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Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Psionbolt
Level: 0
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You release a bolt of psionic energy and fire it at the target.
Make a ranged spell attack against a target within range. On a hit, the target takes 1d6 psychic damage. This spells damage increases by 1d4 if you took any damage last round.
At higher levels: When you reach 5th level and again at 11th and 17th levels, the damage for both increases by 1 die. 2d6 and 2d4 at 5th level, 3d6 and 3d4 at 11th level, and 4d6 and 4d4 at 17th level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Psionic Anchor
Level: 2
School: Conjuration
Classes: Wizard
Casting time: 1 Bonus Action
Range: 30 Feet
Duration: Instantaneous
Components: V
Description: You attempt to magnetically pull a creature, using yourself as an anchor point.
Choose a creature within range, that creature must succeed on an Intelligence saving throw or be immediately teleported to an unoccupied space within 5 feet of you.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional creature for each slot level above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Psionic Drain
Level: 3
School: Evocation
Classes: Sorcerer, Warlock
Casting time: 1 Action
Range: 60 Ft
Duration: Instantaneous
Components: V, S, M
Material cost: Tentacle of an Aboleth
Description: Target a creature within range. It must make a Wisdom saving throw, taking 8d6 psychic damage on a failed save, or half as much on a successful one. You gain hit points equal to half of the damage dealt.
This spell has no effect if the target's Intelligence is less than 5.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it deals an extra 1d6 damage for every level above 3rd. When you cast this spell using a spell slot of 6th level or higher, you gain hit points equal to the damage dealt rather than half of the damage dealt. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Psionic Kunai
Level: 0
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You launch a blade that slices the mind. Make a ranged spell attack against the target. On a hit, the target takes 1d10 psychic damage.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Psionic Strike
Level: 0
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, M
Material cost: a weapon
Description: Using willpower alone, you condense the space around your weapon as you attack.
Make an attack with a weapon you are holding against one creature within the spell's range. On a hit, the target takes additional psychic damage equal to your spellcasting ability modifier.
The spell’s damage increases by 1d8 when you reach 5th level (1d8 + your spellcasting modifier), 11th level (2d8 + your spellcasting modifier), and 17th level (3d8 + your spellcasting modifier) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Psionic Ward
Level: 2
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: Reaction
Range: Self
Duration: Instantaneous
Components: S
Description: When you are targeted by a successful attack or spell that deals damage and are about to take damage, you use your reaction use your psychic energy to absorb the damage, up to an amount of 2d6+your spellcasting modifier. Any leftover damage is dealt to your HP.
When you cast this spell using a spell slot of 3nd level or higher, the damage absorbed by this spell increases by 1d6 for each slot level above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Psionova
Level: 1
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: S
Description: You create a psionic shockwave. It strikes a 10 foot radius sphere within range. All creatures in that area must make an Intelligence saving throw. On a failed saving throw, a creature takes 1d12 psychic damage and is knocked prone. On a successful saving throw a creature takes only half as much damage and isn't knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Psybeam
Level: 3
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (60-Foot Line)
Duration: Instantaneous
Components: V
Description: You fire a beam of psionic energy 60 feet long and 5 feet wide from your eyes. Each creature in the line must make an Intelligence saving throw, taking 6d8 psychic damage on a failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Psyblast
Level: 3
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: 150 Ft
Duration: Instantaneous
Components: S
Description: You cause a blast of psionic energy at a point you choose within 150 feet of you. A wave of psionic energy then emanates out from that point in a 20 foot radius sphere that goes around corners. Hostile creatures within that area must make an Intelligence saving throw. On a failure, they take 6d6 psychic damage and are knocked prone. On a successful save, they take half as much damage and are not knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, it deals an additional 1d6 psychic damage for every level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Psyche Drain
Level: 3
School: Necromancy
Classes: Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S
Description: You attempt to siphon life force from a sentient creature to slightly heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 6d4 psychic damage, and the target of this spell must succeed on an Intelligence saving throw. On a failed save, you regain hit points equal to one-quarter the amount of psychic damage dealt, rounded up.
At Higher Levels. When you cast this spell using a spell slot of 4 level or higher, the damage increases by 2d4 for each slot level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Psyche Drain, Variant
Level: 3
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S
Description: You siphon the intelligence as well as some life force from a sentient creature to slightly heal your wounds and fortify your intellect. Make a melee spell attack against a creature within your reach. On a hit, the target takes 5d8 psychic damage, and you regain hit points equal to 1/4 the amount of psychic damage dealt, rounded up.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, psychic damage increases by 1d8 per additional level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Psychic Attack
Level: 0
School: Enchantment
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: S
Description: You attack the mind of a creature within range. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Psychic Hammer
Level: 4
School: Enchantment
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: S
Description: You assault the mind of up to six creatures within range. Each target must make an Intelligence saving throw or take 4d8 psychic damage and be slowed. A slowed creature can make an Intelligence saving throw at the end of each of its turns. On a successful save, it is no longer slowed |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Psychic Missile
Level: 0
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You cast a magical projectile made out of psionic energy, that you fire against a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 psychic damage. If you roll a 6 on the spell's damage dice roll, the target also must succeed on a Wisdom saving throw against your spell save DC or become stunned until the start 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: Psychic Wrath
Level: 9
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a source of light
Description: This spell uses Magic to create small pieces of psychic energy to create lenses that focus light into laser beams that are deadly to even the strongest humans. Smaller pieces droplets are then used as mirrors to redirect the lasers toward the targets. All creatures you choose in 60 feet radius of you must make an Intelligence saving throw. On a failed save, a creature takes 10d6 Psychic damage and 10d6 Radiant damage and is stunned for 1 minute. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Psychokinesis
Level: 0
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: 30 Feet
Duration: Instantaneous
Components: S
Description: You fling an object weighing up to 10 pounds within range towards another point within range. Make a ranged spell attack against one target within the spell's range, dealing 1d4 bludgeoning damage on a hit. Alternatively if you use this spell just to lift objects you can lift up to 30 pounds worth of objects and move them at will within range, or you may lift one Small or Tiny creature that you can see within range. If you attempt to move a creature while using this spell make an ability check with your spellcasting ability contested against the creature’s Strength check. If you win the contest, you can move the creature up to 15 feet in any direction and if the creature wins the contest it isn't moved.
The spell can fling additional objects when you reach higher levels: two objects at 5th level, three objects at 11th level, and four objects at 17th level. You can direct the objects at the same target or at different ones. Make a separate attack roll for each object. This spell can also lift additional weight at higher levels: 50 pounds at 5th level, 100 pounds at 11th level, and 200 pounds at 17th level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Psydarts
Level: 2
School: Conjuration
Classes: Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: You launch four darts of pure psionic energy. Make a ranged spell attack against a target within range for each dart. You may choose the same target or different targets for each dart. A dart deals 1d8 psychic damage on a hit.
At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, it generates two additional darts for each slot level above 2nd. Make new attack rolls for each dart |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Psyshock
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You overload the body of one creature within range with psychic energy. The target must make a Constitution saving throw, taking 4d6 psychic damage on a failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increase by 1d6 for each level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pull of Acherus
Level: 3
School: Evocation
Classes: Warlock
Casting time: 1 Action
Range: 100 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Coils of black leap from the shadows, grasping at people, pulling them in. Choose a point of darkness and a creature within range. They must succeed a Dexterity saving throw, or are pulled up to that point of darkness. While the spell is active, you may use a bonus action to do this again.
Creatures can decide to fail the save, if they wish. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pulling Shade
Level: 2
School: Conjuration
Classes: Cleric, Warlock
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You manifest a whirlpool-like, swirling mass of darkness that ensnares and decays your victims. Choose a point on any level ground within range. For the duration, any creature that begins its turn within 40 feet of this point must succeed on a Strength saving throw or be pulled 20 feet closer to its center. A flying creature has disadvantage on this saving throw.
Any creature that starts its turn within 20 feet of the point, or enters it on its turn, must make a Constitution saving throw. It takes 3d6 necrotic damage on a failure, or half as much on a success.
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 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pulse Grenade
Level: 2
School: Transmutation
Classes: Warlock
Casting time: 1 Action
Range: 60 Feet (10-Foot-Radius)
Duration: Up To 15 Seconds (3 Turns)
Components: S, M
Material cost: A grenade or Palm sized round object worth 5 SP . Component is consumed when spell is cast
Description: Your grenade create a 10-foot-radius sphere of sparking lightning centred on a point within range. The sphere spreads around corners, It lasts for the duration, until you dismiss the spell as a bonus action or you lose concentration. Each target within its area must make a Dexterity saving throw. A creature takes 2d8 Lightning damage on a failed save, or half as much damage on a successful one. Any creatures that ends its turn within the grenade radius must make DC dexterity save or take 3d8 damage. On a successful save the target takes half damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Punishing Pitchfork
Level: 0
School: Conjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: After a quick flourish, you thrust your weapon downward into a small portal. A second portal appears under a creature that you know is within range. In an instant, a magical pitchfork flies upward and strikes the creature. Make a melee spell attack against the target, dealing 1d8 necrotic damage on a hit.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8 |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Purge
Level: 6
School: Evocation
Classes: Cleric, Druid, Paladin, Warlock
Casting time: 1 Action
Range: Self (60-Foot Sphere)
Duration: Instantaneous
Components: V, S, M
Material cost: a translucent crystal worth at least 100gp
Description: You strain a drop of pure divinity from your god or patron, letting the raw power burst out to consume those around you.
All creatures within 60ft (including you) must make Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma saving throws. You cannot exclude creatures in range from Purge by any means. The CR or level of each creature (whichever applies) may influence their saving throws according to the following table:
CR/Level
Effect
Greater than double your level
They have advantage on their saving throws
Greater than your level
They cannot gain disadvantage on their saving throws
Less than half your level (rounded down)
They cannot gain advantage on their saving throws
Less than one-quarter of your level (rounded down)
They have disadvantage on their saving throws
Creatures who fail all six of their saving throws crumble under the weight of divinity and instantly die.
As you cast this spell, you may choose to force the divine power in your favor and increase or decrease the saving throw DC's by 6. If you do so, you gain a level of exhaustion at the end of your turn. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Purge Evil or Good
Level: 9
School: Enchantment
Classes: Cleric, Druid, Warlock
Casting time: 1 Action
Range: 30 Feet
Duration: Special
Components: V, S, M
Material cost: Either an item the target remembers fondly, such as a childhood memento, or a container with some of the target's blood, such as a Lich's phylactery. A creature that is Unaligned or has no alignment cannot be affected by this spell.
Description: Design Note: This spell uses the Enhanced Existence Magic Overhaul homebrew ruleset. As a result, it is meant to be 10th level magic, and is both Enchantment and Abjuration magic. See the ruleset for clarification on what that means before calling the spell overpowered. Please?
(Hold Value 7)
The play to end all plays. When you hold the component of choice within the view of the single target the spell affects and speak aloud in the spell's words, your magic attempts to completely rend the soul of the target of its recent life choices. The target must make a Wisdom saving throw, if it fails its alignment changes to the caster's, changing the target completely down to the core of its being. The way it sees the world abruptly changes, including what it thinks about its own memories and experiences. When it first fails this initial save, it spends a minute Stunned recollecting itself from the incredible disorientation of this altered perspective. Every month after it fails the initial save, the target may reattempt the save, ending the effect on a success. After 3 fails, the change is permanent. Any caster of the same alignment as the original (Including the original caster) can cast the spell again without material components as a 9th level spell, also making the effect permanent. A Wish spell can undo this effect, but the caster of the Wish spell can no longer use Wish ever again. A deity can also end this effect and avoid the consequences of doing so for the obvious reason of being a deity.
Variant
A Variant version of this spell can exist as well that is called Purge Evil AND Good, with the appropriate difference. It destroys the alignment of the creature, making them True Neutral, and unwilling to continue whatever they were doing as their concern changes to simply surviving. It is otherwise identical to the above spell. Only one version should exist in the campaign |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Purity
Level: 9
School: Enchantment
Classes: Cleric
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, M
Material cost: A scale from a good-aligned dragon
Description: By demonstrating that cliches are not always accurate, you convince the gods to give a creature another chance. Choose a creature within range that has a CR of 17 or lower, an int score of 6 or higher, and has an evil alignment. They must make a Wisdom saving throw or have their alignment changed to neutral good. In addition, they now regard you as a friend.
This spell is the bane of a devil's existence, as it steals creatures away from their grasp, so they send retribution your way. When you cast this spell, you must make a Wisdom saving throw. You take 10d10 psychic damage on a failed save, or half as much on a successful one. If you fall unconscious due to this damage, the spell fails, and the creature's alignment is not changed. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Purple Haze
Level: 9
School: Evocation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A glass ampule worth at least 50 gp
Description: The ampule becomes filled with horribly deadly virus that kills indiscriminately. As an action, you cast this spell and select a point within 30 feet to throw the ampule. It then explodes, releasing a purple gas containing the virus, in a 15 foot radius. Any creatures within range of the gas must make a Constitution saving throw. If the creature fails the saving throw, they become infected and begin to decompose. If the creature has less than 100 hit points, they are devoured slowly by the virus and become a pile of organic goo in 30 seconds. If the creature has 100 hit points or more, they take 8d6 poison damage. Creatures that remain within the gas must make the save again and creatures that have already failed the save must make another at disadvantage. Small or tiny creatures that fail the saving throw are devoured and killed instantly. After 1 minute, all traces of the virus are destroyed by any nearby light sources, such as a torch or sunlight. If there is no light to sterilize the area, then the gas will remain within its current space until it is exposed to 1 minute of bright light. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Push
Level: 0
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: S
Description: You blast a creature in range with raw kinetic force. The target must make a Strength save. On a failure, it takes 1d6 force damage and is laterally pushed up to 15 feet in a direction of your choice.
If the target would be pushed into terrain it knows is lethal, such as being pushed into a pool of molten rock or over a sheer cliff, it is granted a Constitution save. On a success, it is pushed no further.
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: Putrid Gale
Level: 4
School: Necromancy
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: Some zombie flesh
Description: Designate a a 40-foot radius, 30-foot high cylinder centered on a point within range. Until the spell ends, a necrotic mist revolves around that area. Any creature other than you which begins its turn in the target area or enters it for the first time on its turn must succeed on a Constitution save or take 4d8 necrotic damage, and its maximum hit points are reduced by half the amount of necrotic damage taken. This reduction to the target's maximum hit points lasts until the target finishes a long rest. A creature's maximum hit points can't be reduced below 1 using this spell. On a successful throw, they take half as much damage and their maximum hit points aren't reduced. This spell has a reversed effect on undead, causing them to instead regain 4d6 hit points.
On each of your turns after you cast this spell, you can use your action to move the gale up to 20 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, damage dealt increases by 1d8 and amount healed by 1d6 for each slot level above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pyre Siphon
Level: 4
School: Transmutation
Classes: Sorcerer
Casting time: 1 Action
Range: 60 Ft.
Duration: Instantaneous
Components: S
Description: You draw the flame or heat from an object or creature within range. If the creature or object is ignited (Such as a torch or a flaming goblin), it is extinguished. If the target is a creature and it is not ignited, it must be a creature who's anatomy involves flame in some way (like a Fire Elemental or a creature made of magma). If such a creature is the target, they must make a Constitution saving throw or take 3d10 fire damage (Or half on a success) and is paralyzed until the start of your next turn. A creature cannot resist this damage even if they have immunity.
When this damage is rolled, you gain HP equal to half the damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Pyroclasmic Unmake
Level: 9
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 8 Hours
Components: V, S, M
Material cost: one ancient red dragon heart worth at least 500 gp, which is consumed by this spell
Description: Legends say the hearts of ancient red dragons still contain their malicious, destructive prowess. A wizard or sorcerer of great aptitude can summon that very power. After chanting a short incantation spoken in dragon tongue, the ancient dragon heart used as a component of this spell shoots a burning ray of light towards the sky and disintegrates into ash. After few seconds, a gargantuan, fiery, draconic form consisting of volcanic magma and flames slowly manifests above the clouds and proceeds to crash upon a single target creature incinerating it on touch and ravaging its surroundings.
One creature in range must make a Constitution saving throw. On a failed save, the target takes 18d10 fire damage and ignites, taking an extra 3d10 fire damage at the end of each of it turns. On a successful save, the target takes only half the initial damage but is still ignited. These magically ignited flames persist for the duration. If the target drops to 0 hit points or dies while ignited in this manner, its body is turned to ash.
Creatures in a 30 foot radius of the target must roll a Constitution saving throw as well. On a failed save, a creature takes 10d10 fire damage and is pushed 20 feet away from the initial target. On a successful save, it only takes half this damage and isn't pushed |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Qin Xi's Eternal Army
Level: 9
School: Transmutation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Minute
Range: 300 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a vessel worth 50,000 gp containing captured essences from an earth, fire, and water elemental; a vial of alchemical quicksilver worth 500 gp, consumed when you use this spell to create soldiers
Description: You call out to powerful spirits of earth, fire, and water. Choose an area of clay, dirt, or mud you can see within range that is no larger than a 50 foot square. On each unoccupied 5-foot square of the area, a terracotta warrior rises from the ground, up to 100 soldiers.
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 1 mile of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The terracotta warriors created by this spell are under your control for 7 days, after which they become inert statues. To maintain control of the army for another 7 days, you must cast this spell on the terracotta warriors again before the current 7 day period ends. This use of the spell reasserts your control over up to 300 soldiers you have created with this spell, rather than creating any new ones. Casting the spell in this way requires no material components.
You can cast the spell in this way past the 7 day limit to reawaken any intact inactive soldiers and place them under your command. When you do so, you only require the vial of quicksilver. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Quadon's intense pain
Level: 9
School: Evocation
Classes: Wizard
Casting time: One Action
Range: 20Ft
Duration: Instant
Components: V, S, M
Material cost: the fang of a venomous snake, and a diagram of the nervous system.
Description: Deal 1d12 damage of each type to each creature within a sphere, cone, cube, or line with size 20 ft. Each creature dealt damage this way gains 1 level of exhaustion for each of their damage immunities |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Quantum Shift
Level: 9
School: Evocation
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: 1 Mile
Duration: Instantaneous
Components: S, M
Material cost: 3 gems worth 1000 or more gp and 5 gold fish
Description: All enemies within a 100-foot-radius sphere centered on a specific target must make a Wisdom saving throw. The sphere spreads around corners. A creature takes 20d6 force damage and 20d6 necrotic damage on a failed save, or half as much on a successful one. After the damage has been dealt, every enemy that took damage from this spell must make another Wisdom saving throw. On a failed save, the creature’s Wisdom and Charisma scores become 1. The creature can’t cast spells or activate magic. The creature does not understand where it is or what happened and is now a purely neutral alignment. This spell damages objects in the area and any loose light items get sucked away into a timeless void |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Quasar
Level: 8
School: Evocation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (90-Foot Radius)
Duration: Instantaneous
Components: V, S
Description: You thrust out your palms in opposite directions and blast out two gigantic lasers of light, sweeping them around in circles. All targets other than you in a 5-foot high, 90-foot radius cylinder centered on you must make a Dexterity saving throw, taking 5d20 radiant damage and becoming blinded for 10 minutes on a failed save, or taking half as much damage and becoming blinded for 1 round on a successful one. Objects and structures automatically fail this saving throw. The entire area becomes bright light until the end of your next turn.
Since you are in the middle of an overwhelming light source, you yourself must make a DC 25 Constitution saving throw, becoming blinded for 10 minutes on a failed save, or for 1 round on a success.
At Higher Levels. When you cast this spell using a spell slot of 9th level, you shield yourself from the quasar's light, making you unable to be blinded by your own casting of this spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Queen's Touch
Level: 3
School: Transmutation
Classes: Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Up To 24 Hours
Components: V, S, M
Material cost: the dismembered hand of a beautiful maiden OR a spellcasting focus worth at least 500 gp
Description: You touch a small, non-magical object and turn it into a magical bomb. If this object is being worn or carried by a creature, the creature can make a Dexterity saving throw against your spellcasting DC to get out of the way. The object does not change in appearance, and there is no way to tell that it is dangerous or magical besides the usage of spells like identify or detect magic. The bomb can be designated to detonate on a timer when a specific condition is met observable from either the object or the caster, or manually by remote detonation using your reaction. This designation must be set as the bomb is being made and cannot be changed later without recasting the spell. When the bomb explodes, all creatures within a 5-foot radius must make a Dexterity saving throw. If they fail, they take 4d8 force damage, or half as much on a success. A creature in direct physical contact with the object has disadvantage on the saving throw and rolls twice the amount of damage die.
The object is not necessarily destroyed in the explosion, and you can expend a spell slot of two levels lower as a bonus action to cause it to re-arm and/or detonate again as long as you have not used Queen's Touch to make another bomb. The bombs lose their potency after a day or when you take an action to dispel them, and you can only have one Queen's Touch active at a time.
At Higher Levels. For every even spell slot over 3rd, the bomb's explosive radius increases by 5 feet, while every odd slot increases the bomb's power by 3d8 |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Quench
Level: 3
School: Transmutation
Classes: Druid, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a drop of water
Description: You extinguish all fires in a 30-foot cube centered on a point you choose within range. Any nonmagical fire is put out automatically, as are magical flames created by a spell of 3rd level or lower. For each spell of 4th level or higher which is creating flame within this area, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell that created the fire ends.
Fire created by a magical item is also doused, and the item becomes unable to produce fire for 1d4 hours. Artifacts are immune to this effect.
Fire-based creatures in the spell's area, such as fire elementals, must make a Constitution saving throw, taking 8d6 cold damage on a failed save or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cube's size increases by 5 feet for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Quick
Level: 5
School: Transmutation
Classes: Bard, Druid, Ranger
Casting time: 1 Action
Range: Self (20-Foot Sphere)
Duration: Concentration, Up To 1 Minute
Components: S
Description: When you cast this spell, you tap into the fabric of time, creating an area of time distortion in a 20-foot radius around you that accelerates your movements. For the duration, you are hasted and perceive the world as if it were moving in slow motion. While inside the area, you gain the following benefits:
You can use a bonus action on each of your turns to teleport to any unoccupied space within the area's range.
You have advantage on Dexterity ability checks and saving throws.
Attacks made against you from outside the aura are made with disadvantage.
You gain an additional action on each of your turns.
If you leave the 20-foot sphere, the spell automatically ends. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Quickbolt
Level: 0
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 30Ft
Duration: Instantaneous
Components: S
Description: A small 6-inch stream of floating liquid with the appearance of silver is created within 30ft of you. It travels towards a target in range. They must make a dexterity saving throw or take 1d6+1 force damage. This bolt is completely and truly silent. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Quicken
Level: 0
School: Enchantment
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: Instantaneous
Components: S, M
Material cost: grains of coffee or another stimulant
Description: Holding the stimulant, you infuse your touch with it's energy. Until the end of your turn, the target's walking speed increases by 10 feet. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Quicksand
Level: 2
School: Transmutation
Classes: Druid, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Minute
Components: V, S
Description: You point at a 10-foot square patch of rock, dirt or sand centered on a point within range. The area becomes quicksand for the duration. Quicksand is difficult terrain. When the quicksand appears, each creature standing in its area must succeed on a Strength saving throw or become restrained. A creature that enters the area or ends its turn there must also succeed on a Strength saving throw or become restrained.
Creatures restrained by the quicksand can use its action to make a Strength check against your spell save DC. On a success, it frees itself. On a failure, it sinks further into the quicksand and has disadvantage on subsequent Strength checks made to escape it, until it escapes. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Quiet Armor
Level: 2
School: Illusion
Classes: Artificer, Bard, Ranger, Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: S, M
Material cost: a pinch of powdered graphite
Description: Remove the stealth disadvantage of your noisy armor by canceling the noise using an illusion of the waveform opposite of the noise. Creatures generally unaffected by illusion will still hear the armor. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Quietus Beam
Level: 3
School: Evocation
Classes: Artificer, Bard, Ranger, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: Point a finger at a creature within range, shooting five thin beams of magical energy at them. If their AC is less than your spellsave DC, they take 1d6 force damage. The beams all strike consecutively, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates one more beam for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Quill Hide
Level: 1
School: Transmutation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Choose one willing creature within range. From their body sprouts magical quills. When moving, the target can attempt to move through a creature’s space. They must make a Dexterity saving throw, or take 2d4 piercing damage. On a success, they must also move up to 5 feet out of the target’s way. A creature can only be forced to make this save once every turn.
At Higher Levels. When cast at 2nd level or higher, the damage increases by 1d4 for every level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Quincy's Epic Hammer
Level: 9
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 500 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a letter "Q" sculpture carved from platinum, worth 1,000 gp
Description: You create a gigantic hammer of force that hovers within range. It lasts for the duration.
When the hammer appears, you make a melee spell attack and apply the results against the AC of each target of your choice within 10 feet of the hammer. On a hit, a target takes 5d10 force damage. If a target is a creature, it must make a Strength saving throw or be pushed up to 15 feet in a direction of your choice and knocked prone.
Until the spell ends, you can use a bonus action on each of your turns to move the hammer up to 40 feet to a spot you can see and repeat this attack against the same area or a different one |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Quincy's Investiture
Level: 8
School: Transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a letter "Q" sculpture shaped from iron, worth 10 gp
Description: Invest in one spell from the following list. Your investiture takes that shape, and you gain the benefits of the invested spell as if you had invested cast it:
investiture of flame
investiture of ice
investiture of green
investiture of sand
investiture of stone
investiture of water
investiture of wind
At Higher Levels. When you cast this spell using 9th level, you gain the benefits of two of the listed spells simultaneously for the duration |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Quintessa's Dweomerdrain
Level: 5
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous And 1 Hour Or Until Expended; See Text
Components: V, S
Description: A magic item you target with a melee spell attack must succeed on a Charisma saving throw; on a failure you drain a pool of raw magic from the magic item and retain it for the purpose of casting spells that have a consumable material component cost. Each casting drains from a single magic item an amount of gold pieces worth of effective consumable material components, dependent on the item's rarity (see table), and renders the item nonmagical.
You may draw from this pool whenever casting a spell that has a consumable material component cost, paying any leftover cost yourself. For example, if you touch a rare magic item you drain an average of 500 gp worth of raw magic with which to cast a spell such as true seeing. Drained magic is retained for 1 hour; any raw magic not spent when the spell's duration expires is wasted.
An item in a creature's possession uses its own Charisma save bonus or its possessor's Charisma save bonus, whichever is higher.
This spell does not work on artifacts.
Magic Item Rarity
Saving Throw Bonus
Die Roll
Common
+2
1d4 × 5 gp
Uncommon
+3
1d4 × 25 gp
Rare
+4
1d10 × 100 gp
Very rare
+5
1d10 × 1,000 gp
Legendary
+6
1d10 × 10,000 g |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Quintessa's Dweomershield
Level: 4
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 24 Hours
Components: V, S, M
Material cost: a piece of jewelry embedded with a diamond worth at least 1,000 gp, to be worn by the warded subject
Description: You touch a willing creature. Until the spell ends, the target ignores the effects of one common magic item, either on hand or specified by name, history, description, or identified by some other manner. Magic weapons still deal damage as a non-magical weapon of the same type. Only one casting of Quintessa's dweomershield can affect a subject at a time; if a second is cast, the first one (if still active) is dispelled.
At Higher Levels. When you cast this spell using a spell slot of 5th level, the target ignores the effects of an uncommon magic item; 6th level ignores the effects of a rare magic item; 7th level ignores the effects of a very rare magic item; 8th level ignores the effects of a legendary magic item; 9th level ignores the effects of an artifact |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Raact'thuul's armor of the dead
Level: 9
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: two humanoid skeletons, which the spell consumes
Description: Bones melt and wrap around your body, giving you an armor class of 18. This armor of bones also give you claws that deal 3d6 plus your spell casting ability modifier (minimum of one) slashing damage, you are also profficint with these claws. If the caster is smaller than medium, their size becomes medium for the spells duration. Every time you kill a creature with these claws, you add +1 to your armor class to a maximum of 25. If you kill 4 creatures with the claws, your size becomes large for the duration and you have advantage on all grapple and push checks for the spells duration. Using your spellcasting ability modifier for the checks instead of strength. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Radar Tracking
Level: 1
School: Divination (Ritual)
Classes: Artificer
Casting time: Action
Range: Self
Duration: 1 Minute
Components: S, M
Material cost: A metal dish, a piece of glass, and 10gp of copper wire
Description: You assemble a small radar device to track creatures in the nearby area. Through a piece of glass, the device communicates the number, location, and size of creatures that are between 15 and 500 feet of you. Only creatures sized medium or larger are detectable, and creatures cannot be detected if you are separated from them by 1 inch of lead, or if the creatures are dead or inanimate (such as a mimic). The information is communicated through slowly blinking dots and is only updated every 6 seconds or at the start of each of your turns.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the device will allow you to differentiate between the following types: beasts, constructs, elementals, and humanoids. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Raddik's Plasmatic Tear
Level: 9
School: Evocation
Classes: Sorcerer
Casting time: 1 Action
Range: Self (75-Foot Line)
Duration: Instantaneous
Components: V, S, M
Material cost: A small piece of the fundamentum of both a red/brass/gold and blue/bronze dragon
Description: You create a 10 foot wide, 75 foot long line of rippling plasma, searing everything in its wake. Everything in the line must make a Constitution saving throw or take 10d6 lightning and 10d6 fire damage, or half on a successful save. Any structure damaged by the beam takes double damage.
Even if you aren't directly touching the beam, it still burns the air around it, and everything within 15 feet of the line, but not touching it, must also make a Constitution saving throw, or take 3d10 fire damage, and half on a successful save. You automatically fail the saving throw, and take an extra 2d10 fire damage.
Anything flammable, including people, damaged by this spell lights on fire, dealing 1d10 Fire damage at the start of your turn, and ends when an action is taken to put it out. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Raddik's Weakest Link
Level: 2
School: Evocation
Classes: Artificer, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a broken chain link
Description: Choose three creatures within 30 feet of eachother, and within range. Make a spell attack against the creature with the lowest armor class. On a hit, this deals 3d4 lightning damage, and all other chosen creatures also take this damage. The creature with the highest armor class targeted by this spell has it reduced by 1, until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional target, and deal an extra 1d4 of damage for every level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Raddik’s Focusing Blast
Level: 6
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Choose a 60 foot radius sphere within range. Everything within that range must make a Constitution Saving Throw or take 3d8 fire and 3d8 lightning damage, or half as much on a success.
If you are still concentrating on the spell, on your next turn, you can use your action to focus the blast. Choose a sphere within the previous blast’s range, with half the range(rounded to the nearest 5) of that blast. This deals the same damage as the last blast, with an additional 1d8 fire and 1d8 lightning damage. You can do this twice, and after the third blast, you lose concentration.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, increase the initial radius by 10 feet, and increase the scaling damage by 1d8 fire or lightning damage(your choice), by every level above 6th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Radiant Absorption
Level: 4
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You raise your hands to the sky, as you begin to absorb the positive energy surrounding everything. You regain hitpoints equal to your casting modifier. On following turns while the spell is still active, you can take another action to regain these hitpoints again. The hitpoints gained increase by 2 while in bright light, 1 while in dim light, by -2 while in darkness, and -50 while in the negative energy plane. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Radiant Armor
Level: 0
School: Abjuration
Classes: Cleric
Casting time: 1 Action
Range: Self
Duration: 1 Round
Components: V, S, M
Material cost: any armor
Description: Your armor is imbued with radiant energy. The first time a creature within 5 feet makes an attack against you while the spell is active takes 1d6 radiant damage and have Disadvantage on the next attack it makes until the start of its next turn.
The damage caused by this spell increases 2d6 radiant at 5th level, 3d6 radiant at 11th level and 4d6 radiant at 17th level. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Radiant Aura
Level: 4
School: Evocation
Classes: Bard, Cleric, Druid, Paladin, Ranger
Casting time: 1 Action
Range: Self (20-Ft Radius)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: Diamond dust worth at least 50 gp
Description: A brilliant light erupts from your hand, rejuvenating your allies and castigating your enemies. For the duration of the spell, you may use your bonus action to cause allies within range to regain hit points equal to 1d6 + your spellcasting ability modifier, and enemies within range must succeed on a Wisdom saving throw or take the same amount of radiant damage. Undead and constructs do not benefit from the healing effect of this spell but are still affected by the damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing and damage increase by 1d6 for every two slot levels above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Radiant Blade
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Special, See Text
Duration: 1 Round
Components: V, M
Material cost: a weapon
Description: You make a weapon attack that rings the target in radiant flames. As part of the action used to cast this spell, you must make a melee spell attack with a weapon against one creature within the weapon's melee attack reach, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in rings of radiant flame until the start of your next turn. If the target willingly moves before then, it immediately takes 1d6 radiant damage, and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 radiant damage to the target, and the damage the target takes for moving increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Radiant Chains
Level: 5
School: Conjuration
Classes: Cleric, Paladin
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Description: You summon two glowing chains made of light to restrain an aberration, fiend, or undead within the spell’s range. The creature must succeed on a Charisma saving throw or be restrained and incapacitated for the spell’s duration. Additionally, the creature takes 3d10 radiant damage. While the creature is restrained and incapacitated, it must succeed on the saving throw again at the start of its turns. On a failed save, it takes another 3d10 radiant damage. On a successful save, it breaks one of the chains. The spell ends early if the creature breaks all of the chains. If a creature takes 50 or more damage from this spell and isn’t native to the plane you’re on, you can use your reaction to banish it to its home plane.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of chains created increases by one for each slot above 5th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Radiant Death
Level: 3
School: Evocation
Classes: Artificer, Cleric, Paladin
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a bloodied tuning fork
Description: You conjure the power of the positive plane, in a much more harmful manner. Roll 8d6; the total is how many hit points of creatures this spell can affect. You can do either of the following to any creature in range, based on how many hitpoints you have to spend.
You can spend any amount to reduce their hitpoint maximum by that amount, as numerous growths wreak havoc over their body. They regain all lost maximum hitpoints after a long rest.
By spending an amount equal to their current hitpoints, you can completely overload them, causing them to explode and die instantly.
Undead, Constructs, and creatures immune to radiant damage cannot be affected by this spell.
At Higher Levels. When cast at 4th level or higher, roll an additional 1d6 for every level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Radiant Flame Blade
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Special, See Text
Duration: 1 Round
Components: V, M
Material cost: a weapon
Description: You make a weapon attack that rings the target in radiant flames. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the weapon's melee attack reach, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in rings of radiant flame until the start of your next turn. If the target willingly moves before then, it immediately takes 1d6 fire damage, and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 fire damage to the target, and the damage the target takes for moving increases by 1d6 fire damage. Both damage rolls increase by 1d6 fire damage at 11th level, and both damage rolls increase by 1d6 fire damage at 17th level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Radiant Flare
Level: 0
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You summon a flare of radiant light that sears your enemies. Choose a point within 60 feet of you. Radiant light bursts from that point in a 5-foot radius, and creatures in range must succeed on a Dexterity saving throw or take 1d6 radiant 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: Radiant Leap
Level: 1
School: Evocation
Classes: Paladin
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: A drop of holy water
Description: Channeling the holy power in your body you use it to propel yourself up to 15 feet horizontally or vertically in a straight line. Upon landing you release the power that allowed you to leap dealing 1d8 Radiant damage to all enemies within 10 feet of where you landed.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 and the distance you can travel increases by 5 feet for each slot level above 1st |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Radiant Pulse
Level: 3
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A Star Rose Quartz worth at least 100gp
Description: You channel divine power directly down from the heavens on a target or a point in range.
Radiant energy explodes from the targeted point, striking all hostile creatures within a 15 foot radius sphere. Each target struck must make a Wisdom saving throw. A creature takes 8d6 Radiant damage on a failed save, or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each level above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Radiant Shield
Level: 1
School: Abjuration
Classes: Cleric, Druid
Casting time: 1 Reaction, Which You Take When You Are Hit By An Attack
Range: Self
Duration: Concentration, Up To 1 Minute.
Components: V, S
Description: You invoke a shield made of pure radiant energy to protect you from harm. The shield envelops your body like a translucent aura and sheds dim light in a 10-foot radius. For the duration, the shield provides you with total cover.
The shield has a number of hit points equal to 10 + your spellcasting ability modifier and resistance to necrotic damage. Whenever an attack or other effect would deal damage to you, including the triggering attack, any damage is dealt to the shield instead; other effects, such as conditions or forced movement, are applied to you as normal. The spell ends if the shield is reduced to 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the shield gains an additional 10 hit points for each slot level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Radiant Song
Level: 0
School: Abjuration
Classes: Bard
Casting time: 1 Action
Range: Touch
Duration: 1 Round
Components: V, S
Description: You touch a creature and cause an eerie song to play, warding away danger.
The creature you touch has advantage on saving throws until the start of your next turn. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Radiant Splash
Level: 2
School: Evocation
Classes: Paladin
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Round
Components: V, S, M
Material cost: a few drops of water
Description: Your faith empowers a wave of moisture in the atmosphere to aid you in combat.
As part of the action used to cast this spell, the enemy must make a constitution saving throw vs your spell DC. If the target fails, the light refracting throughout the water vapor refracts light dealing 2d6 Radiant damage & blinds the target until the start of your next turn. If they succeed on the save, then they take only half of the damage and are not blinded.
The radiant damage increases by 1d6 for each level above second.
This is a Deeper Connection spell granted by completing the Trial of Lions for the patron Voltron, The 5 Faced King. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Radiant Strike
Level: 0
School: Evocation
Classes: Cleric, Sorcerer, Warlock
Casting time: 1 Action
Range: 5 Feet
Duration: Instantaneous
Components: V, M
Material cost: a weapon
Description: You imbue your weapon with radiant energy, glowing with radiant flames and striking your foes with the power of your will or faith. Make one weapon attack. On a hit, you deal the weapon's normal damage die in radiant damage and you add your spellcasting modifier to the damage roll. If the creature is an undead or fiend, you add a 1d6 to the damage dealt.
This spell's damage increases to 1d6 (2d6) when you reach 5th level on top of the spellcasting modifier, 2d6 (3d6) at 11th level, and 3d6 (4d6) at 17th level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Radiant Strike, Variant
Level: 0
School: Evocation
Classes: Cleric, Sorcerer, Warlock
Casting time: 1 Action
Range: 5 Feet
Duration: 1 Round
Components: V, M
Material cost: a weapon
Description: You imbue your weapon with radiant energy, glowing with radiant flames and striking your foes with the power of your will or faith. Make melee spell attack. On a hit, you deal the weapons normal damage and you add your spellcasting modifier to the damage roll. If the creature is an undead or fiend, you add a 1d6 to the damage dealt and it has disdvantage in attack rolls against the caster until the end of his next turn, as radiant flames purify their flesh and bones.
This spell's damage increases to 1d6 (2d6) when you reach 5th level on top of the spellcasting modifier, 2d6 (3d6) at 11th level, and 3d6 (4d6) at 17th level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Radiant Swords
Level: 2
School: Conjuration
Classes: Paladin, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S
Description: When you cast this spell, you shoot a glowing-radiant short sword out of your wrist into your hand, while you are holding this weapon you have resistance against necrotic damage, and on a hit, you do 1d8 + 4 radiant slashing damage. If you have no free hand to hold the weapon then it shoots out of your hand and disapires once it toches the ground. If you want, you can dual-wield the short swords.
At Higher Levels. When you cast this spell using a spell slot of 3th level or higher You do an extra 1d8 per extra level you cast this at. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Radiative Shield
Level: 2
School: Abjuration
Classes: Paladin, Wizard, Bard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Minute
Components: S, M
Material cost: a chunk of silver
Description: You cause abjurant energy to radiate from an ally, granting them greater protection.
Target one willing creature within range that you can see. The creature's AC increases by 2 for the duration.
In addition, when the spell is cast, the target creature may choose up to four willing creatures within 15ft of itself that it can see. Each affected creature's AC increases by 1 for the duration |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Ragnarok
Level: 9
School: Conjuration (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: 8 model swords costing at least 100 gp each, burning torch
Description: You conjure 1d8 giant flaming swords that fall on an equal amount of enemies that you choose after you roll, dealing 3d10 piercing damage plus 3d8 fire damage. You can choose to make all the swords fall on creature if that creature is huge or larger, each sword dealing its normal damage |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Ragnaul's Rewritten History
Level: 4
School: Abjuration
Classes: Wizard
Casting time: 1 Reaction, At The End Of A Creatures Turn
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a timepiece with winding capabilities
Description: You tamper with an event from within the last couple of seconds, potentially changing the outcome.
You can cast this spell at the end of another creature's turn, after any other effects that apply at the end of its turn. Choose one attack roll or saving throw that that creature made during that turn.
The events are reset to the moment they made that roll. That creature makes that roll again, with the same modifiers as before, and gains your choice of either advantage or disadvantage on the reroll. All creatures involved remember how it played out before the spell was cast.
At the beginning of your next turn, you take 1d12 Psychic Damage for the stress on the timeline. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Ragnaul's Systematic Surge
Level: 2
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a broken mirror
Description: You momentary lapse the concentration of a target, influencing them to be manipulated by your whim for a short time. Force a target to make a Wisdom saving throw, on a failed save, the target takes 2d6 Psychic damage, and if it is a spellcaster, drops concentration on a spell of your choosing. The target takes half damage and does not lose concentration on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target takes an extra 1d6 psychic damage for each level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Railgun
Level: 1
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 300 Feet
Duration: Instantaneous
Components: S, M
Material cost: a metal piece worth 1 cp such as 1 cp, which the spell consumes
Description: You extend your arm and flick the metal piece at the target. Elemental forces then propel the metal piece towards a creature or object in a flash of light. You make a ranged spell attack against the target. On a hit, the target takes 2d6 piercing damage and 2d6 lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of both the piercing and lightning damage caused by the spell increases by 1d6 each for each level above 1st |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rain Blast
Level: 0
School: Evocation
Classes: Druid
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: Hard wind and driving rain descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage and become soaked. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 once you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rain of Fiery Blades
Level: 5
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 300 Feet
Duration: Instantaneous
Components: S
Description: A flurry of flaming enchanted swords falls from above onto a location you specify. Each creature in a 30-foot-radius, 60-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 2d12 fire damage and 2d12 slashing damage on a failed save, or half as much damage on a successful one. These swords remain implanted in the ground for a number of rounds equal to your spellcasting modifier, and can be used by friendly creatures, dealing 1d12 fire damage on a hit. If an unfriendly creature attempts to use such a weapon, they take 2d12 fire damage and the sword disappears.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the slashing damage (your choice) increases by 1d12 for each slot level above 5th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Raise Ally
Level: 0
School: Necromancy
Classes: Bard, Cleric, Druid
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute.
Components: V, S
Description: You touch a living creature that has 0 hit points and infuse it with unstable necrotic energies to restore them to 1 hit point. At the end of the spell's duration, the creature immediately takes 1 point of necrotic damage. If the creature is already unconscious when the spell ends, it instead immediately suffers one failed death saving throw.
You can choose to instead end the spell and absorb the shock of the necrotic energies fading, in which case the original target does not lose any hitpoints and you instead take 1d4 necrotic damage from the strain of infusing your own vitality into the target.
This spell has no effect on undead or constructs. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Raise Flesh
Level: 1
School: Necromancy
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 4 Hours
Components: V, S, M
Material cost: a piece of a corpse, which the spell consumes
Description: You touch a piece of flesh and bone from a corpse, transforming and creating a little flesh mound that looks like a mini lesser ghoul. This flesh mound lasts 4 hours. It only reacts on voice commands and will start acting on its own if given no command is given, defending itself against threats and attacking any non-undead in its range. The flesh mound will obey your commands to the best of its ability. Its statistics are listed towards the bottom of the page.
After the 4 hours, the flesh mound falls apart back into a pile of dead meat. To maintain the creature for another 4 hours, you must cast this spell on the creature before the current 4-hour period ends.
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, you can create one additional flesh mound and maintain an additional flesh mound for each spell slot above 1st.
Tiny undead, chaotic evil
Armor Class 9 (natural armor)
Hit Points 10 (3d6)
Speed 15 ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1)
14 (+2)
12 (+1)
6 (-2)
6 (-2)
4 (-3)
Skills —Damage Resistances radiantDamage Immunities necrotic
Senses blindsight 60 ft.
Languages common
Challenge 1/4 (50 XP)
Sense life: The flesh mound can sense life around it. It has advantage in Wisdom (Perception) checks when tracking a creature that is not undead, plant or construct type. But it has disadvantage in checks to track objects, constructs, undead or plants
Consume Flesh: The flesh mound can consume a pound of meat as an action to regain hit points equal to 1d8 + Constitution modifier.
Undead Horde: When an allied undead is within 5 feet of a flesh mound, it gets advantage on attack rolls.
ACTIONS
Ram. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Raise Ghoul
Level: 2
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 10 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: a bit of rotted flesh
Description: You can raise a ghoul giving life to corpse of any small or medium sized creature. The ghoul is mindless, and cannot act if you are unconscious or otherwise unable to take actions. The ghoul will perform any command you give it to the best of it’s ability, even sacrificing itself, until you give it another command. In combat, the ghoul always acts during your turn, either before or after your actions as you choose. After 1 minute the ghoul will fall apart and turn to dust, You can only have one ghoul active at any given time by this spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Raise Mount
Level: 2
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Minutes
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: the corpse of a large creature or one large pile of bones, which the spell consumes.
Description: The pile of bones or corpse is engulfed in black flames; the smoke forming the body of the risen mount. You decide the mount's appearance though regardless the mount retains a look of undeath indicating its undead nature.
The risen mount is a Large creature that uses the statistics of the warhorse though it is an undead instead of a beast.
Your mount responds to verbal commands and can understand any language that you speak.
When your mount drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your mount at any time as an action, causing it to disappear in a plume of black smoke. In either case, casting this spell again heals your risen mount, restoring it to its hit point maximum.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can instead choose to have your risen mount use the statistics of a Pegasus . If you cast this spell using a spell slot of 6th level or higher, you can instead choose to have your risen mount use the statics of a Nightmare. You may cast this spell, using a spell slot of 4th level, on an already risen mount (from this spell) to have it change forms. Doing so restores the mount to its hit point maximum |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Raise Undead
Level: 1
School: Necromancy (Ritual)
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 20 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A drop of blood
Description: Raise undead is a spell that finds itself being invented over and over again, by novice necromancers who have no idea how to necromance and are just pointing random magic at corpses to try and get them to move. By the time a budding necromancer develops this spell, his true nature is revealed in whether he is too terrified to continue, or whether he will instead plough deeper into the arts of the postmortem.
You use the necromantic arts for their most intended purpose of raising the undead. Target a pile of bones or corpse of a Medium or Small humanoid within range. The target is raised as a skeleton if it was a pile of bones, or a zombie if it was a corpse. The GM has the creature's game statistics.
The creature is friendly to you and your companions, though it will not respond to any commands it is given. It will defend itself against all creatures other than you for the duration of one hour, doing absolutely nothing otherwise. While an undead you have created is in this state, it becomes a valid target for animate dead.
When this effect ends, the undead becomes a wild undead and will very likely be hostile to you and your companions.
Instead of animating a new undead, you may cast this spell to reassert non-hostility over an undead that you have previously reanimated. This effect lasts for 1 hour.
If the target has an Intelligence score of 4 or higher, it may make a Charisma saving throw to resist the effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may target 1 additional corpse or pile of bones, or reassert non-hostility over 1 additional undead, for every level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Raise/Sink Island
Level: 9
School: Transmutation
Classes: Cleric, Druid, Sorcerer, Wizard
Casting time: 8 Hours
Range: 1 Mile
Duration: Instantaneous
Components: V, S, M
Material cost: amethysts worth at least 5000 gp, which the spell consumes
Description: Raise Island.
Choose a point you can see within range, which must be on a body of water. A 100-foot radius island emerges from the water with the terrain and features of of your choice; alternatively if an existing land area is within range you can extend it by linking the island you create to that landmass which can include another island. Upon completion of this spell, the island becomes a permanent part of the landscape.
Sink Island.
Choose a point you can see within range, which must be on land bordering water. A 100-foot radius area of that land sinks to the bottom of the bordering water, where it will settle. Upon completion of this spell, that effect becomes a permanent of the landscape. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Raksha's Wash Cycle
Level: 3
School: Conjuration (Ritual)
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 24 Hours
Components: V, S, M
Material cost: a cup of water, which is consumed by the spell
Description: Developed by Raksha the Kobold Wizard when she kept finding cursed items, she came up with the following spell. It employs various chaotic forces to function, which makes it inherently risky to use on valuable items.
Using a summoning circle inscribed upon a suitably sized surface for the item to be sent through the wash, the caster makes contact with a realm of purity and cleanliness. Giving them instructions, the item within the circle is teleported to said dimension for cleansing, which will always take 24 hours. Upon conclusion, the caster will need to make an Intelligence (Arcana) check to determine how well their instructions were interpreted:
Natural 1: The item is returned as a very fine powder or dust, having been ground down to its purest form.
1-2: The item is returned as it was, save for the fact that if it previously held an enchantment, it is now a mundane item.
3-7: The item is misplaced, and teleported to a random location within the world. Roll 1d100 on the teleport destination table to determine where it ends up relative to the spot you cast this spell.
8-12: The item returns unchanged, save for the fact it is now covered in filth. Using the item requires a DC 8 Constitution check or the creature will gag at the smell, wasting the action or bonus action used for the item. If the item is worn, the wearer has disadvantage on Charisma skill checks.
13-17: The item is returned, cleaned of all grime and filth.
18+: If the item held a curse when it was submitted to the Wash Cycle, it is no longer a cursed item while retaining any benefits or positive effects it held while also being cleaned.
Natural 20: The item is returned cleaned, and if it held a curse when submitted, the curse is removed while retaining any positive effects. A second, random item is also returned with the one submitted.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, when making the Intelligence (Arcana) skill check to determine results, add +1 to the roll for every spell slot above 3rd. If using a spell slot of 5th level or higher, rolling a natural 1 does not count as an automatic fail, and instead behaves as normal after modifiers are applied. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rancorcall
Level: 2
School: Conjuration
Classes: Sorcerer, Warlock
Casting time: 1 Action
Range: 70Ft.
Duration: Instantaneous
Components: S, M
Material cost: A blue or white gemstone worth at least 25gp
Description: Sends out five scouring skulls made of ghostflame that attack up to two targets of the caster’s choosing. Each skull deals 1d6 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of each skull increases by 1d6 necrotic damage. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Random Spell
Level: 5
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action, Reaction, Or Bonus Action
Range: Depending On The Spell Randomly Cast
Duration: Depending On The Spell Randomly Cast
Components: S, M
Material cost: 100 GP which is consumed and a pair of dice
Description: You cast a random spell from the spell list of the class that you have at the highest level. Roll 1d6 for the level of the spell. Then roll 1d20 for the spell. The first spell on the list gets cast if you roll a 1, the second if you roll a 2 etc.
To Evoke
The caster must roll the actual dice of the material component to evoke the spell, but they do not need to be a d20 and a d6. Any dice will do. If the caster can not reach a pair of dice, this spell can not be cast.
Failure Conditions
The gold is consumed whether the spell succeeds or fails.
If the standard spell list for your class at the level rolled has less than 20 spells, and you roll above the number of spells on the list, this spell fails.
If the spell rolled for requires components more than 50 GP the spell fails.
If the spell rolled for has a casting time more than one action, the spell fails.
Flavor
Note, the gold consumed by the spell is not actually destroyed. It is scattered about the plane in 100 different innocuous places such as dragon hordes, vaults, purses, chests, tilled ground, beggars cups etc.
At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level roll 1d8 for spell level rather than 1d6. When you cast this spell using a spell slot of 9th level roll 1d10 for spell level rather than 1d6, and treat a roll of 10 as a random cantrip. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Random Walk
Level: 5
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Insantaneous
Components: V, S
Description: A creature you can see within range must succeed on a Wisdom saving throw. On a failure, you force them to momentarily blink out of existence. Choose either to roll 5d6 or 7d4.
d6
Direction
1
Down
2
South
3
West
4
East
5
North
6
Up
d4
Direction
1
North
2
East
3
South
4
West
After each die is rolled, the creature is teleported 5 feet in the corresponding direction, reappearing in that space. If the creature would arrive in a space already occupied by another object or creature, they are not teleported and take 4d6 force damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of dice rolled for teleportation increases by one for each slot level above 5th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rapid Acceleration
Level: 1
School: Evocation
Classes: Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: V, S
Description: During Flight, Instantly accelerate to twice your movement speed for one turn
Only to be used during flight as results from ground use can be risky. Rapidly accelerate to twice your movement speed by creating a force of thrust behind you. The Thrust pushes you forward only! and unless you are flying it is extremely difficult to manoeuvre. Results from ground use are at the DM's discretio |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rapture
Level: 8
School: Conjuration
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: 60Ft
Duration: 1 Minute
Components: V, S
Description: At a point you select within range a rip in the Time Vortex appears bleeding pure Astral Energy in a 30-foot long, 10-foot wide line or a sphere of 20-foot radius, the sphere or the line remains until the end of the spells duration.
This area is now considered difficult terrain, any creature that starts or ends its turn in the Vortex must make a Wisdom saving throw on a failed save the creature is afflicted with short term madness for 1d10 minutes. If a creature already has short-term madness he now has long-term madness for 1d10 x 10 hours and if a creature already has long-term madness he or she is made indefinitely mad (Ask the DM to roll from the madness tables on page 259-260 in the Dungeon Masters Guide) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rapture, Variant
Level: 5
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: 30Ft
Duration: Instantaneous
Components: S
Description: with an outstretched arm a ray of light/dark comes for the heavens/depths to smite your opponent.
As an action you can cast this spell at an opponent within range that you can see, the target has to make a Dexterity saving throw; on hit take 10d8 radiant or necrotic half on a save. The surrounding area either becomes a bright white light (range of this light is 80ft) or all the color is sucked into the beam making the entire area dark(range of dark is 80ft)
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher the damage increases by 1d8 for each spell slot above 5th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Raven Bolt
Level: 1
School: Conjuration
Classes: Druid, Ranger, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a pinch of breadcrumbs
Description: Summon a bolt of dark energy in the form of a raven and send it flying at a creature or object within range. Make a ranged spell attack against the target. You gain a +2 bonus on the attack roll if the target is in dim light or darkness. On a hit, the target takes 2d6 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional raven for each slot level above 1st. You can direct the ravens at the same target or at different ones. Make a separate attack roll for each raven.
Based on a similar spell used by the main character of Shadeslinger by Kyle Kirrin |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Raven Slaughter
Level: 0
School: Conjuration
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Special
Duration: Instantaneous
Components: V, S
Description: Dark shadows emerge from your body and create XY shadowy ravens. They follow the raven statblock but damage dealt by them is magical. The ravens are under your complete control and follow your commands to the best of their abilities.
X is half of your level and Y is your spellcasting ability modifier. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Ray of Frog
Level: 2
School: Conjuration
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: Conjure three frogs which you launch at a creature. You can choose to have all frogs hit a single creature, or separate creatures within range. Make an attack roll for each frog. Each frog does 1d4 bludgeoning damage. The frogs disappear upon dealing any amount of damage, or after one minute if no damage is dealt. At 5th level, the amount of frogs increases to 5, and each frog has a chance to poison the creature hit. The affected creature makes a Constitution saving throw against a DC of 11. If the saving throw fails, the creature becomes poisoned. A creature can only be affected by poison in this way once at a time. If the creature becomes poisoned in this way, they take 2d4 poison damage at the start of every turn. At 11th level, the amount of frogs increases to 7. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Ray of Light
Level: 1
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You form a concentrated beam of light infused with holy energy to strike your enemies down with a flash of light. The target must make a Dexterity saving throw, taking 3d6 radiant damage on a failed save, or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the targeted creature takes an additional 1d6 radiant damage for every spell slot above 1st |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Razor Leaf
Level: 3
School: Transmutation
Classes: Druid
Casting time: 1 Action
Range: Self (30-Foot Cone)
Duration: Instantaneous
Components: V, S, M
Material cost: a green leaf
Description: You fling scores of razor-sharp leaves, which fly and cut into all creatures in a 30-foot cone originating from you, but then disappear. Each creature in the area must make a Dexterity saving throw, taking 5d6 slashing damage on a failure, or half that much on a success.
If a creature rolls a 1 or 2 on the d20 for its saving throw, it automatically fails the saving throw and takes double damage from 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: Razor Storm
Level: 1
School: Conjuration
Classes: Artificer, Bard, Ranger, Sorcerer, Warlock
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: A Slashing weapon you are proficient with
Description: As part of the action of casting this spell, make one melee spell attack. All creatures within 15 feet of you with an armor class less than or equal to your attack roll must make a Dexterity saving throw or take 3d10 slashing damage on a failed save, and half as much on a successful one. If the roll is a critical hit, double the damage rolled. If a creature is killed instantly via massive damage from this spell any mundane armor or clothing is also bisected several times in line with their wounds (this includes shields that are being wielded and their weapon if they are receiving a bonus to their AC by wielding it).
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of this spells effect increases by 15 feet and deals 2d10 additional Slashing damage. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Reality Slash
Level: 3
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: You create a large razor-sharp distortion in the fabric of space and hurl away from you in a straight line. A line of distorted energy emanates from a point you can see within range in a line that is 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 5d10 slashing damage on a failed save, or half as much damage on a successful one. The line of energy passes harmlessly through non-magical objects, ignoring non-magical cover.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can either choose to increase the damage by 1d10 or the range by 20 feet for each individual slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rebirth
Level: 6
School: Transmutation
Classes: Druid
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 10 Minutes.
Components: V, S, M
Material cost: shards from a gold dragon’s egg
Description: You are able to de-age a creature back to the moment of its birth.
Depending on the type of creature, this may be a newborn infant, a larva, an egg, or some other form of life.
As part of this spell, make a melee spell attack against a creature. If it hits, the creature must make a Constitution saving throw. If it fails, the creature is incapacitated for 1 minute as it rapidly returns to its youngest possible age. If the creature takes damage during this transformation, the spell ends and the creature reverts to its previous age. This infant creature has commoner statistics, with the following changes: it retains its creature type and alignment, its AC becomes 5, it has 1 hit point, and it has disadvantage on all ability checks, attack rolls, and saving throws.
You may use the following list to determine the creature’s form, but the final determination of what the creature’s youngest form takes should be left to the GM. Similarly, the GM must decide the size of the new creature. If the affected creature is reduced to 0 hit points, the spell ends and the creature reverts to its previous age.
Aberrations revert to a larval form.
Beasts revert to their youngest form. Mammals become infants while arachnids such as spiders or birds such as giant eagles revert to eggs.
Dragons return to eggs.
Fey revert to infancy.
Giants revert to infancy.
Humanoids revert to infancy.
Monstrosities revert to their youngest form. Mammal-like monstrosities become infants while those similar to arachnids or birds such revert to eggs.
Plants revert to seeds.
This spell has no effect on celestials, constructs, elementals, fiends, oozes, or undead as they are born fully-formed and have no pre-adult form.
If you spend the maximum duration (10 minutes) concentrating on this spell, its effects become permanent |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Recite Scripture
Level: 2
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Self (60-Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a book of scriptures for a certain deity or domain of deities
Description: You begin reading from the holy text used as the material component for this spell, your words infused with magic. Each fiend and undead within range must make a Charisma saving throw, getting knocked prone on a failed save for the duration of the spell.
For each creature that failed this save, it must make another Charisma saving throw at the beginning of its next turn, becoming deafened for the duration of the spell on a failed save.
For each creature that failed this save, it must make another Charisma saving throw at the beginning of its next turn, becoming stunned for the duration of the spell on a failed save.
A creature affected by this spell may make saving throws at the beginning of each of its turns, ending the spell on itself on a successful save |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Record Memory
Level: 3
School: Divination (Ritual)
Classes: Wizard
Casting time: 1 Minute
Range: Touch
Duration: Up To 1 Hour
Components: V, S, M
Material cost: An empty book with at least 200 pages
Description: Record Memory allows you to put someone's Memories into a book for you to read. By placing one hand on an unconscious person's skull and another on a book. Their memories become transcribed into written form, at 2 words per minute of memories no further than a year. The spell takes 1 hour and is broken by the person or you getting hurt, the person waking up, or by moving either hand. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Recovery Blade
Level: 3
School: Necromancy
Classes: Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V, S, M
Material cost: A bladed weapon of your choice
Description: You wreathe your blade in the glowing energy of life and death. On a successful attack roll, the weapon deals its normal damage, along with 1d6 necrotic damage. You regain hit points half the amount of necrotic damage you deal, and you can convert this into temporary hit points if your regular hit points are at maximum. If you don't want to get hit points back or temporary hit points you can recover spell slots proportional to the damage you deal. Recovering a spell slot requires you to deal 30 per level of spell slot |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Red-Flame Missile
Level: 0
School: Evocation
Classes: Sorcerer, Druid, Warlock, Wizard, Artificer
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: a ranged weapon and ammunition both worth at least 1 sp
Description: You brandish the weapon used in the spell’s casting and make a ranged attack with it against one creature within the range of your weapon (long-ranged penalties still apply). On a hit, the target suffers the weapon attack’s normal effects, and you can cause red fire to explode from the arrow. Creatures within 5 feet of the target must make a Dexterity saving throw or take fire damage equal to your spellcasting ability modifier.
At Higher Levels. At 5th level, the ranged attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to creatures within 5 feet of the target increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). |
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