The transformation lasts for the duration, or until you drop to 0 hit points or die. The new form can be any celestial, demon, devil, or fey whose challenge rating is equal to your level 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 unless the new form is naturally capable of doing so.
If the new form does not naturally wield gear then your gear melds into the new form. You can't activate, use wield, or otherwise benefit from any of your equipment. If the new form does naturally wield gear then your gear transforms into the standard gear wielded by the new form, as determined by the DM. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Otherworldly Tendrils
Level: 0
School: Conjuration
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 20 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: drop of acid
Description: You conjure squirming tendrils from the Far Realms to attack a target within range. Make a ranged spell attack. On a hit, the target takes 1d4 acid damage plus 1d4 necrotic damage. This damage can only be healed magically, like through the usage of a spell or a racial/class feature. If it's not healed with either, it won't be cured.
Both the acid and necrotic damage each increase by 1d4 when you reach 5th level (2d4 plus 2d4), 11th level (3d4 plus 3d4), and 17th level (4d4 plus 4d4). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Otto's Chime of Release
Level: 1
School: Transmutation (Ritual)
Classes: Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a small brass tubular chime, which disappears when the spell is cast.
Description: After casting this spell, a delicate chime rings out; The vibrations of which will release any form of nonmagical bonds holding a single creature or person. Ropes can be untied, chains and shackles loosened, leather straps unbound, a gag undone, or a wooden stock will be opened. The spell can also be used to release a bit and bridle on a horse or other suitable mount, freeing the mount from a rider’s direct control. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Otto's Crystal Rhythms
Level: 3
School: Enchantment
Classes: Bard, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: a pair of crystals worth 500gp
Description: Choose a creature within range. Unless the target of this spell succeeds on a Charisma saving throw, the creature’s ears will be filled with the sound of energetic crystal chimes that no one else can hear.
The creature will immediately drop anything in its hands and begin clapping. The creature cannot use its hands for anything else. Spells requiring a somatic component cannot be cast, thieving skills cannot be performed, tools cannot be used, and weapons cannot be wielded by the clapper. Only creatures that have hands will be affected, and any creature with more than one pair of hands will clap along with as many hands as the creature has.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher you can target one additional creature for every level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Otto's Drums of Despair
Level: 4
School: Enchantment
Classes: Wizard
Casting time: 1 Action
Range: Self (20-Foot Cube)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a pair of miniature bronze drums with onyx decorations, worth 500gp
Description: Choose a number of creatures within range, they must succeed on a Charisma saving throw or be subjected to the sound of oppressively loud war drums in the area, filling all the targeted creatures in the area of effect with feelings of dread and despair.
All affected creatures have disadvantage on all attack rolls and saving throws, and will take 3d6 thunder damage from the blast. On a successful save the target takes half damage and is unaffected by the drums sound.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher the spells damage increases by 1d6 for every level above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Otto's Gong of Isolation
Level: 5
School: Enchantment
Classes: Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Round Or 1D4 Hours
Components: V, S, M
Material cost: a miniature gold gong and tiny gold striker with a jade stone as its head, together worth 1,000gp
Description: Choose a creature within range, The creature must succeed on a Constitution saving throw or when this spell is cast, a mind-numbing sound of an extremely loud gong fills the targets mind. If the creature passes the creature is only stunned for one round. But if the save fails, the creature loses all normal sensory input into the mind. The creature cannot see, hear, feel, taste, or smell, effectively making the creature helpless.
If the creature engages in melee, all attacks are made at disadvantage to hit, but the creature has no idea of what it is attacking or even if the attack succeeds. Telepathic communication with the creature is still possible, and the creature might receive information about the world through such a link.
A Wish or Greater Restoration spell will completely cure the condition. It ends after 1d4 hours if not cured early. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Otto's Imperative Ambulation
Level: 3
School: Enchantment
Classes: Bard, Wizard
Casting time: 1 Action
Range: 25 Feet
Duration: 1 Round
Components: V
Description: Choose a creature within range, the target must succeed on a Charisma saving throw or, with seemingly no regard for his safety, the target begins moving around the battlefield wildly.
For the duration of the spell, the target must begin each of its turns by using its movement to move at least 15 feet towards and past its enemies, provoking attacks of opportunity as normal. The target has full control over where it moves, as long as it ends up at least 15 feet from where it started.
If it is incapable of moving at least 15 feet with its movement due to terrain or other obstacles it is instead stunned for 1 round instead.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher you can target an additional creature with the spells affects for every level above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Otto's Rousing Anthem
Level: 4
School: Enchantment
Classes: Wizard
Casting time: 1 Action
Range: Self (20-Foot Cube)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a set of four miniature silver trumpets trimmed with lapis lazuli, worth a total of 2,500gp
Description: Choose a number of creatures within range, the targets hear the sound of a loud trumpet call that raises the spirits of all allied creatures in the area of effect. All affected creatures gain advantage on attack rolls and saving throws, as well as receiving 3d6 temp HP for as long as they are within the radius.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher the targets gain an additional 1d6 temp HP for every level above 4th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Otto's Silver Tongue
Level: 4
School: Enchantment
Classes: Bard, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V, S
Description: When this spell is cast, the caster's voice takes on an enthralling sing-song tone that instantly catches the ear of any listener. Anything said by the caster will sound very convincing, as your charisma is temporarily raised to a 19 (if targets charisma is higher than 19 this has no effect.)
Any lie or half-truth told while under the effects of the spell have advantage on convincing the target and if under the effects of a lie detecting effect, the lie has a 50/50 chance of not being detected by such means. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Otto's Soothing Vibrations
Level: 2
School: Enchantment (Ritual)
Classes: Wizard
Casting time: 1 Action
Range: 180 Feet, 20-Foot Radius
Duration: 1 Round
Components: V
Description: Choose an area within range, all creatures in the area of effect must succeed a Wisdom saving throw or begin to hear soothing vibrations that cause them to pause and listen.
As the music continues, the creatures feel the mage broadcasting peaceful, kindly thoughts to them. The creatures will do nothing for one round until the mage is finished casting the spell. Thereafter, all animals in the area of effect of semi-intelligence or lower will feel kindly to the mage, and show no aggression or fear unless attacked first.
All other creatures are entitled to a saving throw with advantage to avoid the spell’s lulling effect. All animals and those creatures who fail the save are more susceptible to charm spells cast before the spell’s duration ends, and suffer disadvantage against any charm spell cast upon them. Such as animal friendship, charm person, charm monster, etc. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Otto's Sure-Footed Shuffle
Level: 3
School: Transmutation
Classes: Wizard
Casting time: 1 Minute
Range: 30-Foot Radius
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a fiddle string and the hoof of a mountain goat
Description: All creatures within range begin to hear the sound of a fiddle until concentration is broken or the spell ends, Creatures hearing this spell are given the walking agility and sure-footedness of a mountain goat.
The creature can climb any steep incline with no trouble and in any situation where the creature might trip, slip, stumble, or lose their footing or balance they gain advantage or disadvantage on the check to avoid falling whichever is applicable based on the target. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Otto's Tonal Attack
Level: 4
School: Enchantment
Classes: Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Round
Components: V, S, M
Material cost: a sitar string and a crystal mallet worth 700gp
Description: Choose a creature within range, the target must succeed on a Intelligence saving throw, if the save is succeeded the target's spells can only be cast at the lowest level available for the spell. If the saving throw is failed the target temporarily forgets how to cast any and all spells for the duration of the spells effect. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Otto's Tones of Forgetfulness
Level: 3
School: Enchantment
Classes: Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Round
Components: V, S, M
Material cost: a string from a sitar and a wooden mallet
Description: Choose a creature within range, the target must succeed on a Intelligence saving throw. On a failed save, the ears of the target creature are filled with exotic tones no one else can hear. The creature loses all memory of non-weapon proficiencies known by the creature and any attempt to use such a proficiency will be met with automatic failure.
If the save is successful, the creature only suffers disadvantage on the skill checks affiliated with the proficiencies lost. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Otto's Triple Chime
Level: 6
School: Transmutation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet, 100-Foot Radius
Duration: 1 Minute
Components: V, S, M
Material cost: a set of copper, silver, and gold keys worth 10, 50, and 250gp
Description: This spell creates a resonant tone that repeats 3 times over the course of 1 minute. At the end of the first chime, every closure (door, chest lid, clasp, buckle, etc.) is effected by a dispel magic, to remove all protective abjurations and trap magics. This dispelling effect does not impact other magical enchantments upon the closures.
After the second chime, and again after the third, each closure is affected as if by the knock spell. Up to four closures will be affected by each of the two chimes. If more closures are present than what the spell can affect, those closest to the center of burst effect are opened first. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Otto's Warding Tones
Level: 4
School: Enchantment (Ritual)
Classes: Wizard
Casting time: 1 Action
Range: 120 Feet, 50-Foot Cube
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: two lumps of bee's wax and a string form any orchestral instrument
Description: All creatures affected by this spell have their ears willed with loud tones only they can hear.
The notes drown out all other sounds, rendering those effected deaf, but also rendering the targets immune to any thunder damage and the effects of verbal attacks, such as a sirens' song or a banshee's wail. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Otto’s Crystal Rhythms
Level: 3
School: Enchantment
Classes: Wizard
Casting time: 1 Action
Range: 30 Foot Radius
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a pair of crystals worth 200gp
Description: Choose a creature within range. Unless the target of this spell succeeds on a Charisma saving throw, the creature’s ears will be filled with the sound of energetic crystal chimes that no one else can hear.
The creature will immediately drop anything in its hands and begin clapping. The creature cannot use its hands for anything else. Spells requiring a somatic component cannot be cast, thieving skills cannot be performed, tools cannot be used, and weapons cannot be wielded by the clapper. Only creatures that have hands will be affected, and any creature with more than one pair of hands will clap along with as many hands as the creature has.
A creature immune to charm is immune to the spells effects.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher you can target an additional creature within range of the spells effect. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Overcompensated Weaponry
Level: 3
School: Transmutation
Classes: Artificer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: powdered fish oil
Description: You touch one weapon, and cause it to massively swell in size. For the duration of the spell, it becomes oversized by two categories, but it's properties are only changed as if it was oversized once.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you oversize it by an additional category for every two levels above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Overload
Level: 2
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (25Ft Radius)
Duration: Instantaneous
Components: V, S
Description: An explosive field of electrical energy erupts from your body, spreading out 25 feet in all directions. Targets caught in the field must make a Constitution saving throw, taking 4d8 Lightning damage on a failed save, or half as much on a successful one. Additionally, creatures who fail the saving throw are stunned until the end of their next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the electrical damage increases by an additional 1d8 |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pain Share
Level: 0
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S
Description: As an Action you can touch a creature and "heal" them by 1d4, in doing so you take necrotic damage equal to the amount of Hit Poits you healed as you take their pain to yourself.
At Higher Levels. This spell die increases by 1d4 when you reach 5th Level (2d4), 11th Level (3d4) and 17th Level (4d4) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Palpitate
Level: 1
School: Necromancy
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30Ft
Duration: Instantaneous
Components: V, S
Description: You pull at the life force inside of a creature setting their heart out of rhythm. The target creature makes a constitution saving throw and if they fail take 3d4 necrotic damage and have their movement halved until the end of your next turn. If they pass they only take half damage and their movement is unaffected. Undead, constructs, elementals and creatures that do not posses a beating heart are immune to this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the spell does 1d4 more damage and if the spell slot used exceeds 4th level the creature is stunned instead of losing movement speed |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pancea
Level: 4
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: 1 gp worth of silver dust(consumed), a mortar and pestal, a twig of wormwood, a apple slice and a clove
Description: Calling, upon your deity, you invoke on otherworldly powers to remove all impediments on ones well-being. A wave of cleansing energy washes out up to 30 feet from where you stand. Any creatures within the range that have 0 hit points are made stable. All poisoned petrified, paralyzed blinded, deafened and diseased conditions within range are removed |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Paradox Rift
Level: 0
School: Transmutation
Classes: Sorcerer
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a pinch of matter
Description: A tiny rift appears in your hand and momentarily swallows a creature you try to touch. Make a melee spell attack against the target. On a hit, a creature takes 1d10 necrotic damage. Hit points lost to this spell's damage can be regained only through magic or a short or long rest, rather than by regeneration or any other means.
This spell's damage increases by 1d10 when you reach the 5th level (2d10), 11th level (3d10), and 17th level (4d10). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Paralysis Blow
Level: 1
School: Evocation
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Round
Components: V
Description: A black flame appears on your weapon for 1 rounds.
If you hit a creature with a black flame weapon, the creature takes 1d6 necrotic damage and must make a Constitution saving throw or become paralyzed until the start of your next turn. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Paranoid Pact
Level: 2
School: Enchantment (Ritual)
Classes: Paladin, Warlock, Wizard
Casting time: 10 Minutes
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a piece of parchment with a contract written on it, which the spell consumes
Description: You present a written agreement to a humanoid creature, which details terms and conditions of your choice as well as at least one termination condition. This termination condition can be as specific or as elaborate as you choose, but the GM must agree that the termination condition is reasonable and has a likelihood of coming to pass. The termination condition can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. If the target agrees, either verbally or with a signature, the contract disappears in a flash of smokeless flame, and both you and the target are bound by it. A creature cannot be charmed or magically coerced into agreeing to this contract, but doesn't need to be aware of its magical properties.
While the contract is active, both you and the target creature can magically summon a copy of it with a bonus action; these copies are indestructible and last until dismissed (no action required) or a new one is summoned. If either party attempts to violate the terms of the agreement, they must make a Wisdom saving throw. On success, they take 2d10 psychic damage and continue as normal. On failure, they take 1d10 psychic damage and must choose a different course of action.
Once the termination condition is met, the contract no longer binds either party. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Parasitic Link
Level: 3
School: Necromancy
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: A coil of flesh whips out from your body, and seeks out a target to leech onto. Choose one creature in range which isn't an undead or construct. They must make a Dexterity saving throw, or be latched onto by the coil. While the coil is latched, whenever you take damage, you only take half of what you would normally, as this spell's target takes the other half.
A target can reattempt the saving throw at the start of their turn. If the target exits the range or succeeds on the save, the spell ends.
At Higher Levels. When cast at 4th level or higher, you take 4 less damage(to a minimum of 1), the target receiving 4 more damage, for every level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Para’s Portalable Place
Level: 2
School: Conjuration (Ritual)
Classes: Wizard
Casting time: 10 Minutes
Range: Touch
Duration: Until You Leave The Place.
Components: V, S, M
Material cost: A closed door
Description: You are able to magically alter where a door that you are touching leads to. This new doorway leads to an Extradimensional Wizards Tower.
During the ritual you must remain in contact with the doorknob, once the ritual is complete the doorway is laced in arcane runes and the knob begins to glow. These effects last until you have left the Wizards Tower. This magical doorway will not let another living creature enter the Tower.
The tower has dimensions of 40ft Diameter by 50ft Tall and is broken up into 5 rooms; Bedroom/Bathroom, Library/Office/Sitting room/Kitchen and Arcane Laboratory, and a roof. There are windows throughout the tower. When you look out the windows or lookout from the roof, you’ll find you’re in a dense forest. The windows are not large enough for you to climb through. If for whatever reason if you fall off the roof you will be spat out of the portal back into the real world right before you hit the ground.
Time moves faster inside the tower, 2 hours in the tower is 1 hour out. While in the tower you are not protected from Divination magics. You are the only person that may enter this place however that doesn’t mean the tower is frozen in time when you are not there |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pattern Screamer
Level: 9
School: Evocation
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S
Description: You emit a terrible scream that echoes through reality, reaching the minds of all creatures you choose within range. Affected creatures must make an Intelligence saving throw. On a failed save, they take 10d10 psychic damage and are stunned until the end of your next turn. If they pass, they take half damage and are not stunned. Creatures that have an Intelligence of 2 or less are immune to this spell.
Additionally, you can choose a creature that failed its saving throw. This creature is drawn into a random plane of existence, where it is pursued by a hostile cosmic entity that manifests as a fractal pattern of colors and sounds. The creature can only escape this plane if another creature uses a teleportation or plane travel spell to rescue it. The cosmic entity will attempt to prevent escape, attacking the creature and its allies with energy tentacles and explosions of chaos. The entity has the following statistics:
Cosmic Entity[edit]
Gargantuan aberrant, chaotic and evil
Armor Class 18 (natural)
Hit Points 300 (20d20 + 100)
Speed 0 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
30 (+10)
10 (+0)
20 (+5)
26 (+8)
24 (+7)
28 (+9)
Saving Throws Str +17, Int +15, Wis +14, Cha +16Skills History +15, Insight +14, Perception +14, Religion +15Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weaponsDamage Immunities necrotic, poisonous damage; silver weapon damageCondition Immunities frightened, stunned, blind, deaf, poisoned, paralyzed, petrified
Senses truesight 120 ft.; passive Perception 17
Languages all, telepathy 120 ft.
Challenge 23 (50,000 XP)
Terrifying Presence. Any creature that starts its turn within 60 feet of the entity must make a DC 21 Wisdom saving throw, unless the entity is incapacitated. If it fails, the creature is frightened until the end of its next turn. If successful, the creature will be immune to the entity's Frightful Presence for the next 24 hours.
ACTIONS
Multiattack. The entity makes three tentacle attacks or two chaos blast attacks.
Tentacle. Melee Weapon Attack: +16 to hit, range 60 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or become grappled (escape DC 21). Until this grab ends, the target is restrained, and the entity cannot use the same tentacle on another target.
Chaos Blast . The entity chooses a point within 36 meters of it that it can see. Each creature in a 30-foot sphere centered on that point must make a DC 21 Dexterity saving throw, taking 22 (4d10) damage of a random type (acid, cold, fire, lightning, or thunder) on a failed save, or half as much damage. this damage on a success. The type of damage is determined by rolling 1d10 and consulting the table below:
1d10
Damage type
1
Acid
2-3
Cold
4-5
Fire
6-7
Lightning
8-9
Thunder
10
Roll twice and add up damage |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Patternweave
Level: 1
School: Divination (Ritual)
Classes: Sorcerer, Wizard
Casting time: 1 Minute
Range: Self
Duration: Concentration, Up To 1 Hour.
Components: V, S, M
Material cost: s small hand lens
Description: For the duration, you gain supernatural intuition into chaos and entropy, able to pick up on impossibly subtle clues. You can use this intuition to do the following automatically:
Visualize how a broken or incomplete object would look when whole.
Pick out individual elements in a crowded group — for instance, picking out a single set of footprints from a crowded muddy market square (though not whose footprints they are), making out a single voice over a crowd's roar (though not who the voice belongs to), finding a needle in a haystack, etc.
Determine the exact number of objects in a group of similar objects (gold coins in a dragon's hoard, soldiers in an approaching army, etc.).
Notice hidden messages or order in a set or pattern.
You must be able to see or hear the thing you're trying to make sense of and cannot gain specific information beyond what's described above (you can't determine that a given cup is poisoned, only that the liquid within is somehow different than the liquid in a bunch of identical cups). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pebble Blink
Level: 4
School: Transmutation
Classes: Bard, Paladin, Ranger
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A pebble from where you want to blink to
Description: M
Blink the party to the place where you picked up a pebble no more than 1 mile away earlier in the adventure. Every creature within 15 feet of you that you choose to blink with instantly vanishes and reappears where you picked up the pebble. A creature that does not want to be affected may make a DC (15 - the number of creatures blinked) wisdom roll. Creatures that are not your companions or friends have a sense that it is good to resist this spell.
Damage
Everyone lands in a pile at the same place and each creature blinked needs to make a DC (10 + the number of creatures blinked) dexterity roll to avoid 2d6 damage. This damage will not reduce any creature below 0 HP, and they will be stable, merely unconscious. Oddly enough, if they were in the process of making death saves, this spell will stabilize them. If only you blinked you do not take damage.
V, S
The verbal component of this spell is "Everyone to me!" or something like that, then some sort of appropriate magic word, effect, or gesture.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, each creature blinked takes no damage. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Peek-a-boo
Level: 2
School: Enchantment
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Ft
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You vanish, and prepare to scare someone. You become invisible, with this condition ending if you take any other action or move more than half your speed.
While concentrating on this spell, you can also end it as an action. If you do so, one creature within 5 feet of you must make a Wisdom saving throw, or take 3d6 psychic damage, and become frightened of you for the next minute. On a success, they take half damage, and are not frightened. If they fail, then on their next turn, they can retry the save, ending the condition on a success.
At Higher Levels. When cast at 3rd level or higher, the damage increases by 1d6 for every level above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Peel Back Scars
Level: 2
School: Necromancy
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: V, S
Description: Pulling at the threads of both death and time, you begin to unknit magical wounds. Choose one target in range. They take 6d4 necrotic damage, to a maximum of the same amount they were last magically healed for in the past 10 minutes.
At Higher Levels. When cast at 3rd level or higher, you deal an extra 3d4 damage for every level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Peltskin
Level: 1
School: Transmutation (Ritual)
Classes: Druid, Ranger
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, S, M
Material cost: a handful of fur
Description: You touch a willing creature. Until the spell ends, the target's skin has a wooly, fur-like appearance, and the target's AC can't be less than 13, regardless of what kind of armor it is wearing. |
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