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Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Penetrate Disguise
Level: 1
School: Divination (Ritual)
Classes: Cleric
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V, S
Description: Within the spells duration, you have a bonus to the next Intelligence (Investigation) check you make to discern whether a creature is in a disguise. This extends to nonmagical applications such as a disguise kit or a Charisma (Deception) check; but not to magical illusions.
The bonus to your Investigation check is +5, which the DM will apply in secret after you make the roll.
In addition, you also determine if the subject is also the subject of a friends spell or other enchantment cantrip |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Permanence of Being
Level: 8
School: Transmutation (Ritual)
Classes: Cleric, Druid, Warlock
Casting time: 8 Hours
Range: Touch
Duration: Until Dispelled
Components: V, S, M
Material cost: A vial of Holy Water and a holy symbol of a Life Domain deity worth at least 5000 gp, which are consumed
Description: You reach out and lay your hands on a willing creature that can understand you. You invoke the gods of life and ask for their blessing on a mortal. After casting the spell, roll a DC 15 Intelligence saving throw .On a success, the spell is a success, the target will cease to age indefinitely and you can choose if the target decreases 1d20 years at most in age. Otherwise, the spell fails and the target ages 1d10 years.
A single creature may only be affected by this spell 3 times (failed ones included) without further secondary effects. A creature that has already been affected by it 3 times and fails the throw will instead suffer the effects from impermanence of being, aging a number of times faster equal to your spellcasting modifier (minimum 2).
At Higher Levels. When you cast this spell at 9th level, you gain advantage on the Saving Throw against aging. Additionally, you can choose to cancel the effects of impermanence of being on the target; roll a 1d4. On a result of 4, the effects of impermanence of being are undone, but the current age remains the same |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Permanency
Level: 5
School: Enchantment
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Variable, See Text
Duration: Permanent
Components: V, S
Description: This spell makes certain other spells permanent. You cast the desired spell and then follow it with the permanency spell. Spells cast on other creatures, objects or locations (not on you) are vulnerable to dispel magic as normal. If you are targeted by a successful dispel magic or are within the area of an antimagic field, any spells that have been made permanent by this spell are suppressed until you complete a long rest, or until the antimagic field no longer affects the subject of the spell. Depending on the spell you wish to make permanent, you must be of a minimum caster level as listed below.
You can make the following spells permanent in regard to yourself:
Spell
Minimum Caster Level
Shield
9th
Comprehend languages
9th
Expeditious retreat
9th
Jump
9th
Longstrider
9th
Fly
10th
Detect magic
10th
Darkvision
10th
See invisibility
10th
Arcane eye
11th
Tongues
11th
In addition to personal use, permanency can be used to make the following spells permanent on yourself, another creature, an area, or an object (as appropriate):
Spell
Minimum Caster Level
Animal friendship
9th
Nondetection
11th
Enlarge/reduce
9th
Resistance
9th
Magic fang
9th
Minor illusion
9th
Magic fang, greater
11th
Telepathic bond
13th
Friends
14th
Additionally, the following spells can be cast upon objects or areas only and rendered permanent:
Spell
Minimum Caster Level
Alarm
9th
Dancing lights
9th
Glyph of warding
9th
Zone of truth
9th
Invisibility
10th
Magic mouth
10th
Web
10th
Gust of wind
11th
Stinking cloud
11th
Wall of fire
12th
Fog cloud
12th
Wall of force
13th
Animate objects
14th
Symbol (any one symbol per casting)
15th
Passwall
15th
Prismatic wall
16th
Programmed illusion
17th
The DM may allow other selected spells to be made permanent.
Much like magic items, a creature, item, or area can only attune to three permanent spells at one time. You can end your attunement to a permanent spell on yourself at any time. You can end your attunement to an area, item or other creature or person only if you are the caster or through the use of spells (see above).
Once attunement is ended that spell also ends and is no longer permanent, and its benefits cannot be regained unless the spell and permanency is cast again. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Permanency, 2nd Variant
Level: 1
School: Enchantment (Ritual)
Classes: Cleric, Sorcerer, Wizard
Casting time: 8 Hours
Range: Touch
Duration: Permanent
Components: V, S
Description: Using an item of your choice as a catalyst, you bind a spell to it for all eternity, causing its physical and magical properties to drastically change. When casting Permanency, you must sacrifice a spell slot for it and the spell you wish to enchant onto item, for a total of two spell slots to cast this spell. You can only enchant the target with a spell that you know or have seen before. If you have a written copy of the spell on hand, you can commit its effects to memory, allowing it to be used for enchanting, but doing so destroys it in the process (spell books simply lose the contents of the page you are trying to memorize). You can cast Permanency on a nonmagical item, ring, cloak, weapon, piece of armor, or object, thus making it magical. When attacking with weapons, they are treated as magical for the purpose of overcoming resistances and immunities, and they gain a bonus to attack and damage rolls equal to half of your proficiency bonus, rounded down, while armor gains the same bonus to AC. Rings, cloaks, and items do not benefit from either additional bonus. An item created at the time will not increase in bonus with you, remaining fixed. When choosing a spell to bind to an item or piece of equipment, the level of spell cannot exceed the spell level of Permanency. For example, you could cast Permanency at 3rd level to enchant a staff with a 3rd level Fireball, but not a 4th level one. You can enchant the target item or piece of equipment with a cantrip, but Permanency still consumes a 1st level spell slot upon being cast. When enchanting an item or piece of equipment, if the the spell requires an attack roll or saving throw, or if the spell would drastically alter or affect the area or a group of creatures physically, magically, or by some other means, it has a number of charges equal to half of your spellcasting modifier + your proficiency bonus, rounded up, at the time of casting, meaning the maximum amount of charges do not increase over time. The items's/piece of equipment's charges are regained at dawn. Additionally, you can't change the spell level of the item/piece of equipment once enchanted. Instantaneous spells or spells with a duration that target only a single creature, like Shield of Faith, become a constant effect once applied to an item. Also, you can set requirements for effects to activate. For example, you can enchant a shortsword with Light and make it activate automatically against hostile creatures. Alternatively, you could make the same shortsword cast Wrathful Smite or Chromatic Orb whenever you declare an attack, significantly increasing its damage.
You can attempt to overcharge the target item/piece of equipment you are enchanting to grant it additional spells or effects, some of which may consume charges (be creative, but be reasonable). Roll 1d20 gain a number of effects based on the result:
1-3: You must enchant the target with an additional amount of spells or effects equal to half of your proficiency bonus, rounded up. All of them must be detrimental. Work with your DM to determine what they are.
4-10: You can enchant the target with an additional amount of spells or effects equal to half of your proficiency bonus, rounded up. Half of them, rounded down, must be detrimental effects. Work with your DM to determine what they are.
11-17: You can enchant the target with an additional amount of spells or effects equal to half of your proficiency bonus, rounded up. Work with your DM to determine what they are.
18-20: You can enchant the target with an additional amount of spells or effects equal to your proficiency bonus. Work with your DM to determine what they are.
You can decide the name and appearance of an item or piece of equipment you enchant, if it has one. Otherwise, it will retain its mundane appearance. Equipment you enchant that you wish to equip must first be attuned to for 1 hour, and you will know when someone attunes to something you enchanted, and what it was, but not their location. You can disenchant a magical item or piece of equipment that you created without destroying it, but any magical effects it had, curses included, are lost. You can only create one magical item/piece of equipment per day through the use of this spell. A magical item's or piece of equipment's effects are suppressed for 8 hours when successfully subject to Dispel Magic, while within an Antimagic Field, or when subject to a similar effect.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can enchant the target with two spells. When you cast this spell at 9th level, you can enchant the target with three spells, and whenever you overcharge an enchantment, you may treat any roll lower than an 11 as an 11. You cannot enchant the target item/piece of equipment with the same spell more than once. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Permanency, Variant
Level: 5
School: Evocation
Classes: Sorcerer, Cleric, Wizard
Casting time: 1 Hour
Range: Special
Duration: Instantaneous
Components: V, S, M
Material cost: a jewel worth at least 1,000 gp, which the spell consumes
Description: After you cast permanency, start casting a second spell which will become permanent, this casting still requires the use of an adequate Spell Slot or method of casting. The second spell must be 5th level or lower. The second spell must not already have a method of becoming permanent (bestow curse or teleportation circle) or a permanent variant (polymorph and true polymorph). The second spell must have a duration of 1 round or longer and must be a spell that targets yourself, another creature who is willing, an object that you own, or an ongoing magical effect.
If a permanent spell effect is targeted by the spell dispel magic the effect stops until you finish a long rest.
At Higher Levels. When cast at a higher level you can choose a second spell at the same level as the spell slot used to cast permanency or below. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Persistent Harrier
Level: 3
School: Transmutation
Classes: Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You psionically link a melee weapon with your mind, allowing it to move and strike at a greater distance.
While you are using it, the reach for the chosen weapon increases by 5 feet for the duration. When you make an attack with a weapon affected by this spell outside the weapon's normal reach, you use your spell attack modifier instead of your normal attack modifier. The spell ends early if you let go of the weapon.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the weapon's reach increases by an additional 5 feet for each slot level above 3rd, up to a maximum of 20 feet |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Petal Glide
Level: 1
School: Conjuration (Ritual)
Classes: Druid
Casting time: 1 Action
Range: 5 Feet
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: a flower petal
Description: You manifest a large, lightweight, and daisy-like flower as tall as a human. It appears harmlessly in your hand or anywhere within the range of this spell. When the stem of this conjured flower is gripped in the hand, it magically rotates to generate thrust. A Medium or smaller creature who grasps the stem in its hand immediately flies straight upward a distance of 30 feet, and gains a fly speed of 30 feet for so long as it holds the stem. The benefiting creature cannot ascend higher with this fly speed without the aid of an updraft or similar force. If the creature releases the stem or this spell's duration ends, the flower vanishes into thin air.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the gained fly speed increases to 50 feet. (The initial distance flown upward does not increase. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Petty Wish
Level: 5
School: Conjuration
Classes: Artificer, Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V
Description: You make a petty wish to fulfill a desire of yours. The basic use of this spell is to duplicate any other spell of 2nd level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice:
You create one object of up to 100 gp in value that isn't a magic item. The object can be no more than 10 feet in any dimension, and it appears in an unoccupied space you can see on the ground. The item by all means functions as normal, however it is magical and disappears 24 hours after this spell's casting.
You regain a number of hit points equal to double your level.
You may choose a damage type. Until the end of your next turn, you have resistance to that damage type.
For 1 minute, you have advantage on saving throws you would make against magic.
You magically complete a specific task that would require manual labor if the task would take you 10 minutes or less to accomplish.
You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance, the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some minor unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain would die may give them a cold that they simply cure themselves of using magic. Similarly, wishing that you get a bracers of archery may give you an item that you think is a bracers of archery but really does nothing but make you think you are more accurate.
The stress of casting this spell more than once between each time you finish a long rest may weaken you. The 2nd time or more that you cast this spell before finishing a long rest roll 1d100 for each time beyond the first you have cast the spell. On a 50 or lower, you take 1d10 necrotic damage. This damage can't be reduced or prevented in any way. In addition, on a 20 or lower, your Strength score drops by 2 points, and you regain a single point of Strength when you finish a long rest. Finally, on a 1, you lose the ability to cast this spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Phantasmal Notebook
Level: 0
School: Conjuration
Classes: Artificer, Bard, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S
Description: You summon a phantasmal notebook and writing quill. The notebook will contain the same contents between castings and can hold up to 50 pages of writing. If it is destroyed, it will reappear again later as it was before the destruction. As part of dismissing the notebook, you may choose to remove all writing from it. The notebook cannot be used as a spellbook. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Phantasmal Ship
Level: 6
School: Necromancy
Classes: Cleric, Sorcerer, Wizard
Casting time: 10 Min
Range: 30 Feet
Duration: 24 Hours
Components: V, S, M
Material cost: A small statue representing a ship worth at least 10,000 gp
Description: You enchant a nonmagical watergoing vessel within range by placing the statue near its front. The statue adheres to it getting stuck until the spell ends. If you cast this spell on the same ship every 24 hours for a year, the spell becomes permanent.
The ship becomes both an undead and a construct, and receives the following benefits unless it had better ones:
Speed 0 ft., swimming 120 ft. and flying 60 ft. (hover). When considering longer, more constant periods, it can move up to 6 miles/hour in the water or 3 miles/hour flying.
Senses blindsight 120 ft.
Languages All the languages its caster knows although it can't talk, telepathy 20 ft. (infinite with its caster, as long as they are in the same plane)
Damage Immunities Poison, necrotic; bludgeoning, piercing, and slashing damage from non-magical attacks.
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned.
Magically Moving The Phantasmal Ship’s movement speed is independent of the ship's normal means of propulsion, and it is unaffected by nonmagical weather conditions or rough waters.
Magic Weapons Any siege weapons mounted on or built into the ship become magic weapons with a +2 bonus to attack rolls which deal an additional 11 (2d10) necrotic damage on a hit.
Turn Inmunity The ship is inmune to spells and effects that turns undead.
The statue becomes the controller of the ship, and can perform simple orders such as “Move 1 mile 45º NE” or “Move to X (a place in the same plane it’s in)”, but it can’t operate any of the siege weapons on it. It will obey any orders given by its caster or those designated by him/her.
You can only enchant one ship at a time using this spell. The magic source for the ship is the statue, which fuels it. Breaking it or dispelling the magic within it turns the statue and the ship back to normal. Spells like Dispel magic or an Antimagic field will only disrupt the benefits in the targeted area, the only way to completely disrupt it is by targeting the statue (for example, casting antimagic field in the back will get rid of the ships resistances in that area while the field is active, but it won’t affect the rest of the ship unless the statue is in the range). The original caster can also cast this spell while touching the statue to turn it back to normal.
Note: If the ship is big enough, the ship may get the following additional feature (ask your DM about this).
Undead Sailors The ship magically gets a number of undead sailors to operate it. They use the Skeleton stat block and can’t attack nor leave the ship. They can, however, use any siege weapon on the ship normally. They follow the caster’s orders and attend all who enter. If their HP fall to 0 or the spell is dispelled, they disappear without trace. They respawn at dawn if the spell is active. As for the number of them, ask your DM and consider how many are necessary to keep the thing clean and ready to use |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Phase
Level: 1
School: Transmutation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Round
Components: V, S, M
Material cost: a small mirror
Description: Your body becomes like a ghost. You can move through solid objects as if they weren't there until the spell ends. If you end your turn within an object, you are shunted to the nearest available space, taking 1d10 force damage for every 5 feet moved. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Phoenix Climax
Level: 9
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Minute
Range: Self (300-Foot Radius)
Duration: Instantaneous
Components: V, S
Description: By expending more magical energy than you have, you release an overwhelming explosion. Each creature within range, other than you, must make a Dexterity saving throw. Creatures within 100 feet take 8d12 bludgeoning damage and are knocked prone on a failed save, or take half as much damage and remain upright on a success; creatures within 200 feet take 5d6 fire damage on a failed save or half as much on a success, and flammable objects in this area that aren’t being worn or carried are ignited; and creatures within 300 feet take 4d4 thunder damage on a failed save or none on a success. You then regain a number of hit points equal to 2d6 + your spellcasting ability modifier and fall unconscious for 2d2 days; while unconscious this way, you don't need to eat or drink and can only be woken by greater restoration, heal, or wish |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Phoenix Dash
Level: 5
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a tear-drop shaped piece of amber
Description: Your body becomes wreathed in bursts of white-hot flames, endowing the caster with the flight and spectral appearance of a majestic phoenix. For the duration you gain a flying speed of 60 feet, gain resistance to fire damage, and can take the Dash action as a bonus action on each of your turns. For the duration, you may also move through another creature´s space, treating it as difficult terrain. Each time you move through a creature's space for the first time during your turn, that creature must succeed on a Dexterity saving throw or take 3d10 fire damage |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Phoenix Phantom
Level: 1
School: Enchantment
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Minute
Components: V, S
Description: As you put out your hand, your target one opponent that you can see within range. This causes a phoenix-like being to come out of your hand and wrap the opponent in flames. The phoenix then pierces into the target's mind, causing them to relive their biggest fear. The target takes 1d6 psychic damage must make a Wisdom saving throw. On a successful save, the creature takes half damage and isn't frightened. On a failed save, the creature is frightened for the duration. At the end of each of their turns, they can make another Wisdom saving throw. Upon a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell's damage increases by 1d6 per spell level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Phoenix Strike
Level: 2
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (20-Foot Radius)
Duration: Instantaneous
Components: V, S
Description: You create a fiery explosion that surges out from you. Each creature of your choice within 20 feet must make a Strength saving throw or take 3d8 fire damage and are pushed back 5 feet. On a successful save, the creature takes half as much damage and isn't pushed.
The fire spreads around corners and 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 3rd level or higher, the damage increases by 1d8 and the distance creatures are pushed back is increased by 5 feet for each spell slot level above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Phoenix Wave
Level: 1
School: Evocation
Classes: Cleric, Paladin, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (20-Foot Wave)
Duration: Instantaneous
Components: V, S
Description: You put your hand out in front of you or you focus this spell onto a weapon of your choice. You move your hand or weapon in a sideways slashing motion causing a fiery wave to be made from your hand or weapon in a 20ft cone, hit anything in front of it. It does 1d6 fire damage and 1d6 bludgeoning damage or half as much on a successful dexterity saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher add 1d6 to both types of damage Example: if you use this as a 5th level you will roll 5d6 dice for both damage types. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Phoenix's Rebirth
Level: 5
School: Necromancy
Classes: Artificer, Cleric, Druid, Paladin
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: One creature within range is imbued with the revitalization of a phoenix. They either lose one condition of your choice, lose one disease of your choice, regain 30 hit points, or lose 1 level of exhaustion. In addition, any creatures within 5 ft. must attempt a Dexterity saving throw, taking 1d10 fire damage on a failure, or half as much on a success. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pictograph
Level: 2
School: Transmutation (Ritual)
Classes: Artificer, Bard, Wizard
Casting time: 1 Action
Range: Self
Duration: Until Dispelled
Components: S, M
Material cost: a sheet of parchment and 10 gp worth of cut crystals, all of which are consumed by the spell
Description: You transmute a sheet of parchment you hold to flawlessly portray a flat depiction of what you see when you cast the spell. Even if the sheet is larger, the depiction you produce can be no more than 1 foot by 1 foot, and captures only what you saw. The altered parchment—or "pictograph"—records any illusions you saw, and reproduces facets such as colors and brightness as you saw them.
The sheet is not dyed and it is not an illusion. Rather, the sheet is physically changed until an effect would dispel this spell. The transmuted sheet appears indistinguishable from a very true-to-life painting |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pillar
Level: 0
School: Transmutation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You cause a pillar made of stone to burst from a place on the ground that you can see within range. The pillar is a cylinder that has a diameter of 3 feet and a height of up to 10 feet. You can alter the shape and direction of this pillar to come out at an angle or curve around a corner, but you do not have enough control to create fine details in it. You can use this pillar to attack a creature, forcing them to make a Dexterity saving throw or take 1d10 bludgeoning or piercing (your choice) damage. The pillar has 10 hit points and an AC of 10 and is capable of supporting a creature of size Large or smaller.
At Higher Levels. The spell creates more than one pillar when you reach higher levels: two pillars at 5th level, three pillars at 11th level, and four pillars at 17th level. You can stack these pillars to increase their total height by 10 feet per pillar stacked. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pillar of Flame
Level: 7
School: Evocation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 100 Feet
Duration: Instantaneous
Components: V, S
Description: An explosion of flame erupts vertically from a point you choose in range. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on that point must make a Dexterity saving throw. A target takes 7d12 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d12 for each slot level above 7th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pillar of Sand
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S, M
Material cost: a small amount of sand or dust
Description: You cause a small pillar of sand to erupt in a 5-foot cube originating from a point on the ground you can see within range. Each creature in this area must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pincushion
Level: 3
School: Abjuration
Classes: Artificer, Cleric, Ranger, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To One Minute
Components: V, S
Description: You weave a magical barrier around yourself, specifically made to catch and return projectiles. When you are targeted by a ranged weapon attack, it automatically hits, but deals 5d6 less damage. If the damage would be reduced to 0, it is impaled upon the barrier, and stays there until the spell ends.
When the spell does end, you can return fire with the projectiles you absorbed. You make a ranged spell attack with a range of 50 feet for each impaled object, dealing 2d4 bludgeoning damage on a hit. Based on the type of projectile, this damage type can change(for example, a light hammer thrown by this spell would deal bludgeoning damage).
At Higher Levels. When cast at 4th level or higher, the damage is reduced by 2d6, and the returned damage is increased by 1d4, for every level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pit of Flame
Level: 3
School: Conjuration (Ritual)
Classes: Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a piece of igneous rock
Description: You conjure a 10-foot square pit, 10 feet deep and filled with flames, on ground that you can see within range. Creatures stood on the area of effect must pass a Dexterity saving throw. On a success they can use their reaction to move 5 feet out of the area. If they fail, or are unable to move out of the area, they fall into the pit. Subsequently, creatures shoved or otherwise moved into the area will fall into the pit.
A creature falling into the pit takes 1d6 bludgeoning damage from the fall, and 2d6 fire damage from the flames. A creature starting its turn in the pit takes 2d6 fire damage. Climbing the wall of the pit requires a Strength (Athletics) check of DC equal to your spell save DC.
At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the fire damage increases by 1d6 for each slot level above 3rd.
Ritual. When this spell is cast as a ritual, the duration becomes Concentration, up to 1 hour. If an incapacitated or bound creature is placed into a ritual pit of flame, they will hover above the fire without taking damage. Charisma (Intimidation) checks made against this creature have advantage. If the creature subsequently is no longer incapacitated or bound, it can move away from the pit. The ritual pit of flame has no effect on creatures that are resistant or immune to fire damage |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pity of Acherus
Level: 1
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. Alternatively, when you cast this spell you can make a melee spell attack roll against an undead creature within your reach. On a hit, the undead takes 3d10 radiant damage.
This spell has no effect on constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. If used against an undead, the damage increases by 1d10 for each slot level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pixie Storm
Level: 0
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a handful of glitter
Description: You point at a creature within range, and they are assailed with a magical storm of glitter. They must make an Intelligence save or take 1d6 psychic damage and be confused, unable to take reactions until the start of their next turn.
At Higher Levels. The spells damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pixie's Gale
Level: 1
School: Evocation
Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (15-Foot Cone)
Duration: Instantaneous
Components: V, S
Description: You unleash forth a small but incredibly tumultuous cyclone of air, violently throwing back creatures and loose objects within range. Each affected creature of Large size or smaller must make a Strength saving throw. On a failed save, a creature or object is pushed back up to 15 feet away from you and is knocked prone. If a creature or object's path of movement is obstructed by a solid wall or other surface while being pushed this way, it takes 2d6 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, affected creatures are pushed an additional 10 feet and collisions deal an additional 1d6 bludgeoning damage for every level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pixies's Blade
Level: 2
School: Evocation
Classes: Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: M
Material cost: a melee weapon
Description: Glimmering dust shrouds your weapon until you hit a target with an attack roll with that weapon. If you hit a creature with this spell activated, the creature takes 2d8 psychic damage in addition to your normal weapon damage or be subject to one of three saving throws and effects that is determined by a d3 roll, as shown below:
1. The creature must succeed on a charisma saving throw or become inflicted with a wave of tiredness and magically-induced lethargy, rendering them incapacitated for 1 minute until the creature takes damage. Undead and creatures immune to being charmed aren’t affected by this spell and must reroll the d3, but must use the new roll.
2. The creature must succeed on a wisdom saving throw or become induced by a confusion from the faerie magic the pulsates within the essence of the glimmering dust, causing them to need to make a saving throw at the start of their turn or they have disadvantage on all attack rolls for 1 minute. They may make a wisdom saving throw at the start of each of their turns to suspend the effect. On a successful save, the spell's effect ends on them.
3. The creature must succeed on a constitution saving throw or rise up vertically up to 10 feet, and remains suspended there for 1 minute. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. The target has advantage on this saving throw if they are a Large creature or larger. On a successful constitution saving throw, the creature is unaffected. They may make a constitution saving throw at the end of each of their turns to suspend the effect.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: PK Fire spell)
Level: 1
School: Evocation
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: 1 Round
Components: V, S
Description: Caster throws a bolt of fire at a target within range. Make a ranged spell attack against a creature to create a small pillar of fire that disrupts and hinders movement. On hit, target creature takes 1d6 fire damage, and 5 foot pillar of fire bursts from where the bolt of fire hit. The pillar of fire is considered difficult terrain for large creatures and smaller, and takes half a creatures movement to pass through or leave. Upon entering the pillar of fire creatures take 1d4 fire damage and take another 1d4 fire damage if they end their turn there. Attacks of opportunity are made at disadvantage for creatures in the Pillar of fire. Lasts until the start of the casters turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher increase the damage of the initial attack by 1d6 and the pillar of fire by 1d4. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Placebo
Level: 1
School: Illusion
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: S, M
Material cost: Phial of snake oil costing 1gp, consumed by the spell
Description: You touch 1 willing creature, rubbing snake oil on their skin. That creature gains 1d8 temporary hit points for the duration of this spell.
When casting this spell, choose one of the following conditions: Blinded, Deafened, Paralyzed, Poisoned, or Stunned. This condition is suppressed for the spell's duration, having no effect until the spell ends, at which point the condition resumes if its original duration had not already expired.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it grants an additional 1d6 temporary hit points gained by 1d6 and suppresses 1 additional condition for every slot level above 1st |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Plague Blast
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Warlock
Casting time: 1 Action
Range: 60Ft
Duration: Instantaneous
Components: V, S
Description: Choose one creature, or choose two creatures that are within 5 feet of each other, within range. A target must succeed on a Dexterity save or take 1d6 poison damage and have disadvantage on their next attack roll.
This spell's damage increases by 1d6 when you reach 5th (2d6), 11th (3d6), and 17th (4d6) level. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Planar Arrow
Level: 2
School: Transmutation
Classes: Artificer, Ranger, Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: 1 Hour
Components: S, M
Material cost: a piece of clear crystal
Description: The caster touches a batch of 20 arrows and infuses them with power from the astral plane.
The infused arrows are invisible as soon as they are fired and deal force damage instead of the normal damage type. As such they do not reveal your location if the target you hit falls to 0 hit points.
These arrows are also able to injure beings in the astral plane but you can still only target them if you have a way of seeing into the astral plane.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target an additional 5 arrows for every spellslot above the 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Plasma Bolt
Level: 0
School: Evocation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You launch a bolt of hyper-charged matter that attacks your enemies. Make a ranged spell attack roll against a creature within range. On a hit, it takes 1d4 fire damage and 1d4 lightning damage.
This spell generates more than one bolt of plasma when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pleasant Breeze
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Hour
Components: S
Description: Choose one creature within range. For the duration of the spell, a cool breeze of air blows against that creature, providing it with advantage on saving throws against exhaustion caused by heat or humidity, and a +2 bonus to saving throws against gasses or inhaled poisons. This spell immediately ends if you cast it again before its duration ends.
You can affect one more creature with a single casting of this spell at 5th level (two creatures), 11th level (three creatures), and 17th level (four creatures). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Plumbophoresis
Level: 5
School: Conjuration
Classes: Artificer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Minute
Components: S, M
Material cost: 20 gp worth of pure gold, which the spell consumes
Description: You cause a cube of lead, 5 feet on a side, to appear in an unoccupied space you can see within range. On your turn, you may use your bonus action to cause the cube to move up to 15 feet in a straight line in any direction. If the cube is in mid-air at the end of the move, it immediately plummets to the ground.
If a creature gets caught in the path of the lead cube's movement, it must make a Dexterity saving throw to attempt to dodge to an adjacent unoccupied space. On a successful save, it evades the cube and moves to the adjacent unoccupied space; this movement does not provoke attacks of opportunity. On a failed save, it is pushed to the end of the cube's path. If a creature that fails the saving throw gets crushed between the cube and another surface, such as a wall or floor, it takes 8d6 bludgeoning damage and becomes restrained until the cube moves or disappears. If the creature is Huge or larger, it doesn't get pushed or restrained by the cube.
At the end of the spell's duration, the lead cube crumbles into dust. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Poe Reprise
Level: 0
School: Necromancy
Classes: Warlock
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Round
Components: V, S
Description: You hurl two spheres of violet-colored poe flame. For each of the poe flames you create, you can either target one creature in range, or any open 5-foot-space on the ground or in the air that is in range. If you target a creature, it must succeed on a Dexterity saving throw or take 1d4 necrotic damage.
If you target an open 5-foot-space, the poe flame flies to that space and continues to hover there until the end of your next turn. Any creature that enters the poe flame's space must make a Dexterity saving throw or take 1d4 necrotic damage. The flame is destroyed regardless of the saving throw result.
If there is a non-destroyed poe flame in range when you cast this spell (either created by your previous casting of poe reprise or another source), you can target it as if it was a creature. If you target one of these previously-created poe flames with a new poe flame, they hit one another and both explode; any creature within 5 feet of at least one of these explosion points must succeed on a Dexterity saving throw or take 3d4 necrotic damage. (If you detonate several poe flames in your turn, they all count as one explosion. A given creature doesn't need to make multiple saves in one turn, nor take this damage twice.)
As your level increases, you can create additional poe flames with one cast of this spell. You can create three flames when you reach 5th level, four flames when you reach 11th level, and five flames when you reach 17th level.
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Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Poison Bolt
Level: 0
School: Evocation
Classes: Druid
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You hurl a bolt of toxic energy from your fingertips. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d4 poison damage and must succeed on a Constitution saving throw or be poisoned until the end of its next turn.
At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Poison Matrix
Level: 7
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Instantaneous
Components: V, S
Description: A 60-foot cube centered on a point within range is filled from every direction by intersecting green rays of poison. Each creature in the area must make a Constitution saving throw. A creature takes 7d10 poison damage and becomes poisoned for 1 minute on a failed save. On a successful save, a creature takes half damage and isn't poisoned. A poisoned creature can make a new saving throw at the end of each of its turns, ending the effect on itself on a success |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Poison Mist
Level: 2
School: Conjuration
Classes: Artificer, Druid, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A poisonous berry or fruit
Description: You raise your hand and evoke a 10-foot radius sphere of poisonous purple mist at a point you choose within range that you can see. The gas spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking 2d4 poison damage and becoming poisoned for one minute on a failed save, or half as much and not becoming poisoned on a success. A creature poisoned by the mist of this spell takes 1d4 poison damage at the start of each of their turns. A creature can avoid the effects of this spell if they hold their breath or don't need to breathe.
When the spell ends, the cloud continues to linger for a brief moment, its effects persisting until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a creature poisoned by this spell takes 2d4 more poison damage at the start of each of their turns for every level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Poisoned Blade
Level: 0
School: Transmutation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: M
Material cost: a weapon
Description: You coat your weapon with a deadly poison created by magic. As part of the action used to cast this spell, you must make an attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the normal effects, takes an extra 1d6 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Polar Ray
Level: 8
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a small, white ceramic cone or prism
Description: A blue-white ray of freezing air and ice springs from your hand and towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 12d6 cold damage and must succeed on a Constitution saving throw or be frozen solid until the start of your next turn. A creature who is frozen solid by this spell is petrified (as the condition); however, instead of receiving resistance to bludgeoning and fire damage, the target has vulnerability to those damage types. In addition, when the effect wears off, the target suffers one level of exhaustion.
At Higher Levels. When you cast this spell using a spell slot of 9th level, the effect lasts for 1 minute (requiring concentration to maintain). A creature affected by polar ray can make a new Constitution saving throw at the end of each of its turns, ending this effect on a success. On a failed save, the target suffers another level of exhaustion |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Polarize
Level: 1
School: Illusion (Ritual)
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 10 Minutes
Components: S
Description: When the spell is cast, you must have contact with a creature. The creature feels as though they have suddenly been flipped upside down causing their body to feel distorted. They must make a constitution saving throw or suffer 1d4 psychic damage every minute for the duration. In addition, if the target is hit my a cold spell, the spell deals an extra 1d6 force damage as the cold causes the blood of the target to slosh around violently.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage is increased by 1d4 for every spell level above 1st, and the damage from cold spells is increased by 1d6. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pomodoro
Level: 2
School: Transmutation
Classes: Druid, Sorcerer, Warlock
Casting time: 1 Action
Range: 60-Feet Radius Sphere
Duration: 1 Hour
Components: V
Description: Each creature of your choice within range is immune to the effects of exhaustion for the duration of the spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Poof
Level: 2
School: Illusion
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, Which You Take In Response To A Hostile Creature Moving Within 10 Feet Of You
Range: Self
Duration: 1 Round
Components: V
Description: A momentary poof of smoke obscures you, and as it clears you appear to have disappeared into thin air. You become invisible until the end of your next turn.
You cannot cast this spell if you cast it during the previous round |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Poof, Variant
Level: 4
School: Illusion
Classes: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, When A Hostile Creature Moves Within 10 Feet Of You.
Range: Self
Duration: 1 Round
Components: V, S, M
Material cost: a small flask of campfire ash and ground charcoal
Description: You briefly vanish as a momentary puff of smoke obscures you. Until the end of your next turn, a 5-foot cube occupying the space in which you cast this spell becomes lightly obscured, and you become invisible for the same amount of time.
You cannot cast this spell if you have already cast it during the previous round.
At Higher Levels. When you cast this spell with a spell slot of 3rd level or higher, the duration of both the smoke and the invisibility effect last an additional round for each level beyond 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pool of Acid
Level: 3
School: Transmutation
Classes: Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90Ft
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: a lemon
Description: You create a bubbling pool of corrosive acid. The pool appears on solid ground within range and lasts for the duration. The pool has a 40ft diameter and is difficult terrain.
When the pool appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 3d6 acid damage, or half as much on a success. Whenever a creature enters the pool for the first time on a turn or ends its turn there, they must repeat the save.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Porghum's Painful Pun
Level: 3
School: Enchantment
Classes: Bard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You make a horrid but insightful play on words. Up to three target creatures within range that can understand you must make a Wisdom saving throw or develop an incredibly painful headache. Creatures that can't be charmed automatically succeed on this saving throw. On a failed save, a creature takes 4d4 psychic damage and gains one level of exhaustion for the duration. In addition, if a target’s Intelligence score is 11 or higher, it diverts all attention towards you and cannot take actions or reactions that do not directly involve dealing damage to you for the duration.
At the end of each of its turns, a creature affected by this spell may remake the saving throw, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may target one additional creature for each slot level above 3rd. The spell also deals 1d4 additional damage for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Porte Ècarlate
Level: 0
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Reaction
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: Caster's Blood
Description: You have learned the profane blood magic and the infamous dark arts. You can now teleport freely within a certain range depending on the amount of blood that you sacrifice.
Whenever you cast this spell, you take Xd10 necrotic damage that cannot be reduced in any way (X is whatever number you choose). After you take the damage, you teleport yourself or an object or creature of your choice to your chosen location within a range of 10X feet. This teleportation ignores all obstructions.
At Higher Levels. At 20th level, you can teleport a number of people or objects equal to your spellcasting ability modifier. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Portent
Level: 2
School: Divination
Classes: Druid, Cleric, Wizard
Casting time: 1 Action
Range: Touch
Duration: 8 Hours
Components: V, S
Description: You speak a word of omen to a creature you can touch, granting it instinctive insight into its own death. For the duration, the target can add its proficiency bonus to its death saving throws |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Positive Energy Aura
Level: 4
School: Abjuration
Classes: Cleric
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You project an aura of positive energy that makes healing more effective. Do not cast it while fighting trolls.
For the duration, if a creature within 30 feet of you regains hit points, they gain an additional hit points equal to 1d8 + your spellcasting ability modifier. The regained hit points must have been the result of an instantaneous effect (such as a spell, potion or regeneration; but not a long or short rest).
At Higher Levels. When you cast this spell using a spell slot of 5th or higher, the healing increases by 1d8 for each slot level above 4th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Positive Energy Blast
Level: 3
School: Evocation
Classes: Cleric, Paladin, Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a holy symbol of a good deity
Description: You point your finger and poke open a brief hole to the positive energy plane at a point within range that you can see, causing a flood of positive energy to explode forth. Each creature within a 20-foot radius sphere centered on that point must make a Dexterity saving throw, taking 6d6 radiant damage on a failed save, or half as much on a success.
Undead have disadvantage on this saving throw. Evil creatures do not benefit from resistance or immunity to damage dealt by this spell.
At Higher Levels. When you cast this spell using a spell slot of 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: Positive/Negative Energy Zone
Level: 5
School: Evocation
Classes: Cleric, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 24 Hours
Components: V, S, M
Material cost: diamond dust worth at least 100 gp, which the spell consumes
Description: When you cast this spell, choose positive or negative energy. A 20-foot radius circle appears centered on a point or object of your choice, within the spell's range. The area within the circle is flooded with the type of energy you have chosen, suppressing the existence of the other type of energy in that area.
If you choose negative energy: When necrotic damage is dealt in this area, maximize it(consider all rolled dice as the maximum value), and whenever a creature regains hit points or deals radiant damage in this area, minimize the amount of hit points restored and the amount of radiant damage dealt(consider all rolled dice as the minimum value).
If you choose positive energy: When necrotic damage is dealt in this area, minimize it(consider all rolled dice as the minimum value), and whenever a creature regains hit points or deals radiant damage in this area, maximize the amount of hit points restored and the amount of radiant damage dealt(consider all rolled dice as the maximum value). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Post’s Glaring Optic
Level: 3
School: Divination
Classes: Artificer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a small gem, worth at least 25 gp, that shatters when the spell ends
Description: You create an invasive arcane sensor to study the anatomy of a creature within range. Make a ranged spell attack against the target. On a hit, an invisible sensor appears within it for the duration.
When you cast this spell and as a bonus action on each of your subsequent turns, you can cause the sensor to deal radiant damage to the target equal to 1d4 + your spellcasting ability modifier, or use it to learn one piece of information of your choice. This information can either be the target's resistances, vulnerabilities, damage immunities, condition immunities, or current hit points.
When the spell ends, the sensor shatters in a brilliant flash near the target’s eyes. The target must make a Constitution saving throw. On a failed save, it takes 3d6 radiant damage and is blinded until the end of its next turn. On a success, it takes half as much damage and isn’t blinded. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Power
Level: 8
School: Evocation (Ritual)
Classes: Cleric, Sorcerer, Warlock
Casting time: 1 Action
Range: Self
Duration: 1 Hour
Components: S, M
Material cost: A pearl worth at least 500gp
Description: The target gains 8d12+10 power. The target can use 1 power to deal 1 necrotic damage to any creature in 30 feet as an action, you can use additional power to deal extra damage. The attacked creature makes a con save, on a successful save, it takes half damage. Alternatively, you can negate damage in this way as a reaction. also, you can use 2 power to give a +1 bonus to any strength, constitution, or spellcasting ability check or constitution save(no action required). It can use more power up to 20 at once in this way. The spell ends when you use all the power. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Power Beam
Level: 0
School: Evocation
Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S, M
Material cost: a weapon
Description: You project a beam of force from the melee weapon used as a material component for this spell. Make a ranged spell attack against a target within range, dealing 1d8 force damage on a hit.
At Higher Levels. When you reach 5th level, you can use your innate skill to enhance the beam's power, adding your spellcasting modifier to the spell's damage.
The beam projected by this spell also deals more damage as you reach higher levels, dealing an additional 1d8 force damage when you reach 11th level (2d8) and 17th level (3d8). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Power Bolt
Level: 9
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 600 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: A brilliantly shining white bolt of energy flashes from your hand and flies towards a creature or object within range. Make a ranged spell attack against the target. If the attack hits, the creature takes 20d6 force damage and is stunned until the end of your next turn. A creature reduced to 0 hit points by this spell dies instantly, vaporized by the unrelenting power of this spell.
As an action on each of your turns until the spell ends, you can hurl another bolt of energy |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Power Chord
Level: 0
School: Evocation
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 5 Ft
Duration: Instananeous
Components: V, S, M
Material cost: a pick
Description: With the scream of a power cord, a thunderous riff erupts from you. Each creature that can hear you within range must succeed on a Constitution saving throw or take 1d6 thunder damage. The powerful sound you produce can be heard up to 100 feet away.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Power Within
Level: 1
School: Evocation
Classes: Sorcerer, Warlock
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V, S
Description: You envelop your body with deep red flames, increasing your own attack power. For the duration of the spell, you gain a +2 bonus to all damage rolls you make.
This comes at a cost, however: At the beginning of each of your turns, the heat of the flames burns you, dealing to you 1 fire damage that can't be reduced or negated by any means.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage bonus increases by 2 and the damage dealt to yourself increases by 1 for every slot level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Power Word Bind
Level: 9
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: 120-Feet
Duration: Permanent
Components: V, S, M
Material cost: a pristine rough diamond of at least 5,000 gp, a silver-encrusted peacock feather, and a woven silver chain, which are consumed by spell
Description: You weave a web of complex magical energy, trapping the target creature in an ethereal prison. The creature must be visible and within range.
Target creature must make an intelligence saving throw. If it fails the check, it becomes trapped in a prison dimension. The creature remains imprisoned until freed by spells such as wish or divine intervention, or until it meets a specific condition you set. If the condition is not met, the creature will remain trapped indefinitely.
You can set release conditions, which can include Herculean tasks, magical deals, or other goals. When the condition is met, the creature will be released and return to its original location, or the location you specified at the time of casting. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Power Word Bleed
Level: 8
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V
Description: You speak a word of power that causes the blood of one creature you can see within range to burst forth. If the target has 100 hit points or fewer, it is subject to massive bleeding, taking half its current hit points in damage up to a maximum of 50.
Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed, is undead or a construct, or has no substance in its body that is the equivalent of “blood” (for instance the Warforged ‘blood-like’ fluid).
While the target is affected by bleeding, any terrain around it in a radius of 5 feet becomes difficult terrain at the end of the target's turn due to the growing pool of blood. The target also has disadvantage on attack rolls and ability checks, and saves. Finally, 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.
A target suffering from bleeding (or any creature within touch range of the target) can, on its turn, take an action to stanch the bleeding wound by succeeding on a Wisdom (Medicine) check against your spell save DC. The wound also closes if the target receives magical healing of 6th level or higher. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Power Word Break
Level: 9
School: Necromancy
Classes: Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A piece of the target's body, such as a finger, toe, or eye, which is consumed
Description: Select a target creature within range. You point and shout a loud word of power at the creature, invoking the unseen forces of necrotic power to tear them from within. The target makes a Wisdom saving throw. If the target fails, it begins to violently convulse as its soul is torn out of its body and subsequently destroyed, leaving only the corpse. It cannot be revived by any magic short of the wish spell. A creature with more than half their maximum hit points automatically succeeds this saving throw.
Back to Main Page → 5e Homebrew → Spells → Wizar |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Power Word Crash
Level: 9
School: Evocation
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V
Description: You utter a series of strange words which can remove a creature within range from the matrix of reality itself. Roll a d20. On a roll of 1, you become the target of this spell. If the target has 150 hit points or fewer, the creature and all non-magical equipment being worn or carried by it is enveloped in a flash of digital effects and erased from reality. Otherwise, the spell has no effect. A creature or piece of equipment removed from reality by this spell can be recovered by no means short of a wish spell |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Power Word Exile
Level: 9
School: Abjuration
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V
Description: You speak a word of power that can banish a creature within range from this plane of existence. If the target has 50 Hit Points or fewer, it's banished from your current plane of existence, disappearing with a faint popping noise. If the target is native to a different plane of existence than the one you’re on, it returns to its home plane. If the target is native to the current plane of existence, it is banished to a random one. A creature banished by this spell cannot return to the current plane of existence before 1000 years have passed by any means short of a wish. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Power Word Explode
Level: 9
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V
Description: You speak a word of power that can compel a creature within range to violently explode. If the target has 50 hit points or fewer, it dies and all creatures within a 20 foot radius take 10d10 force damage. All non-magical equipment being worn or carried by the target is also destroyed |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Power Word False
Level: 9
School: Transmutation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V
Description: You speak a word of power that can compel the hands of fate to revert. Any expenditures made by the target creature since the start of its last turn are reverted, replenishing any expended spell slots of 8th level or lower, class features, or action modifications like Extra Attack or Action Surge. This effect does not change the effect or outcome of any actions or expendatures made, such as the effects of a spell cast, or the damage dealt by any attacks. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Power Word Forget
Level: 8
School: Enchantment
Classes: Bard, Cleric, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V
Description: You utter a word of power that can compel one creature you can see within range to forget an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. If the creature you choose has 100 hit points or fewer, it permanently loses all memory of the event. Otherwise, the spell has no effect |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Power Word Freeze
Level: 8
School: Evocation
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Until Dispelled
Components: V
Description: You utter a word of power that flash-freezes one creature you can see within range. If the creature you choose has 200 hit points or fewer, a mass of ice appears and encases it, causing that creature to be restrained. Otherwise, the spell has no effect.
The restrained creature must make a Strength saving throw at the end of each of its turns. On a successful save, it breaks out of the ice and the spell ends. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Power Word Obliterate
Level: 9
School: Enchantment
Classes: Warlock
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V
Description: You speak a word of power that can obliterate all traces of a weak or weakened creature within range. If the target has 10 hit points or fewer, it crumbles into dust which disappears shortly after. If the target had a soul, it no longer exists |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Power Word Peace
Level: 9
School: Enchantment
Classes: Bard, Cleric, Druid
Casting time: 1 Action
Range: Self (60-Foot Radius)
Duration: Instantaneous
Components: V
Description: You speak a word of power which compels everyone around you to lose all sense of hostility. Each creature within this spell's range with 100 hit points or fewer is charmed by each other creature also affected by this spell. If less than two creatures are successfully charmed, this spell has no effect. A charmed target must make a Wisdom saving throw at the end of each of its turns. The condition ends on a successful save or when the creature is targeted by an attack or harmful effect |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Power Word Recharge
Level: 5
School: Transmutation
Classes: Artificer, Bard, Paladin, Ranger, Sorcerer, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: A magic item
Description: You sit down to have a serious pep talk with your magic item. It regains a single charge.
You may prepare this spell and cast it as a reaction, in reaction to a magic item running out of charges. This occurs before any effects would occur as a result of reaching 0 charges, such as a wand breaking. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Power Word Save
Level: 9
School: Abjuration
Classes: Cleric, Druid, Wizard
Casting time: 1 Bonus Action
Range: 120 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: A white feather, representing a symbol of hope and protection and a crystalline tear, representing pure emotion and compassion, which are consumed by spell
Description: You invoke a powerful enchantment that reverberates across the battlefield, granting your allies unparalleled protection. A glowing, pulsing aura descends from the heavens and surrounds all creatures of your choice within 120 feet for the spell's duration for as long as you maintain your concentration, bolstering your defenses and giving you a chance to escape imminent danger.
Blessed creatures instantly receive protection against various adversities such as supernatural breath to not be contained and remain standing, mind armored against evil among other divine benefits. Receiving:
Fatigue Immunity: While the spell is active, affected allies are immune to exhaustion caused by environmental conditions or magical effects.
Spell Resistance: Affected allies have spell damage resistance for the spell's duration.
Protection from Mind Control: Affected allies are immune to mind control effects, such as enchantments and illusions aimed at manipulating or controlling them.
Vital Empowerment: Affected allies regain 35 hit points at the end of each of their turns for the spell's duration.
Extended Casting: The spell's duration can be extended to up to 1 hour, provided the caster expends half of their spells slots and maintains concentration.
This is a real boon in desperate situations and can be the difference between life and death for your allies. However, this protection is intense and requires continuous concentration to keep it active. The spellcaster must keep his mind focused and resilient to sustain the Power Word Save. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Power Word Sit
Level: 7
School: Enchantment
Classes: Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V
Description: You speak a word of power that can compel a creature within range to take a seat. If the target has 200 hit points or fewer, it falls prone and its speed becomes 0. Otherwise, the spell has no effect. This spell has no effect on undead or creatures immune to being charmed.
The seated target must make a Charisma saving throw at the end of each of its turns. On a successful save, this effect ends. If the target is a beast, it has disadvantage on the saving throw |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Power Word Sleep
Level: 8
School: Enchantment
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V
Description: You speak a word of power that can compel a creature within range to sleep. If the target has 100 hit points or fewer, it falls unconscious. Otherwise, the spell has no effect on it. Undead aren’t affected by this spell.
The unconscious target must make a Constitution saving throw at the end of each hour passed or whenever it takes damage. On a successful save, they regain consciousness |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Power Word: Soup
Level: 5
School: Conjuration
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: a drop of tea
Description: Create a 40 foot cube, and call upon a rain of tea from the sky. All enemies within the radius must make a Charisma saving throw. On a Failure, they take 8d8 psychic damage, and continue to take 1d8 damage at the beginning of their following turns. The enemies can make this saving throw again at the end of their turn. On a success, they take half damage, and do not take ongoing damage. Allies within the radius also gain 1HP +Spellcasting Modifier Temp HP at the beginning of each of your turns.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the damage by 1d8 for the initial damage. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Powerful Punch
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Round
Components: V, S
Description: You spend time concentrating an amount of energy in one of your hands. The next time you hit a creature with an unarmed strike before the spell ends or you lose concentration, the energy flows by your hand and explode on your target.
You cause force damage with your unarmed strike, instead of its normal damage and is pushed 10 feet back. In addition, the target must succeed on a Strength saving throw, or is also knocked prone. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Powerful Strike
Level: 0
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 5 Ft
Duration: Instantaneous
Components: V, M
Material cost: melee weapon
Description: As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and the target must make a Constitution saving throw or be pushed 10 feet away from you.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the push distance increases to 20 feet. Damages increase by 1d8 at 11th and 17th level. Distance increases by 10 feet at 11th and 17th level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Powerstride
Level: 3
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V
Description: Your body becomes super enhanced, reaching speeds that can kill others. For the duration of the spell, you gain the following benefits.
Your movement speed doubles, however, you can only take the Dash action.
Opportunity attacks cannot be made against you.
Whenever you move past a creature's space that you were directly beside, they must make a Constitution saving throw, taking 2d6 force damage on a failure. They cannot be forced to make this saving throw more than once every turn.
When the spell ends, a wave of lethargy passes over you, causing you to be stunned until the start of your next turn.
At Higher Levels. When cast at 4th level or higher, increase the force damage by 1d6 for every level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Prayer of Protection
Level: 4
School: Abjuration
Classes: Paladin
Casting time: 10 Minutes
Range: 30 Feet
Duration: Concentration, Up To 1 Hour
Components: V
Description: Choose up to six willing creatures within range. For the duration, each creature you choose gains a +2 bonus to its AC |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Prayer of Strength
Level: 4
School: Abjuration
Classes: Paladin
Casting time: 10 Minutes
Range: 30 Feet
Duration: Concentration, Up To 1 Hour
Components: V
Description: Choose up to six willing creatures within range. For the duration, each creature you choose deals 2d6 additional damage whenever it hits with a melee attack |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Precipice Blade
Level: 0
School: Transmutation
Classes: Sorcerer
Casting time: 1 Action
Range: 60 Ft. (5 Ft. Square)
Duration: Instantaneous
Components: S
Description: You strike the ground, summoning a 10 ft. tall spike of earth underneath the target. Choose one 5 ft. square up to 60 ft. away from you. A creature standing in space must make a Dexterity saving throw. If it cannot move to another space 5 ft. away from where it is currently standing (This direction cannot be diagonal), it automatically fails this save, while creatures with tremorsense have advantage on this saving throw. The target takes 1d10 piercing damage on a failed save, or half as much on a successful one. Regardless of the result of the save, the creature is moved 5 ft. from the space in a direction of its choosing. The spike of earth remains where it was summoned as if occurring by natural means. It can be destroyed (HP 4d10), but if another spike is created the previously made one disappears back under the ground, even if the majority of it was destroyed.
This spell's range of effect increases to a 10 ft. square and a 20 ft. spike at 11th level. The piercing damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Precise Strike
Level: 0
School: Divination
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 4 Rounds (Read The Spell Description)
Components: V, M
Material cost: a weapon worth at least 5 sp
Description: As part of the action used to cast this spell, you must make a weapon attack with a weapon against a creature within range, otherwise the spell fails. This attack is made at advantage.
The duration of the spell increases as you gain levels in this class: 2 rounds at 5th level, 3 rounds at 11th level and 4 rounds at 17th level. Only the first attack in each round is made at advantage. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Precognitive Perception
Level: 4
School: Divination (Ritual)
Classes: Cleric, Wizard
Casting time: 1 Action; Or Alternatively, 1 Reaction When A Creature Makes An Attack Roll Against You.
Range: Self
Duration: Concentration, Up To 10 Minutes; Or Instantaneous
Components: V, S, M
Material cost: an empty scroll
Description: You begin to channel and see into the weave of time itself and attempt to discern future events. Choose one: Your GM tells you about one future enemy, a nearby locale of upcoming interest, or the name of a person of future public interest. This information appears scrawled on your scroll in a language or script, of your choice, you can understand. The spell doesn’t take into account any possible circumstances that might change the outcome, such as local changes or the loss or gain of a person of interest. Once this ritual is complete, you gain +2 Passive Perception and +1 AC for the next 3 hours - it cannot be used again, even as a reaction, until a day has passed.
If used as a reaction, this spell ignores the Concentration and Ritual tags. Your precognitive sense becomes alerted to the upcoming danger. You temporarily gain +3 AC until the end of the attacking creature's turn and cause the attacking creature to re-roll the attack at a disadvantage. Once this spell is used as a reaction, it cannot be used for the next 3 hours as anything other than a reaction. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pressure Sphere
Level: 2
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: Design Notes: I. This spell was adapted from the spell of the same from Stormwrack. II. You may choose to replace every mention of bludgeoning damage with Water Damage if you are going by the water damage variant rule.
the water surrounding a target suddenly takes on the terrible, bone-crushing pressure of the deepest ocean trenches. The target must make a constitution saving throw and take 4d6 bludgeoning damage on a failed save and half as much on a successful save. The area of the spell can be constrained by the available water; it has no effect on creatures or objects that are within the radius but not in the water, or on squares of water that are not at least 5 feet deep. The spell must be centered at or below the surface of the water.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of damage dealt increases by 1d6 bludgeoning damage |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Prismatic Barrier
Level: 1
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Ft.
Duration: See Description
Components: V, S
Description: For a brief time, you protect yourself and allies from damage. Upon casting prismatic barrier, a spinning flux of light projects 30 feet straight from you, casting a shield of light on you and allies it touches. The shields shed bright light in a 5-foot radius and dim light for an additional 5 feet, as well as granting temporary hit points equal to double the spell slot level used. The flux of light returns to you in a straight line at the start of your next turn. You and any allies the light touches gain temporary hit points equal to double the spells slot level used. Temporary hit points gained last until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points gained are equal to double the spell slot level used.
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Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Prismatic Bow
Level: 5
School: Evocation
Classes: Cleric, Ranger, Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Up To An Hour, Can Be Dispelled Early.
Components: V, S, M
Material cost: A arrow head shaped gemstone of the colour you wish to cast. Gemstone must be worth 50gp.
Description: A magical Longbow appears in your hands. It appears to shimmer with the colors of the rainbow before settling onto the color of the gemstone you used.
This longbow magically supplies its own arrows that, when fired by you, deal 3d8 Piercing damage on a hit.
You are also able to imbue the arrows with greater damage depending on the color gemstone used.
By expending a level 2 spell slot or greater as a bonus action the drawn arrow takes on a deeper color to match the bow. On a hit the arrow inflicts it's normal 3d8 damage with added effect of the corresponding color below.
Properties[edit]
Red: Make a dexterity saving throw, take 6d10 fire damage on a fail, or half as much damage on a success.
Orange: Make a constitution saving throw, target beings to petrify as if by flesh to stone on a fail, has no effect on a success. Can be reversed by a Greater Restoration or 5th Level Dispel Magic.
Yellow: Make a dexterity saving throw, take 6d10 acid damage on a fail, or half as much damage on a success.
Green: Make a constitution saving throw, become poisoned for 3d10 damage at the start of their turn on a fail, or no effect on a success. Repeat saving throw at the end of their turn with a success curing the poison.
Blue: Make a dexterity saving throw, take 6d10 lightning damage on a fail, or half as much damage on a success.
Indigo: Make an intelligence saving throw, target is subject to long-term madness on a fail, no effect on a success.
Violet: Make a charisma saving throw, target is sent to another plane as if by banishment on a fail, no effect on a success.
If you let go of by the weapon it loses its brilliance. It turns dull black and functions as a normal longbow until the you come into contact with it again and it shimmers back to life or until the duration ends and it disappears |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Produce Electricity
Level: 0
School: Evocation
Classes: Artificer, Druid, Sorcerer
Casting time: 1 Action
Range: 10 Feet
Duration: Concentration, See Below
Components: S
Description: You create an arc of electricity shooting out of your hand or finger toward a point within range, producing one of the following effects:
You shock a target within range. That target must make a Constitution saving throw, taking 1d8 lightning damage on a failed save, or half as much on a success.
You send a jolt of electricity into a target within range, or two targets within 5 feet of eachother. Each target must make a Constitution saving throw, taking 1d4 lightning damage on a failed save.
You can also manipulate the arc generated by this spell for more benign intentions, producing one of the following effects:
You cause a point within range to continually emit sparks for up to 1 hour. The sparks emit bright light to a distance of 10 feet and dim light for further 10 feet.
You cause the arc to emit a series of electronic tones with timbre, pitch, and tempo as you designate for up to 1 minute.
You cause the arc to bend, wobble, and shift in shapes you designate for up to 1 minute.
You create electrical scorch marks on a surface within range that fits within a 10-foot square, in shapes as you designate. The marks fade after 1 hour, or until you dismiss them.
You magically give power to an electrical device. This power lasts for up to 1 minute.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Progression: H.A.V.O.C.
Level: 8
School: Transmutation
Classes: Bard, Shadowcaster, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a diamond cut to 10,000 by an elven silk magic scarf, which is consumed by the spell
Description: You compel an advanced transmutation that grants the target a powerful physical and magical state of enhancement. H.A.V.O.C. is an acronym for Handiness, Agility, Vigor, Omnipotence and Consciousness, representing the enhancements this spell grants to the target touched by the caster.
When casting the spell, the caster touches the target and channels arcane-transmuter energy, triggering a magical surge of physical and mental changes. The target is affected by the following enhancements:
Handiness: All attack rolls, skill checks, and saving throws of the target have a +5 bonus while the spell is active.
Agility: The target's movement speed is increased by 60 feet, allowing it to move with extreme agility for the duration of the spell.
Vigor: The target gains resistance to all types of damage and regenerates 20 hit points at the start each turn while the spell is concentrated.
Omnipotence: The target temporarily gains an almost instantaneous knowledge and understanding of all languages and arcane knowledge. He can also cast any spell of higher level 3 or lower as a bonus action on each of your turns, without expending spell slots.
Consciousness: The target gains temporary access to all of its past memories and accumulated knowledge. He gains advantage on all intelligence and wisdom checks while the spell is active. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Projected Ward
Level: 2
School: Abjuration
Classes: Wizard
Casting time: 1 Action
Range: 120 Feet (20 Foot Sphere)
Duration: 8 Hours
Components: V
Description: You create a ward and project it to cover up to 5 allies within range. Each target receives a ward that has 1d6 hit points. This ward does not take into account damage reductions such as resistances and immunities. If the target's ward absorbs damage to the point of having 0 hit points left, the ward does not dissipate until the spell ends. If you cast an abjuration spell, all wards created by this spell regain hit points equal to 2 * the level of the spell cast to a maximum of 6 hit points. If you cast this spell again at the same level before the previous spell ends, you can cause all of the targets of the initial casting to have their wards refreshed to their maximum hit points instead of casting the spell normally.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the wards start with an additional 1d6 hit points and increase their maximum by 6 hit points. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Projectile Protection
Level: 2
School: Abjuration
Classes: Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a piece of shell from a tortoise or a turtle
Description: For the duration, the willing creature you touch has resistance to bludgeoning, piercing, and slashing damage from nonmagical ranged weapons |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Projectile Sense
Level: 2
School: Divination
Classes: Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: The creature you touch gains a modicum of protection from ranged attacks for the duration of this spell. Creatures that the target can see at least half of have disadvantage on ranged weapon and spell attacks against the target |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Projectile Style
Level: 2
School: Abjuration
Classes: Artificer, Bard, Cleric, Paladin, Ranger, Wizard
Casting time: 1 Action.
Range: 30 Ft
Duration: 1 Minute
Components: V, S
Description: This spell when activated, gives you resistance to magical projectiles
When you activate this spell, you are imbued with a bluish aura, your eyes begin to emit a faint blue trail. When you cast this spell, choose a creature within range. They gain resistance to damage dealt by nonmagical projectiles. It offers no protection against magical projectiles.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you gain resistance when you are hit by a magical projectile. When you cast this spell using a spell slot of 6th level or higher, when you are hit by a projectile, the person who hit you with the projectile must make a Dexterity check or take damage equal to the amount of damage you took. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Promised Walk of Peace
Level: 1
School: Transmutation
Classes: Bard, Cleric, Druid, Ranger, Warlock
Casting time: 1 Action
Range: Self (30 Ft Radius)
Duration: 1 Minute
Components: V, S
Description: You hobble all creatures within range. Each affected creature must make a Constitution saving throw, having their speed halved on a failed save. A creature affected by this spell may reattempt the Constitution saving throw at the end of each of its turns, ending the effect on itself on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the DC for the saving throw increases by 1 for each slot level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Protection from Negative Energy
Level: 3
School: Abjuration
Classes: Cleric, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 10 Minutes.
Components: V, S
Description: You protect a creature against negative energy.
For the duration, the willing creature you touch has resistance to necrotic damage, and advantage on saving throws against effects that would reduce its hit point maximum, such as a wight's Life Drain |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Protection from Projectiles
Level: 2
School: Abjuration
Classes: Cleric, Paladin, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a buckler or shield
Description: Protect several creatures from projectile damage.
You touch up to two creatures. A spark fires as you touch either of them, and a soft yellow glow surrounds them. For the duration, these creatures are resistant to nonmagical bludgeoning, piercing, and slashing damage dealt by projectiles and thrown objects.
Also for the Duration, you can use your bonus action and/or reaction to reduce nonmagical projectile damage dealt to one of the creatures by your spellcasting modifier (to a minimum of 0 damage taken) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Protection from Spells
Level: 8
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Hour
Components: V, S, M
Material cost: a diamond worth at least 500 gp, crushed and sprinkled on each target
Description: You raise an aura of magical protection around a number of creatures you choose less than or equal to your spellcasting ability modifier (minimum 1). For the duration, each affected creature has advantage on saving throws against magic and magical effects, and has resistance against damage from magical sources |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Protective Barrier
Level: 1
School: Abjuration
Classes: Wizard, Sorcerer
Casting time: 1 Action
Range: 10 Feet
Duration: Concentration, Up To 1 Minute
Components: V, M
Material cost: a halfbrick
Description: You conjure a wall of force in range measuring five feet tall, one foot thick, and ten feet long for allies to take cover behind. The wall is opaque from one side, of any color you choose. The wall has an AC of 15, 30 hit points, and resistance to piercing and slashing damage from nonmagical weapons.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the height and length of the wall both increase by 5 ft. for each slot level above 1st. When you use a spell slot of 4th level or higher, the duration becomes 1 hour, the spell doesn't require concentration, and the wall's hit point total increases to 50 |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Protector's Mark
Level: 1
School: Abjuration
Classes: Cleric, Paladin, Ranger
Casting time: 1 Bonus Action
Range: 90 Feet
Duration: 1 Hour
Components: V, S, M
Material cost: a lucky trinket representing a god
Description: You choose a creature you can see within range and mystically mark a ward upon it. Until the spell ends, you reduce the damage the targeted creature takes by 1d6, but you take an amount of damage equal to the damage taken by the marked creature minus 1d6 (minimum of 1). The damage dealt to you is the same damage type dealt to the marked creature. If the marked creature drops to 0 hit points while this spell is in effect but not killed outright, you may move the mark to another creature within range. Alternatively, you may cause the marked creature reduced to 0 hit points to be stabilized, ending the spell. If the caster falls unconscious, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 1d6 per spell slot used when rolling for reducing the damage of your marked creature and the damage you take when your marked creature takes damage. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Provoke
Level: 2
School: Enchantment
Classes: Bard
Casting time: 1 Bonus Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a red flag and an air horn
Description: You choose a creature you can see within range. You produce bright red colors and loud noises, magically provoking the target to single you out. If the creature can see or hear you, it must succeed on a Wisdom saving throw or be forced to choose you as the target for any attacks it makes for the duration. Each time the affected creature is hit by a creature other than you, it can reattempt the saving throw, ending the effect on itself on a success.
This spell has no effect on creatures immune to being charmed.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional target for every spell slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Prying Eyes
Level: 5
School: Divination
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: 1 Mile
Duration: 1 Hour
Components: V, S, M
Material cost: A handful of crystal marbles
Description: You create a number of semi-tangible, visible magical orbs (called 'eyes') equal to 1d4 + your spellcasting ability modifier. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.
While in individual eyes are quite fragile, they're small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet, and has a +16 Stealth modifier. It has a Perception (Visual only) modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that would affect your ability to receive visual information about your surroundings. An eye traveling through darkness must find its way by touch.
When you create the eyes, you specify instructions you want them to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the eyes as well, so if you know, for example, what a typical merchant looks like, the eyes do as well.
A sample command: "Surround me at a range of 400 feet and return if you spot any dangerous creatures." The phrase "Surround me" directs the eyes to form an equally spaced, horizontal ring at whatever range you indicate, and then move with you. As eyes return or are destroyed, the rest automatically space themselves to compensate. In the case of this sample command, an eye returns only if it spots a creature you would regard as dangerous. A "peasant" that is actually a 'shapchanged' dragon wouldn't trigger an eye's return. Ten eyes can form a ring with a radius of 400 feet and between themselves see everything that crosses the ring.
Another sample command: "Spread out and search the town for Arweth. Follow him for 3 minutes, staying out of sight, and then return." The phrase "spread out" directs the eyes to move away from you in all directions. In this case, each eye would separately follow Arweth for 3 minutes once it spots him.
Other commands that might be useful include having the eyes form a line in a certain manner, making them move at random within a certain range, or having them follow a certain type of creature. The DM is the final judge of the suitability of your directions.
In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye diasppears.
If an eye ever gets more than 1 mile away from you, its instantly ceases to exist. However, your link with the eye is such that you won't know if the eye was destroyed because it wandered out of range or because of some other event,
The eyes exist for up to 1 hour per caster level or until they return to you. 'Dispell Magic' can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Prying Eyes, Greater
Level: 8
School: Divination
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: 1 Mile
Duration: 1 Hour
Components: V, S, M
Material cost: a handful of crystal marbles
Description: This spell functions like prying eyes, except that the eyes can see all things as they actually are, just as if they had true seeing with a range of 120 feet. Thus, they can navigate darkened areas at full normal speed. Also, a greater prying eyes's maximum Perception (visual only) is +25 instead of +15 |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pseudopod Strike
Level: 0
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 5 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a vial of green slime
Description: You momentarily conjure a translucent tendril of corrosive ooze extending from one of your hands and use it to lash at a nearby enemy. Make a melee spell attack against one creature within range. On a hit, the target takes 1d4 bludgeoning damage, plus 1d6 acid damage.
The spell’s bludgeoning and acid damages increase by 1d4 and 1d6, respectively, when you reach 5th level (2d4 and 2d6), 11th level (3d4 and 3d6), and 17th level (4d4 and 4d6). |
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