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Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spell Blade
Level: 1
School: Conjuration
Classes: Wizard, Sorcerer, Bard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: You conjure a blade of force in your free hand. The blade is similar in size and shape to a short sword, and lasts for the duration. If you let go of the blade, it disappears, but you can conjure the blade again as a bonus action.
You are proficient with the blade and can make melee weapon attacks with it. It is a magic weapon with the light and finesse properties, and it deals 1d6 slashing damage on a hit.
You may cast any spell into the blade that targets one creature and doesn't make a ranged attack roll. You expend the spell slot for that spell, and the spell is held in the blade until either it is released or the blade disappears; only one spell can be held in the blade at a time. If you hit a creature with the blade, the held spell is released: in addition to the normal damage, the target is affected as though you had cast the held spell on it. If it's a concentration spell, its effect lasts until its duration runs out or until the spell blade disappears, whichever happens first |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spell Mastery
Level: 9
School: Abjuration
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Reaction, Which You Take When A Creature Within 120 Feet Of You Casts A Bard, Sorcerer, Warlock, Or Wizard Spell
Range: Self (120-Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V
Description: Asserting your mastery over magic, you take control over all bard, sorcerer, warlock, and wizard spells cast within range. For the duration, whenever such a spell is cast and you are aware of the spell, you can use your reaction to attempt to control it. To do so, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, you can produce one of the following effects.
Backlash. The spell fails and has no effect, and the caster of the spell takes 8d10 force damage which cannot be reduced or ignored by any means.
Change Target. You change the target of the spell. If the spell affects a point or an area, you can change the target to any other point or viable area within range. If the spell affects a creature or a number of creatures, you can choose which creatures they effect. Creatures are treated as friendly or hostile for the purposes of the spell with respect to you, rather than to the caster.
Derange Spell. The spell fails and has no effect, and a wild magic surge occurs. Roll a d6: On a 1-3, the surge affects you. On a 4-6, the surge affects the spell's original caster |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spell Shield
Level: 2
School: Abjuration
Classes: Artificer, Paladin, Wizard
Casting time: 1 Action
Range: 25 Feet
Duration: Concentration, Up 1 Minute
Components: V, S
Description: You choose a willing creature who is within 25 ft of you, and a magical barrier surrounds them until the spell ends. While under the effects of this spell, the target's AC cannot be less than 11 + your spellcasting modifier. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spell Twine
Level: 6
School: Transmutation
Classes: Bard, Cleric, Wizard
Casting time: 1 Minute
Range: Touch
Duration: 1 Hour
Components: V, S, M
Material cost: A red string tied around the caster's wrist, and the target's wrist
Description: Upon casting this spell, you create a magical bond with the target. For the duration, when you cast a spell with a range of "self" or "touch" targeting yourself, the bonded creature may choose to benefit from that spell as well.
At Higher Levels. When you cast this spell using a spell slot of 8th level, the duration increases to 4 hours. When you cast this spell using a spell slot of 9th level, the duration remains as 4 hours, but you may select two separate creatures to benefit from this spell |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spellblade
Level: 1
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration Up To 1 Hour
Components: V, S
Description: You conjure a blade of force in your free hand. The blade is similar in size and shape to a shortsword, and lasts for the duration.
If you let go of the blade, it disappears, but you can conjure the blade again as a bonus action. You are proficient with the blade and can make melee weapon attacks with it. It is a magic weapon with the light and finesse properties, and it deals 1d6 slashing damage on a hit. As a bonus action, you may cast a spell with a range of touch into the blade. The spell is held until it is released or the blade disappears, and only one spell can be held. If you hit a creature with the blade, the held spell is released: in addition to the normal damage, the target is affected as though you had cast the held spell on i |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spellbreaking Smite
Level: 3
School: Evocation
Classes: Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon shines with divine power and deals an extra 3d8 radiant damage to the target, sundering its ability to cast spells. Until the spell ends, the creature has disadvantage on concentration checks, and whenever the creature attempts to cast a spell, it must make an ability check using its spellcasting ability modifier against a DC of 10 + the spell's level. On a failure, the spell fails and is wasted with no effect.
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: Spelled
Level: 9
School: Conjuration
Classes: Bard, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V
Description: You spell the name of a creature and bring it into existence. The creature must have a name you know and its CR cannot be higher than 20. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spellfire
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 10 Minutes
Components: V, S, M
Material cost: A pinch of ash
Description: You conjure bluish-white arcane fire in the palm of your hand. While holding this, the flames shed bright light for 10 feet and sheds dim light in an additional 10 feet. Objects ignited with this spell last as long as the duration. The spell ends if you dismiss it as an action or if you cast it again.
You can also make a ranged attack by hurling the flame at a creature within 60 feet. On a hit, the target takes 1d4 fire damage and is considered ignited by the spell. At the start of each of an ignited creature's turns, they can make a Constitution saving throw. On a failure, they are considered to still be lit. On a success, the target is no longer ignited or lit. At the end of a lit creature's turn, they take 1d4 fire damage.
The damage of this spell increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4). The igniting effects of the spell also increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spellstrike
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Round
Components: V, M
Material cost: a weapon
Description: You charge your weapon with the power of your magic, making it easier for you to wield. You're able to use the weapon just as easily as your spells.
When you attack with the weapon used as the material component for this spell, you may use your spellcasting ability modifier, instead of your Strength or Dexterity, for the attack and damage rolls. The weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spellwise Aura
Level: 8
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (30-Foot Radius)
Duration: Concentration, Up To 10 Minutes
Components: V
Description: You radiate raw arcane power, enhancing the spells of other spellcasters like some sort of arcane dynamo. Until the spell ends, the aura moves with you, centered on you. Whenever a nonhostile creature in the aura (including you) casts a spell that deals damage, it adds your casting ability modifier to the first damage roll it makes as part of that spell. Additionally, you can use a bonus action to grant one creature in the aura (including you) a +2 bonus to spell attack rolls and a +2 bonus to the save DCs of its spells until the end of your next turn |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Sphere of Awareness
Level: 6
School: Divination
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: Self (30-Foot Sphere)
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a magnifying glass
Description: You close your senses and project your awareness into the space around you, blinding and deafening you but granting you 30-foot radius sphere of blindsight centered on you. As a bonus action on your turn while you are blinded and deafened, you may move the center of this sphere of blindsight up to 60 feet away from you. Regardless of whether you move it or not, the sphere of blindsight moves with you. For every 10 feet you move the sphere away from you, its maximum size decreases by 5 feet. Moving the sphere closer to you increases its size by the same amount.
Within the blindsight created by this spell, you can perceive everything within the sphere as if with all your senses, able to discern fine details with supernatural precision. A thin sheet of lead blocks the perception created by the sphere of awareness.
Creatures with truesight and creatures in the ethereal plane perceive the sphere as a misty spotlight.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum size of the sphere increases by 5 feet and the range it can be away from you increases by 10 feet for each slot level above 6th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Sphere of Simulated Antimagic
Level: 5
School: Conjuration
Classes: Cleric, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: any gemstone worth at least 50 gp, which the spell consumes
Description: Originating from one point you can see within range, a glowing emerald 10-foot-radius sphere spawns. Within this sphere you create, the effects of anti-magic are simulated through magic. Any elementals or fey, magical affects, and magic items cannot enter the sphere after it is formed. You can choose for you and objects on your person to be unaffected by this spell.
If an elemental or fey starts its turn in the sphere, it must make a Charisma saving throw. On a failure, it takes 4d6 force damage and is pushed to the nearest space outside the sphere. On a success, it takes half damage and is not pushed.
Any magical effects within the sphere are affected as if by dispel magic, when it is cast as a 3rd level spell.
If a creature has magic items on its person that aren't carried, it must make a Strength saving throw. On a failure, those carried items fly off its person to the nearest space outside the sphere. On a success, the magic item is retained on the creature's person, but the creature cannot benefit from the item's magic effects |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Sphere of Warded Repulsion
Level: 6
School: Abjuration
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action Or Reaction
Range: Self (10 Foot Radius Sphere)
Duration: 1 Hour Or Until Dispelled
Components: V, S, M
Material cost: A blue sapphire, a green emerald, and a red ruby worth at least 500gp each
Description: You create a magical sphere of force energy around you that moves with you. No creature, object, spell, gaze, or breath weapon may enter or leave the sphere unless the caster decides otherwise. The sphere is immune to the damage from all nonmagical attacks and resistant to the damage of all magical attacks, spells, gazes, and breath weapons. If a spell or breath weapon hits the sphere, it splashes against it causing a flash of pale blue light where it struck the sphere but will continue to do its normal effects to everything outside it. Projectile weapons and melee attacks bounce off of the sphere causing a flash of pale blue light where it struck. The sphere has hitpoints equal to the caster's hitpoints and can regain 1d12 + the caster's level each round if the caster concentrates on it.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the range of the sphere increases by 5 feet, the duration increases by 1 hour, and the damage the sphere can recover increases by 1d12 damage every round for each level above 6th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spike Grenade
Level: 2
School: Transmutation
Classes: Ranger
Casting time: 1 Action
Range: 60Ft (15-Foot Cone)
Duration: Up To 15 Seconds (3 Turns)
Components: S, M
Material cost: A grenade or Hatchet sized metallic rod worth 5 SP. Component is consumed when spell is cast
Description: You throw a Stick like grenade that stick to any surface air to create a cone that shoots forward and then disappear. Each target in a 15-foot cone must succeed on a Dexterity saving throw. A target takes 2d8 damage on a failed save, or half as much damage on a successful one. The damage type is lightning damage. Any target that ends its turn within the grenade radius must make DC Dexterity save or take 3d8 damage. On a successful save the creature 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: Spike Stones
Level: 4
School: Transmutation
Classes: Druid
Casting time: 1 Action
Range: 120Ft
Duration: 4 Hours
Components: V, S, M
Material cost: a piece of sharpened stone
Description: Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s 20ft square area moves at half speed.
In addition, each creature moving through the area takes 1d8 piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Dexterity saving throw against to your spell DC to avoid injuries to their feet and legs. A failed save causes the creature’s speed half their normal speed for 24 hours or until the injured creature receives magical healing. Alternatively, characters can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Wisdom (Medicine) skill check against your spell DC.
Spike stones is a magical trap that has to be perceived by a Wisdom (Perception) skill check against your spell DC to notice it.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher, increase the duration by 1 hour per spell slot above 4th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spin Attack
Level: 1
School: Evocation
Classes: Ranger, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: Instantaneous
Components: V, M
Material cost: a weapon
Description: You brandish the weapon used in the spell's casting and whirl around in circles, striking foes all around. Make a melee weapon attack, affecting all creatures within range. On a hit, a creature suffers the weapon's normal effects, and takes an additional 1d6 damage of the weapon's damage type.
You may cast this spell as if it had a casting time of 2 actions. In doing so, you may increase its range to 10 feet or increase its damage by 1d6, as decided when you make the attack roll.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your weapon attack inflicts an extra 1d6 force damage for each slot level above 1st |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spiraling Overgrowth
Level: 4
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: 50 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a dulled sickle, and an ivy seed
Description: As you brandish the sickle and throw the seed to a spot within range, a 20 foot radius bush explodes into being. Creatures inside the range must make a Dexterity saving throw, or take 3d6 piercing damage, and be forced out of the bush. It has an AC of 12 and 60 hitpoints, it and the vines it creates vanishing when it dies.
As a bonus action while the bush still lives, you may create up to 5 5-foot squares of vines and plants, which must either be connected to the bush or other squares made in this way. These areas count as difficult terrain, and when someone enters or ends their turn in the area, they must make a Dexterity save or take 2d4 piercing damage.
The bush and it's vines persist after the spell ends, so long as the bush doesn't die.
At Higher Levels. When cast at 5th level or higher, the AC of the bush increases by 1, it's hitpoints increase by 5, and the amount of squares you can create at a time increases by 1 for every level above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spirit Bird
Level: 9
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: Self
Duration: 2 Hours
Components: V, S, M
Material cost: a bird's feather worth at least 500gp
Description: In order to cast this spell, you must spread your arms open while clutching the feather in one of your hands. Once done so, the feather leaves your hand, instantly transforming into the "Spirit Bird", a giant eagle with golden feathers and a mystifying, almost holy appearance. Once it has appeared, the Spirit Bird imbues you with its power, allowing you to immediately gain 30 temporary Hit Points. Until the duration, weapons you use deal an extra 5d12 slashing damage, gain the Light and Reach properties, and have an extra range of 20 feet. Two-Handed weapons you use lose the Heavy property and gain the Versatile property. Finally, you gain 300 feet of walking speed. The slashing damage from this spell is unaffected by a creature's damage immunities. After the spell's duration ends, you enter the 4th level of exhaustion and become incapacitated until combat ends |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spirit Excalibur
Level: 1
School: Evocation
Classes: Cleric, Paladin, Warlock
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You cause energy to circle around your arm in the form of a massive energy blade. The blade is similar in size and shape to a longsword, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack against a creature within range. The blade can extend itself in length to hit enemies up to 30 feet, dealing 2d6 slashing damage on a hit.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increase by 1d6. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spirit Maelstrom
Level: 9
School: Necromancy
Classes: Wizard
Casting time: 1 Action
Range: 200 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You call forth a large mass of malevolent spirits, invoking their fury to create a vast maelstrom that destroys all in it's wake. A swirling maelstrom of spirits appears in a a 40-foot radius centered on a point you can see within range. Any creature that starts it's turn within the maelstrom's area must make a Wisdom saving throw. On a failed save a creature takes 15d8 necrotic damage and 15d8 force damage. On a successful save they take half as much damage. Until the spell ends you can use your bonus action to move the maelstrom up to 30 feet in any direction on the ground. Any creature the maelstrom passes through must make the saving throw against the maelstrom's damage.
Any creature that is outside the maelstrom's area but is within 40 feet of it must make a Wisdom saving throw. On a failed save they become frightened of the maelstrom. A creature that cannot see automatically passes their saving throw. While frightened of the maelstrom, a creature must take the Dash action and move away from the maelstrom by the safest available route on each of its turns, unless there is nowhere to move. Regardless if they succeed or fail creatures can't move closer to the maelstrom |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spiritual Arsenal
Level: 3
School: Transmutation
Classes: Paladin
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, M
Material cost: a small patch or bar of metal
Description: You present the small piece of metal that folds into the shape of your deity's holy symbol as you finish speaking the holy powered words. For the duration of the spell, you have the following benefits.
Wargod Armament: If your weapon & shield (or armor if you have no shield) are not magical, they become +1 items (no effect for any item that is already naturally magical). Your weapon now deals your choice of a bonus 1d10 of radiant or force damage.
Blessed Armament: You may choose to activate this function of the spell with a bonus action. You have a number of uses of this power, during the spell duration, equal to your proficiency modifier. This ability allows the user to melee attack an ally and heal them by an amount equal to the damage they would have dealt. (During the spell duration, the Wargod and Blessed Armament effects have an either or relationship.)
At Higher Levels.
When you cast this spell using a spell slot of 4th or 5th level, the weapon & armor magic bonuses increase by 1 & the radiant or force damage from Wargod Armament increases by 1d10 to +2 & 2d10 for the first attack each turn.
At 6th or 7th level The effects of Wargod & Blessed Armament can both be used upon casting the spell. the weapon & armor magic bonuses increase by 1 & the radiant or force damage from Wargod Armament increases by 1d10 to +3 & 3d10 for the first attack each turn. Blessed Armament can be used a number of times equal to your proficiency modifier + 2.
At 8th level, the effects of Wargod and Blessed Armament are no longer separate functions. the weapon & armor magic bonuses remain +3, but now can be +3 to a weapon, +3 to a shield, and +3 to armor. If this bonus is greater than what your items already have, then this replaces those bonuses for the duration & the radiant or force damage from Wargod Armament increases by 1d10 to 4d10 for all melee attacks. Blessed Armament can be used a number of times equal to the level of the spellslot spent to cast it + 1 |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spiritual Transcendence
Level: 6
School: Transmutation
Classes: Cleric, Druid, Sorcerer, Warlock
Casting time: 1 Hour
Range: Self
Duration: Up To 8 Hour
Components: V
Description: Due to your experiences and difficulties that you have lived, you have managed to obtain a small transcendence in magic which has granted you benefits and abilities. Which are:
-You are resistant to poison damage and necrotic damage.
-Spectral wings appear on your back, giving you a flight speed of 40 feet.
-Your skin takes on a rough appearance, you gain a +3 bonus to AC.
-All of your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for attack and damage rolls.
-You are immune to the poisoned, frightened, and charmed condition.
-You manage to summon 8 spectral hands that can be used as a magic hand.
-Your spectral hands have a range of 40 feet.
-Your spectral hands within the range of 40 feet, as a bonus action you can subdue your opponents with a grapple and they must make a strength saving throw with disadvantage, if you fail you will be subdued for 2 rounds.
-Within 30 feet your allies have advantage on saving throws.
-You gain an aura of magical protection around you and allies within 40 feet, while in this aura you have save advantage against magic and magical effects, and you have resistance against damage from magical sources |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spiteful Gaze
Level: 0
School: Divination
Classes: Bard, Cleric, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Round
Components: S
Description: Peering only a short period into the future, you prepare for a coming attack, and become covered in a transparent veil as your eyes turn a deep black. Upon the future attack coming to fruition, and you take damage from an enemy that you can see before your next turn, make a spell attack roll against the attacker. On a hit, a blast of force slams into the assailant dealing 2d10 force damage. Should you deal more damage to the assailant than they did to you, they must make a Wisdom saving throw against the difference in damage dealt. On a failure, they become frightened.
At Higher Levels. This spell's damage increases by 1d10 at 5th level (3d10), 11th level (4d10), and 17th level (5d10). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Split
Level: 2
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Round
Components: S, M
Description: Until the start of your next turn, your body and all of its equipment splits apart into a cloud of floating, sentient, and gooey particles of slightly less collective mass than your normal body. The cloud moves as one creature, but creatures and mundane objects pass right through these particles without effect. While in this form, you have the following features and restrictions:
You cannot perform any actions, bonus actions, or reactions.
You have a flying speed equal to your base walking speed, and while using this speed your movement does not provoke opportunity attacks.
You can move through any space as small as 1 inch wide without squeezing. You can move through the space of any creature does not completely fill its space, and other creatures can similarly move through your space.
You have resistance to bludgeoning, piercing, and slashing damage.
You are considered an ooze instead of a humanoid, or whatever your type would normally be.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, its duration increases to 1 minute. You can use your action to Dash or Dodge, but otherwise your actions in this form have the same restrictions |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Split Causality
Level: 4
School: Illusion
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: Using the Astral Energy that flows around all creatures you can temporarily split the conscious mind from the instinctual mind.
All creatures within a 10-foot radius of a point in range must make a Wisdom saving throw, any creature that fails its save must on its next turn attack the closest creature to it, friend or foe. If a creature fails the save it can break the spell by taking 5d8 psychic damage |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Splitbolt
Level: 0
School: Evocation
Classes: Artificer, Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: Two bolts of arcane energy appear at your finger tips and strike a creature in range. Make two ranged spell attacks against the target. On a hit, the target takes 1d4 force damage. If the creature is behind cover, the bolts ignores cover as long as there is a direct path to the creature within range.
At Higher Levels. Both bolts' damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Splitting Chords
Level: 0
School: Transmutation
Classes: Bard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, M
Material cost: a musical instrument worth at least 1cp, or a trained singing voice
Description: You magically imbue a portion of the soundwaves coming from your music, causing damage to an enemy. Select a creature within range that can hear you. That creature must succeed on a Constitution saving throw, or take 2d4 thunder damage and become deafened until the end of your next turn. Creatures that have a special trait that strengthens their hearing, such as keen senses, make this save with disadvantage. The music created while casting this spell is loud enough to be heard from 100 feet away.
This spell's damage increases by 2d4 when you reach 5th (4d4), 11th (6d4), and 17th level (8d4). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Splitting Orb
Level: 4
School: Evocation
Classes: Warlock
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You conjure a sphere of vile, life-sapping energy and hurl it at a creature or object in range. Make a spell attack against the target. On a hit, the target takes 4d6 force damage.
Regardless whether you hit or miss, the orb splits apart into smaller segments which fly at creatures within a 60 foot radius of the intended target. Each creature in this radius, including the target if it is a creature, must succeed on a Dexterity saving throw or take 4d6 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d6 for each spell slot level above 5th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spore
Level: 2
School: Conjuration
Classes: Druid, Ranger
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Hour
Components: S, M
Material cost: a mushroom cap
Description: You fling a magical fungal spore at a creature or object you can see within range. Make a ranged spell attack against the target; a willing creature can choose to let this attack hit it automatically. On a hit, the spore is stuck to the target for the duration or until someone takes an action to scrape it off, ending the spell. The target is unaware of the spore, but feels an itching sensation originating from it and can find it with a successful Intelligence (Investigation) check made against your spell save DC. When the spell ends, the spore begins to grow more mushrooms of the same type as the mushroom cap you used as a material component. If you did not provide a material component, it simply grows small, edible, brown mushrooms.
While the spore is stuck to the target, you always know the direction to the target's location. Additionally, when you cast this spell, you can choose one of the following additional effects, which lasts for the duration.
Clean. The spore completely rids the target of all dirt, dust, and debris and makes it appear sparkling clean.
Explode. As a bonus action, you cause the spore to explode with fungal rot. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 necrotic damage.
Message. When you choose this effect, you speak a short phrase, shout a warning, sing a tune, or otherwise verbally communicate a message that does not exceed 10 seconds. You can cause the spore to repeat this sound at any time (no action required).
Weaken. The spore saps the strength of the target. Whenever the target makes a Strength-based attack roll, Strength check, or Strength saving throw, it must roll a d4 and subtract it from the result.
At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 6th level or higher, you can maintain your concentration on the spell for up to 24 hours. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Spurt of Weirdness
Level: 0
School: Illusion
Classes: Warlock, Wizard
Casting time: 1 Bonus Action
Range: 30 Feet
Duration: Instantaneous
Components: S
Description: You attempt to trick a creature's mind into believing it has been touched. The target must either understand you are the source of the illusion or succeed on an intelligence saving throw, otherwise it believes the illusory touch was real. If the sensation would make sense in conjunction with a visual or audio illusion they have touched or heard, the creature does not reveal that the illusion is not real |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Stalagmite
Level: 0
School: Evocation
Classes: Druid
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: A spike of stone and earth rises up from below to strike a point in range that you can see, before vanishing. Any grounded creature on that point or up to 30 feet directly underneath it must succeed on a Dexterity saving throw or take 1d8 piercing damage. Any creature burrowing underground when it makes this save does so with disadvantage.
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: Stalwart Overflow
Level: 2
School: Abjuration
Classes: Cleric, Druid, Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: V, S
Description: Targetting one creature that has temporary hit points granted by yourself, you cause their the temporary hit points to overflow from the target, granting a number of temporary hit points to all non-hostile creatures within 30 feet of your target, equal to the number of temporary hit points the target creature currently has, for the same remaining duration. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Star Blazing
Level: 9
School: Evocation
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: A giant rainbow-colored star-shaped projectile fires down from the sky upon your word. Target 1 creature of your choice within range. That target must succeed on a Dexterity saving throw. On a failed save they take 30d6 radiant damage, or half as much on a successful one. Upon the star's initial impact, it splits into many smaller white stars. Every creature in a 30-foot radius sphere except for the creature targeted by the spell must also make a Dexterity saving throw. A creature takes 7d8 radiant damage, or half as much on a successful one. This spell is known to be invented by a young boss monster who ascended to unimaginable power. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Star Fire
Level: 8
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: 300Ft
Duration: Instantaneous
Components: V, S, M
Material cost: 1 Comet Fragment
Description: Invoke a supernova that crushes nearby opponents with unrelenting Force
Upon casting this spell, a 60-ft radius sphere of intense flame forms at a point within range. All creatures inside the sphere must make a Dexterity saving throw. On a failed save, a creature takes 8d6 Fire damage and is restrained by extreme gravity; however, they take only half damage and get pushed outside the sphere on a successful save.. Beginning on the next round, the sphere implodes, causing an overwhelming magical explosion. Creatures that failed the initial Dexterity saving throw take 20d6 Force damage with no saving throw, while creatures that passed the initial save - in addition to creatures within 60ft of the sphere's edge - must make an additional Dexterity saving throw, taking 16d6 Force damage on a failed save, and half as much on a succesful one.
At Higher Levels.: When cast at 9th level, the sphere's radius increases by 20ft, the secondary blast increases by 20ft, and the damage dealt by the secondary blast increases by 10d6 |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Stardown
Level: 9
School: Evocation
Classes: Cleric, Druid, Paladin, Sorcerer
Casting time: 1 Action
Range: Special (Cannot Be Cast Indoors. If Cast, It Can Be Cast Straight Up From The Caster Or At An Angle, Causing The Effect Exactly 1 Mile Away, With A Radius That Just Reaches The Caster.)
Duration: Special
Components: V, S
Description: Design Note: This spell uses the Enhanced Existence Magic Overhaul homebrew ruleset. As a result, if it is cast at 10th level it can bypass other class specific requirements, and is both Evocation and Abjuration magic. See the ruleset for clarification on what that means before calling the spell overpowered. Please?
Note: Casters of each class have different requirements for casting this spell. Paladins can only cast this spell if they have all of their spellslots, have a spell scroll of the spell, and cast it as a ritual spell with a minute casting time. If they succeed in this, they spend all of their spellslots to cast the spell at 5th level. Clerics can cast this spell normally, but can cast it for free as one way to use Divine Intervention, depending on their deity's disposition. Druids can cast this spell normally but cannot cast other spells for a minute, and Sorcerers can cast this spell normally but only after using a Wish to allow themselves to do so. They need only cast Wish once to unlock the ability to cast this spell forever, but they need to know the spell already, wishing for knowledge of the spell is separate, though unnecessary if they can find this knowledge on their own.
Stardown is a spell that sends a blast of light and fire into the sky with such ferocity that it instantly carves a mile large hole in any cloud line. Any storm, natural or otherwise, of any size, is forced apart by this spell, and cannot reform for 24 hours. Besides the mile large hole, it can take the spell longer to part the clouds, at a rate of 1 mile an hour. No magic of a creature or deity of the same basic alignment as the caster (Ignoring Chaotic, Neutral and Lawful) can be dispelled if it is under the mile area the spell affects, except by the caster of that spell or the caster of this spell. The caster's magic of any kind cannot be dispelled in the radius of the spell, except by the caster.
For all the following effects, creatures that are the same basic alignment as the caster or are considered the caster's allies are unaffected by effects that destroy them or end their Lycanthropy, unless stated by the caster that they will be affected before casting the spell.
Additionally, if cast during the day, all Undead that can be turned are instantly turned, destroying them in the process, assuming they touch the light. Vampires can be turned by this effect. Any Lycanthropes hit by this light are instantly cured of their Lycanthropy. Any disease or curse not made by the caster is cured or ended immediately under the light of the spell, and all allies of the caster cannot be afflicted by any disease or curse while under the spell's light. If cast during the night, all shapechangers glow a silvery color of dim light to a 5 foot radius even when not in the moonlight. They become immune to spells that affect shapechangers, can't be cured of their Lycanthropy while under the spell's light and gain a +3 bonus to their AC and saving throws until the spell ends. The Verbal components of the spell, in addition to normal spell wording, include the caster yelling the spell's name as it's cast at peak volume. The spell fails if this does not occur, meaning it cannot be cast covertly.
Finally, if cast during the day, the sun shines through the opening. If cast at night, the moon shines through the opening. This occurs regardless of their positions (Or in the moon's case, its phase) prior to the spell's use, though it does not affect the actual positions of either celestial bodies (Though it can appear to).
(DM Note: The spell can be treated as two spells, one for the day, and the other for the night. If so, the day version would be called by a different name, such as Daybreak. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Starfall
Level: 9
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 500 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a pinch of stardust, consumed by this spell
Description: Choose a point you can see within range to become the origin point of the spell. The area within a 500-foot radius of that point becomes magical dim light, lit only by momentary motes that flit through the space. Each creature that starts its turn in the area or enters the area for the first time during a turn must succeed on a Dexterity saving throw or take 2d6 radiant damage.
While you remain concentrating on this spell and are inside the spell's area, you are invisible and immune to radiant damage. As an action while concentrating on this spell, you can choose to move the origin point of the spell up to 60 feet and/or choose to call down the star. Calling down the star creates a 60-foot radius cylinder as tall as the spell's area centered on the origin where the motes are particularly intense, causing creatures to instead take 6d6 radiant damage. At the end of your turn after 1d4+1 rounds, the star impacts the origin point.
All creatures and objects in the cylinder when the star impacts take 10d10 + 100 radiant damage and 10d10 + 100 fire damage. All creatures that didn't automatically take the damage within 150 feet of the impact point must make a Dexterity saving throw, taking 5d10 + 50 radiant damage and 5d10 + 50 fire damage on a failure, or half as much on a success. The impact renders the ground of the area within 150 feet difficult terrain, each 5-foot section of which takes 10 minutes to clear by hand, and sets flammable objects that aren't being worn or carried on fire.
This spell can't be targeted by dispel magic. After the star impacts, the spell ends. The lighting returns to normal at the end of the next round. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Starlight Bolt
Level: 0
School: Evocation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: A bolt of brilliant light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Starry Revelations
Level: 4
School: Illusion
Classes: Druid, Wizard
Casting time: 1 Action
Range: Self (40 Ft. Radius)
Duration: 1 Hour
Components: V, S, M
Material cost: a piece of polished onyx or obsidian
Description: You surround yourself in a stargazing umbrella of shadowy twilight.
This spell creates a large, umbral shield that's spread roughly 40 feet in radius, centered above the caster and allowing the stars to be seen regardless of whether it is daytime or night; this still works if the caster is underground or indoors. For the purposes of spells or any special abilities that require it, the caster is under a clear, night sky. This effect follows the caster for the duration. The caster can dismiss this effect at any time.
For the duration of this spell, the caster is granted darkvision up to the radius of the shield(if they did not possess it already). Additionally, lighting is changed to dim light. The new light condition cannot be altered with magic: all darkness and light spells of a level lower than the level used to cast this spell fail to function. Likewise, natural sources of light are decreased to produce only dim light conditions.
Lastly, all creatures within range of this spell, including you, become resistant to radiant damage until the spell ends |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Starvation
Level: 9
School: Necromancy
Classes: Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: an undead creature bone fragment
Description: You call upon the darkest necrotic energies to rob a creature or object of its vitality. You select a target within range, and upon completion of the cast, the creature or object rapidly begins to wither away.
The target must make a Constitution saving throw. On a failed save, it takes 20d12 necrotic damage. In addition, it cannot regain hit points in any way until targeted by a greater restoration spell or similar magic. This state of deprivation continues until the creature is properly healed or until 24 hours have passed. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Stasis
Level: 3
School: Abjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, Which You Take When A Projectile Moves Within 15 Feet Of You Or When You’Re Targeted By A Melee Attack
Range: 15 Feet
Duration: Instantaneous
Components: S
Description: You attempt to put an attacking creature or projectile near you into stasis.
Creature. If you target a creature, that creature must succeed on a Wisdom saving throw. On a failed save the creature's attack misses and its turn immediately ends as it enters stasis. A creature in stasis is stunned, immune to all damage, and cannot be affected by other spells until the start of its next turn. The creature appears bound by chains that seemingly disappear after the it is freed from its stasis. When the stasis ends, the creature uses its action to make an attack against the space that you were in when you cast the spell, regardless of whether you are there or not.
Projectile. If you target a projectile, make an ability check using your spellcasting ability. The DC equals 10 for non-spell attacks, and 10 + the spell’s level for spell attacks. On a success, the projectile enter stasis until the start of the turn it was launched in. A projectile in stasis cannot be moved and is immune to all damage. The projectile appears bound by chains that seemingly disappear after the it’s bound. When the stasis ends, the projectile continues onward, potentially missing targets that moved out its path |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Stasis Mine
Level: 1
School: Transmutation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action To Arm, 1 Bonus Action To Activate
Range: 10 Ft. (10 Ft. Sphere)
Duration: Up To 24 Hours, 1 Round Of Stasis
Components: V, S
Description: You arm a 10 ft. diameter sphere of space in range with a stasis mine. When you detonate the bomb using a bonus action, it causes 2d6 psychic damage and stops the target(s) in time, disallowing them from moving or being moved for 1 round. Velocity from before the target was put in stasis is applied while in stasis, and damage, velocity, force, etc. is applied all at once when the stasis is dispelled.
If the stasis mine is not detonated 24 hours after being armed, it automatically activates. The stasis mine can not be disarmed except by a successful dispel magic cast with a DC equal to the caster's spellcasting DC.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the time mine deals 2d6 more damage per level over 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Static Armor
Level: 0
School: Abjuration
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a metal scrap or tiny metallic object
Description: You touch a willing creature, and an electrical aura surrounds the target until the spell ends. When the creature is attacked by a melee weapon, the attacking creature must make a Constitution saving throw or take 1d8 lightning damage.
The spell ends if the target changes its current armor (if armored), dons armor (if unarmored), or if you dismiss the spell as an action.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Static Shackles
Level: 4
School: Evocation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a piece of amber or jet worth at least 100 gp
Description: When you cast this spell, choose two creatures you can see within range that are within 30 feet of eachother (You can target yourself as one of the creatures). Both creatures must succeed on a Strength saving throw or become lassoed together with arcs of magical electricity. A willing creature can choose to fail this saving throw. While lassoed together in this way, the two creatures cannot move or be made to move more than 30 feet away from eachother. As a bonus action on your turn, you can cause the connection between the two creatures to surge with electricity, dealing 4d8 lightning damage to one or both of the creatures. Any creatures or objects caught in a 2.5-foot-wide line that spans between the two creatures must make a Dexterity saving throw to avoid taking this damage. For every 5 feet closer the lassoed creatures are together from the initial maximum length of the spell, an additional 1d8 lightning damage is applied to the effect.
If the creatures move closer together, you can use your reaction to shorten the tether, reducing its maximum length.
A lassoed creature can use its action to attempt a Strength check against your spellcasting DC. If both lassoed creatures do so and succeed within one round of eachother, they break free and the spell ends.
If a creature lassoed by this spell teleports to a space outside of the tethered range, it immediately takes the maximum value for the lightning damage and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial distance between the tethered creatures increases by 5 feet for each spell slot above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Static Shock Strike
Level: 0
School: Evocation
Classes: Sorcerer, Artificer, Druid, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: 1 Round
Components: S, M
Material cost: a melee weapon worth at least 1 sp
Description: You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes surrounded by sparks of electricity which chains itself towards the weapon used for this attack that lasts until the start of your next turn. If the target does not willingly move at least 5 feet from the caster before the start of your next turn, the target takes 1d8 lightning damage, and the spell ends.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target on a hit, and the damage the target takes for not moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Static Shot
Level: 0
School: Evocation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Round
Components: S, M
Material cost: A thrown weapon or piece of ammunition
Description: As a part of casting this spell, make a ranged weapon attack. On a hit, the target takes an additional 1d4 lightning damage. Additionally, you may choose another target within 10 feet of the first; a spark leaps toward that target, dealing the same amount of lightning damage.
At Higher Levels. The additional damage of this spell increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Additionally, the amount of sparks increases when you reach 5th level (two sparks), 11th level (three sparks) and 17th level (four sparks). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Static Strike
Level: 0
School: Evocation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: 1 Round
Components: S, M
Material cost: a melee weapon worth at least 1 sp
Description: You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and you can cause an arc of lightning to leap from the target to a different creature of your choice that you can see within 10 feet of it, dealing 1d4 lightning damage to the second creature.
At 5th level, the melee attack deals an extra 1d4 lightning damage to the target on a hit, and the lightning damage to the second creature increases to 2d4. Both damage rolls increase by 1d4 at 11th level (2d4 and 3d4) and 17th level (3d4 and 4d4). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Steal
Level: 2
School: Conjuration
Classes: Bard, Ranger, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You attempt to rob a creature you can see within range of one of its possessions. The target must make a Wisdom saving throw. On a failed save, you steal one nonmagical item that the creature is wearing or carrying that isn't armor. This could be a weapon in their hand, a pouch of coins, or even bits of clothing. The stolen item then appears in your hand. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Steal Spell
Level: 3
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, Which Is Taken When A Creature You Can See Casts A Spell
Range: 45 Feet
Duration: Instantaneous, Up To 12 Hours
Components: V, S
Description: You attempt to steal the magic of a spell from a creature as it is releasing it. If the creature is casting a spell of 2nd level or lower, you automatically steal the spell. You can cast this spell normally without expending a spell slot once within the next 12 hours or until you take a long rest, whichever comes first, after which the stolen spell is lost.
To steal a 3rd level spell or higher, you must succeed on your spellcasting ability modifier saving throw with a DC of 10 + the spell's level. Upon success, you steal the spell.
You may only hold on to one newly stolen spell at a time. If you successfully steal another spell within 12 hours of the initial cast or before taking a long rest, that spell is replaced with the new spell you just stole. After 12 hours have passed or after taking a long rest, provided you have not cast the stolen spell during that time, you gain the spell to use as if you had learned it naturally, requiring the appropriate spell slots and/or components in order to be cast, and you may steal another spell again without overwriting the previous one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may steal spells of a level one lower than the level of the spell slot spent without needing to make a saving throw |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Steal Voice
Level: 4
School: Enchantment
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: S
Description: With a silent motion of your hand, you seek to sunder the vocal chords of a creature in range that you can see. The target must succeed on a Intelligence saving throw or become unable to speak understandably for the duration. The creature can still make unintelligible vocal sounds, but cannot communicate in any known language, and cannot cast any spell which has a verbal component (V). At the end of each of its turns, the creature can repeat its Intelligence saving throw, ending the effect on a success.
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: Steel Body
Level: 9
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: S
Description: You transform yourself into living steel, increasing your weight by a factor of 10 and gaining the following benefits:
Your armor class can't be less than 20, regardless of what kind of armor you're wearing.
You do not need to breathe.
You have immunity to fire, lightning, and poison damage, as well as resistance to nonmagical bludgeoning, piercing, and slashing damage that isn't from adamantine weaponry.
You become immune to the paralyzed, petrified, and poisoned conditions.
Your unarmed strikes deal 1d12 bludgeoning damage, unless they already deal more damage.
You can add your spellcasting ability modifier to ability checks or saving throws using Strength or Constitution, as well as to attack rolls using Strength. When you hit with an attack using Strength, you deal 2d12 additional force damage. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Steelcurse
Level: 9
School: Necromancy
Classes: Cleric
Casting time: 1 Action
Range: 60 Feet
Duration: Until Dispelled
Components: V, S
Description: May every blade be your bane.
A creature that you can see within range must succeed on a Wisdom saving throw or be affected with a dire curse. The curse has the following effects:
The target is stripped of any immunity or resistance it possesses to bludgeoning, piercing, and slashing damage, nor can any spell or magical effect grant the creature immunity or resistance to bludgeoning, piercing, and slashing damage.
The target has vulnerability to bludgeoning, piercing, and slashing damage.
Any magical healing the target receives is halved.
This spell can only be dispelled by a dispel magic or remove curse cast with a 9th-level spell slot or by a wish spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Steelskin
Level: 6
School: Abjuration
Classes: Bard, Cleric, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: an ingot of high-quality steel that costs 50 gp; is made from bone ash and magnetite and tempered with blood; and is consumed by the spell
Description: You touch a willing creature and give its skin the ability to deflect glancing blows. Until the spell ends, the target has immunity to all damage unless it takes 15 or more damage from a single attack or effect, in which case it takes that damage as normal. Any damage that fails to meet or exceed this damage threshold is considered superficial and doesn't reduce the target's hit points. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Stellar Conflagration
Level: 5
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: Action
Range: Self
Duration: 10 Rounds,Concentration
Components: V, S
Description: You create 5 spheres of fire on your back,costing a action to cast them, which can be used in various ways,they stay behind your back until you decide how to use them, they can be used in 3 ways:
You can use it as a defensive spell where the spheres form a fire shield to defend physical attacks,reducing half the damage and with the attacker taking 1d8 fire damage for each defended attack, costing a reaction
You can attack using each of them individually with a range of 30 feet,A beam of fire streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 fire damage, costing a bonus action to launch an attack with one of them
You can merge the 5 into a concentrated sphere, with 2 means of attacking: launch a 30-foot cone or a 100-foot continuous line that burns everything in its path, all the creatures must make a dexterity saving throw. On a failed save, a creature takes 10d10 of fire, costing a action to launch this attack,when you use this attack the spell ends
At Higher Levels. The spell change color to red or blue(you choose),Red expands the range of the spheres and cone to 5 feet and with the line up to 10 feet by each level and with blue increasing the defense damage for 1d8 every 2 levels, each sphere deals an additional of 1d6 and with the concentrated sphere dealing an additional 1d10 every level. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Step
Level: 3
School: Conjuration (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 150Ft
Duration: Instantaneous
Components: V
Description: You teleport yourself to an unoccupied space you can see within range. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may take an additional creature for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Step Into Darkness
Level: 1
School: Evocation
Classes: Artificer, Bard, Ranger, Warlock
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V
Description: Upon casting this spell, for 1 minute you may step into any space which is either completely dark or dimly lit and use one foot of your movement to instantly appear at the nearest space of similar lighting within 20ft. Each teleportation is instant and invisible.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you increase the distance maximum distance between darkness by 10ft. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Step of Respite
Level: 2
School: Evocation
Classes: Bard, Cleric
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: Choose one creature that you can see within range to regain hit points equal to 1d6 + your spellcasting modifier. The creature is then physically moved up to 10 feet in a direction you choose, and this movement does not provoke opportunity attacks. If the target is an unwilling creature, it can make a Wisdom save, and on a success is not moved by this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance moved increases by 10 feet for each slot level above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Step Up
Level: 0
School: Transmutation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: 30 Feet
Duration: Instantaneous
Components: V
Description: By uttering a phrase laced with magic, you slightly hasten your own movement, or the movement of another creature within range. The target's speed increases by 5 feet until the end of its next turn. If you target yourself, the effect lasts until the end of your current turn.
At Higher Levels. This spell's speed increase becomes 10 feet when you reach 11th level, and 15 feet when you reach 17th level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Sticky Blood
Level: 1
School: Transmutation
Classes: Artificer, Druid, Sorcerer, Wizard
Casting time: 1 Reaction, When You Just Suffered Physical Damage
Range: Self
Duration: Instantaneous
Components: V, S
Description: After you take physical damage you can use your reacton to transmutate spilled blood into a thick sticky substance. You gain hitpoints equal to 1d6 + your Constitution modifier (min. 1). If you took damage from a meelee weapon, it gets stuck in the wound. Opponent may use an Action to try pulling their weapon out dealing 1d4 hitpoints of damage on success, they must succeed a Strength check against your Spell DC. You can safely release the weapon from your wound as a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the regained hitpoints increase by 1d6 for each slot level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Sticky Fingers
Level: 3
School: Evocation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: A zipper springs forth from the ground, undoing itself to reveal a space within. As an action, you cast this spell and touch a creature or surface. If you touch a surface, such as the wall of a building, you create a zipper that functions as entry to the other side of the surface when opened. When closed, the zipper disappears and the surface remains undamaged.
If you touch a creature, the creature must make a Constitution saving throw. On a failure, the zipper appears on the creature and they take 3d6 magic damage. On a success, the zipper fails to appear and the creature takes no damage. Zippers that appear on creatures can be hidden within or unzipped forcefully to deal an extra 1d6 magic damage. Unzipping the it forcefully destroys the zipper.
When you attempt to hide inside the artificial space of the zipper, the creature attached to it makes an Intelligence (Investigation) check contesting your spell save DC. On a failure, you may hide as normal, but on a success the creature is aware of the zipper and its properties, removing you from it and destroying the zipper in the process.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you increase the damage the zipper deals by 1d6 for both creating and forcefully unzipping the zipper. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Sticky Spellbook
Level: 2
School: Transmutation (Ritual)
Classes: Wizard
Casting time: 1 Minute
Range: 5 Feet
Duration: Until Dispelled
Components: S, M
Material cost: ink mixed with blood and pearl powder, which the spell consumes; a dagger; and a spellbook worth at least 50 gp
Description: You create a decoy entry in a spellbook you own.
When a creature other than yourself opens the spellbook, their fingers will stick to the page on which the decoy spell is written, and the ink on the page will work its way across the creature over the course of 1 minute. While this is happening, the creature must succeed on a Constitution saving throw at the beginning of each of its turns or take 1d4 force damage. This effect ends if the creature is targeted by an effect that removes a curse. You can drop the spell at any time, which erases the decoy entry and releases any creature stuck to your spellbook.
For the duration, unless the ink was unable to completely transition to the creature's skin, the ink puts out a message to all creatures detecting magic within 30 feet of it, reading that the creature is a thief. Magic that removes curses may end this effect on a creature. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Stone Bolt
Level: 1
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a small rock, which the spell consumes
Description: You fire a piece of stone at an enemy, much harder than normally possible. Make a ranged spell attack against a target within range, dealing 3d8 bludgeoning damage on a hit. The bolt deals double damage to objects and structures.
At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the increases by damage by 1d8 for each slot level above 1st |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Stone Drill
Level: 5
School: Evocation
Classes: Druid, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a twisted bar of iron
Description: This spell allows you to bore through natural rock. You target a natural rock surface within range and begin to excavate a cylindrical tunnel 5 feet in diameter at the rate of 1 foot per round (concentrating for the full spell duration creates a tunnel 10 feet long.) You can tunnel horizontally or vertically.
The removed material is crushed into fine gravel and ejected forcefully away: any creature within 10 feet of the targeted rock must succeed on a Dexterity saving throw or take 2d4 bludgeoning damage.
The stone drill has no effect on soft materials like earth or sand, nor worked stone such as masonry walls.
At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the rate of excavation increases by 1 foot per round per spell slot beyond the 5th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Stone Shield
Level: 0
School: Transmutation
Classes: Druid
Casting time: 1 Reaction
Range: Self
Duration: 1 Minute
Components: V, S, M
Material cost: Three small stones
Description: You summon a shield of stone if someone attacks you. This shield lasts 1 minute, then crumbles to dust. The shield act as any other shield, granting the user +2 to AC, you are considered proficient with it. This does not stack.
If the shield is removed from your hands it will crumble into dust |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Stone Sleep
Level: 2
School: Enchantment
Classes: Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a tuning fork and a smooth stone on which to strike it
Description: You force one creature made of stone to enter a dormant state. One creature in range, of the kind listed below, must succeed on a Wisdom saving throw, or be stunned for the duration. If the target takes damage, or is subjected to another harmful effect, the condition ends immediately.
Creatures that can be affected by stone sleep include animated objects made of stone, such as earth elementals, gargoyles, clay golems and stone golems, xorn.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, you can target an additional creature for every two slot levels above the 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Stone Sphere
Level: 4
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a stone marble
Description: You create a polished sphere of stone, 5 feet in diameter. It appears in an unoccupied space of your choice within range and lasts for the duration. The sphere is an object made of stone that can be damaged. It has AC 15 and 250 hit points. Reducing it to 0 hit points destroys it.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, the sphere stops moving and the creature must make a Dexterity saving throw. The creature takes 2d10 bludgeoning damage on a failed save. If you ram the sphere into an object it is automatically damaged, and if this destroys the object the sphere's movement is not halted.
If you do not move the sphere, it may naturally roll down an incline. It does so at a speed of 15 feet on gradients of 1:4, and 30 feet on gradients of 1:2.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Stone Spike
Level: 1
School: Transmutation
Classes: Artificer, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a stone carved in the shape of a spike
Description: You cause stone spikes to raise from the ground underneath up to three creatures of your choice on the ground within range. Each target must make a Dexterity saving throw, taking 1d10 piercing damage on a 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, you can target one additional creature for each slot level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Stone Tell
Level: 4
School: Divination
Classes: Druid
Casting time: 1 Minute
Range: Self
Duration: 10 Minutes
Components: V, S
Description: You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone's perspective, perception, and knowledge may prevent the stone from providing the details you are looking for.
You can speak with natural or worked stone. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Stone Tent
Level: 1
School: Transmutation (Ritual)
Classes: Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (5 Foot Cube)
Duration: 8 Hours
Components: S
Description: You shape the ground beneath your feet to erect a dome, cube, pyramid, or other basic shape of hard rock to protect yourself. This rocky shelter counts as a structure with an AC of 15 and has 10 hit points, and covers a cubic volume, 5 feet on a side, centered on you.
You may use an action to dismiss the spell. When the spell ends or is dismissed, the rock forming the tent slides seamlessly and harmlessly around you into the ground from whence it came.
This shelter provides protection from the elements, shielding you from the effects of extreme heat and extreme cold. In addition, it grants you and any other creatures inside it total cover from attacks originating outside of it. If an attack or spell would target you, it targets the stone tent instead.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cube volume protected by the tent increases to 10 feet on a side at 2nd level, 15 feet at 4th level, 20 feet at 6th level, 25 feet at 8th level, and 30 feet at 9th level. It also has 10 additional maximum hit points and 2 additional AC for every level above 1st.
Elemental Discipline. A monk following the Way of the Four Elements subclass may spend 1 ki point to cast this spell, provided that they know the Eternal Mountain Defense discipline. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Stoneburst
Level: 2
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 50 Feet
Duration: Instantaneous
Components: V, S
Description: Choose a mass of stone or earth you can see within range. You displace the chosen earth or stone in an area up to a 5-foot cube, the displaced fountain of churned earth or stone erupting in a direction of your choice, filling an adjacent 5-foot cube with rubble.
Any object or creature in either area takes 4d6 bludgeoning damage, taking half damage on a successful Dexterity saving throw. Any creature in the first cube that fails its saving throw is also flung into the area of the second cube.
Additionally, the ground in both areas becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 4th or 6th level, the damage and area of both cubes is increased.
Spell Level
Cube Area
Damage
2
5ft
4d6
4
10ft
8d6
6
15ft
12d6
8
20ft
16d |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Stonefists
Level: 0
School: Transmutation
Classes: Wizard, Druid
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: two small rocks, one held in each hand for the duration of the spell
Description: Your fists transmute to hard stone. You drop anything you were carrying. If you unclench either fist (for example to cast another spell with a somatic component, or to pick up or manipulate an item) your hands return to normal, but can be transmuted again as a bonus action.
You can use your action to make a single melee spell attack with your stonefists. On a hit, the target takes 1d6 bludgeoning damage + your spellcasting modifier.
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: Storm Front
Level: 3
School: Evocation
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: an acorn from a tree struck by lightning
Description: You fire a thin bolt of lightning at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage and you can teleport to a space within 5 feet of the target.
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: Storm Grenade
Level: 3
School: Conjuration
Classes: Warlock
Casting time: 1 Action
Range: 60 Feet (10 Foot Radius)
Duration: Instantaneous
Components: S, M
Material cost: A grenade or Palm sized round object worth 5 SP . Component is consumed when spell is cast
Description: You create a 10-foot-radius sphere of clouds centered 30 ft directly above a point within range. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Each target directly below the summoned cloud must succeed on a Dexterity saving throw against your spell casting DC. A target takes 3d8 lightning damage on a failed save, or half as much damage on a successful one as a bolt of lightning strikes the target.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Storm of Swords
Level: 4
School: Conjuration
Classes: Artificer, Paladin, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (30-Foot Cylinder)
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: At least 30 gp worth of titanium
Description: You summon a large number of spectral swords, creating around you a mighty storm that injures anyone who gets too close. The storm occupies a 30-foot diameter sphere with you at its center, and is considered difficult terrain. For the duration, any creature you choose that begins its turn inside the storm or enters the storm for the first time on that turn must make succeed on a Dexterity saving throw or take 4d10 slashing damage. You are immune to the effects of your own storm of swords. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Storm Rune
Level: 3
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You channel the primordial power of nature and a rune depicting a storm appears on your body. You gain the following benefits for the duration:
You ignore difficult terrain made from wind and rain.
Your movement speed increases by 10 feet.
The first weapon attack you make each turn deals 2d6 additional lightning damage |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Storm Shield
Level: 2
School: Conjuration
Classes: Bard, Cleric, Druid, Sorcerer, Warlock
Casting time: 1 Reaction, Which You Take When You Are Hit By An Attack Or Targeted By The Magic Missile Spell
Range: Self
Duration: 1 Round
Components: V, S
Description: A shield of lightning protects you from harm, and harms those who would harm you. This effect can either coat yourself or your shield with electricity, or simply be a disk of electrical energy that floats in front of you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. In addition, if a target makes a melee attack against you they take 1d6 lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 3th level or higher, you deal an additional 1d6 when attacked for every spell level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Storm Skin
Level: 2
School: Abjuration
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration Up To 1 Minute.
Components: V, S
Description: You surround yourself in an invisible field of electricity shocking any would-be attackers.-->
Whenever a creature hits you with a melee weapon the attacker takes 1d4 lightning damage. After 4 hits the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher the damage die increases by 1d4 |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Stormblast
Level: 9
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Minute
Range: Self (1500-Foot Sphere)
Duration: Instantaneous
Components: V, S, M
Material cost: a diamond worth at least 500,000Gp and a Sapphire worth at least 500,000Gp
Description: You fall to your knees and black clouds start to gather and swirl above you, then your body starts to have little lightning bolts jumping across your skin, your eyes will have gone bright white, then as the clouds become a huge swirling mass of black (1500ft in diameter) above you, a huge pillar of lightning (15ft in diameter) strikes you with a torrent of energy then the lightning will arc out to all enemies within range they must succeed on a DC 30 constitution saving throw dealing 20d12 Lightning Damage on a failed save and half as much on a successful one |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Stormcraft (Cataegis Cantrip)
Level: 0
School: Transmutation
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: Whispering to the spirits of the sky, you create one of the following effects within range:
Weather orb: create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
Raindance: You control the water within a 5ft cube or smaller. You instantaneously cause the water or rain to change state - freeze/unfreeze/turn into mist (provided that there are no creatures in it), change course or flow differently, move it 5 ft, or form into simple shapes and animate at your direction. This change lasts for 1 hour and does not do damage to creatures.
Thunder: You create an instantaneous effect of ominous thunder rumbling within range. If in an open area, the thunder can be heard 300ft away.
Charged: You can make your eyes glow with the force of lightning for 1 minute. This sheds dim light within 5ft in front of you.
Thunder voice: Your voice booms up to three times as loud as normal for 1 minute.
Breeze: You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam unlocked shutters/windows/doors closed or open, or your clothing to ripple in a breeze. A light breeze is capable of pushing 5 cubic feet of air/mist/gas/smoke another 5ft in one round.
You can have a number of such effects active at the same time up to your spellcasting modifier.
This spell was designed by the spellcasters of Cataegis, the Tiefling City in the Sky. Think about how your character might have had access to this spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Stormstrike
Level: 4
School: Evocation
Classes: Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, 1 Minute
Components: V, S, M
Material cost: a golden rod worth 15 GP and a tuning fork
Description: Make a melee spell attack against a single creature in range. On a successful hit, the target takes 3d6 lightning damage, and 3d6 thunder damage. At the beginning of each of the target's turns, they and every creature within 5 feet of them take an additional 2d6 lightning damage and 2d6 thunder damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher the initial damage of the spell increases by 1d6 lightning damage and 1d6 thunder damage. If cast using a spell slot of 7th level or higher, the area of effect for the spell increases to 15 feet |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Strands of Life
Level: 5
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 100 Feet
Duration: Instantaneous
Components: V, S
Description: You create a thread of positive energy connecting three creatures of your choice that you can see within range, none of which can be more than 30 feet from the first creature.
Each creature connected by the strand of energy heals 7d8 hit points + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create an additional strand. When you use a spell slot of 8th level or higher, you create two additional strands |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Strangulate
Level: 3
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 20 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: An invisible hand of death grabs a creature’s throat and begins strangling them. The target makes a Constitution saving throw. If it fails, the target is restrained and can’t speak or breathe.
On each subsequent turn, you may use your action to continue the spell. If you do, the creature takes 1d8 necrotic damage and makes a Constitution saving throw. On a successful save, or if you don’t use your action to continue the
spell, the effect ends. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Strength of Shadows
Level: 3
School: Transmutation
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V, S
Description: The absence of light begins to enhance both you and your spells. While you are in dim light or darkness, you gain the following benefits:
You gain +1 AC.
Your movement speed increases by 10 feet.
You gain a +5 bonus to Dexterity (Stealth) checks.
When you deal damage you may deal an extra 1d6 necrotic damage.
While in darkness, the effects of each benefit are doubled. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Stumbling Fool
Level: 2
School: Enchantment
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Choose one target within range. They must make a Charisma saving throw, or become a stumbling fool for the duration of the spell. If this stumbling fool rolls a 10 or less on a d20, one of the following happens(your choice).
They fall prone.
They take psychic damage equal to your spellcasting modifier.
They lose either their movement or bonus action this round.
If they fail the save, on their next turn, they can reattempt it, ending the effect on them on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional creature in range, so long as they are within 30 feet of another target |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Stun Monster
Level: 5
School: Abjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a small, straight piece of glass
Description: A creature you can see within range is constrained by an invisible force. The target must succeed on a Strength saving throw to break through, or be paralyzed for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Stun Person
Level: 2
School: Abjuration
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a small, straight piece of glass
Description: A humanoid that you can see within range is constrained by an invisible force. The target must succeed on a Strength saving throw to break through, or be paralyzed for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Stupify
Level: 0
School: Enchantment
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You rob a creature of rational thought. A creature you can see within range must make on a Wisdom saving throw. On a failure, the target suffers disadvantage on all Intelligence and Wisdom checks for the duration. A creature that successfully saves cannot be affected again by the same caster’s stupify for 24 hours. Regardless of the saving throw's result, the creature gains no inherent knowledge that they were targeted by this spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Substitution
Level: 8
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Hour
Range: Touch
Duration: 10 Years
Components: V, S, M
Material cost: A Piece of artwork that resembles the spells target, and is worth at least 1,000 gp. Sacrificing the life of a Good Aligned Creature
Description: A way to cheat death, at the cost of your very soul.
As the spell is cast, the target must choose how many HD he wishes to Sacrifice to the spell. Every chosen HD is locked, and cannot be spent on healing. The power of this spell increases with every HD spent, as shown below.
The spell slot used cannot be regained for 1x 'Number of Sacrificed HD' Tendays.
After the spell has been cast and the sacrifice made, the caster and target must both make a Charisma Saving Throw or have their alignment changed to Evil, if they weren't already.
The spell creates a link between the target and the piece of artwork that the spell requires. This link only works if the two are on the same plane. If either move to a different plane, then the effects of this spell are suppressed until they return. If they are on two different planes for more than 10 days the spell ends.
1 HD, The target cannot age, or die from natural causes.
2 HD, The target does not suffer from illness, addiction, or disease and does not scar from injuries.
3 HD, The target does not suffer extra damage from Critical hits against it.
4 HD, The target is constantly under the affect of Regenerate and restores all limbs that may have been lost prior to the spell's casting.
5 HD, The target is also Resistant to Bludgeoning, Piercing, and Slashing Damage from non-magic non-silvered weapons, and Immune from Necrotic Damage.
For the Duration of the spell the Art Object will alter in appearance in accordance to how the target is damaged. (i.e. will receive scars where the target is damaged, will decay as the target was supposed to age, will lose limbs that would have been lost by the target etc.)
If the Art Object is ever destroyed the spell ends, all physical deformities, aging, diseases, illnesses and addictions that were suppressed by the spell immediately come into effect, and the target suffers 'Number of Sacrificed HD' x 10 Necrotic Damage.
On the anniversary of the spells casting the target must make a DC 15 + years cast Charisma Saving Throw. On a failure the Target's Alignment is shifted to Evil, if not already.
After 10 years the spell must be recast, and another Sacrifice made |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Succor
Level: 3
School: Abjuration
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: As you cast this spell, up to six willing creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier, and then each of those creatures gain temporary hit points equal to the amount of hit points healed.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the dice size rolled for the healing for each slot level above 1st. (1d6 at 4th level, 1d8 at 5th level, 1d10 at 6th level and so on.) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Suffocate
Level: 6
School: Conjuration
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a mote of earth from the Plane of Air
Description: You lift the mote and the air swirls out of it as it teleports the air from a creature's lungs into the Plane of Air and forces them empty. The target must make a Constitution save or begin coughing and hacking forcing it to the ground for the duration. The creature is considered incapacitated for the duration and takes 4d4 necrotic damage at the end of each of its turns. The creature may make an additional Constitution save at the beginning of each of its turns, ending the spell on a success. This spell has no effect on creatures that do not breathe |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Suffocation
Level: 5
School: Abjuration
Classes: Warlock
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Hour
Components: S
Description: You start to suck out the air in the mouths, blowholes or other airways of a creature you can see within range. While the creature remains within range for the duration, that creature cannot breathe and must hold its breath or begin suffocating. A creature can hold its' breath for its' Constitution modifier turns before beginning to suffocate. If a creature takes damage while holding its breath it must make a Constitution saving throw or be forced to release its held breath and immediately begin suffocating. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Summon Anthill
Level: 3
School: Conjuration
Classes: Wizard, Sorcerer, Druid
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: an antenna
Description: Choose an unoccupied space of dirt, soil, or sand within range. With a rumble underfoot, an anthill appears in the chosen space, followed by a swarm of ants.[1] The summoned ants are friendly to you and your companions, and they take their turn(s) immediately after yours. You can issue commands to them telepathically during the spell's duration, which they follow. If you don’t issue any commands to them, they take no actions, even to defend themselves. When the spell ends, any remaining ants return home.
For the duration of the spell, you can use a bonus action to cause a new swarm of ants to appear from the anthill's space if there are no other swarms remaining.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon one additional swarm of ants during the initial casting for each slot level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Summon Astral Beast
Level: 2
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: 10 Feet
Duration: Instantaneous
Components: V, S
Description: As you close your eyes and reach one hand out in front of you, you speak the astral words for beast, and astral. Blue astral energy sparks from your hands and the surrounding area as a small dog-like form materializes in an empty space within range. The astral beast has the statistics of a blink dog with 20 hit points.
The astral beast remains with you until its hit points reach 0 or you choose to release it as a bonus action. When you release it or it dies, it releases a flash of harmless astral energy and vanishes. You can only have 1 active blink dog at a time, casting this spell again makes the previous blink dog dissapear. The spell slot used for this spell is considered "locked" as long as the respective astral beast is at your service. When you take a rest, the spell slot is not restored as long as the respective astral beast is still at your service. Each astral beast still needs to eat, drink, breathe, and sleep.
While your your astral beast is within 100 feet of you, you can communicate with it telepathically (no action required by you), and do the following:
As an action, you can look through its eyes and gain any other special senses the beast has. During this time, you are deaf and blind with regard to your own senses. It takes another action to end this effect.
On each of your turns, you can use a Bonus Action to mentally Command any astral beast you made with this spell if the creature is within 100 feet of you.
You can also cast spells through one of the astral beasts you control as if it had cast it. It must use its reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Summon Bee
Level: 0
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: 30 Ft
Duration: 1 Minute
Components: V, S
Description: At a location you can see, you summon a bee. The bee is under your control and will obey your mental actions, with or without concentration, but you cannot see what it sees. You can only have 1 bee under your control at once. The maximum number of bees you can control increases to 2 at 5th level, 3 at 11th level, and 4 at 17th level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Summon Cell
Level: 0
School: Conjuration
Classes: Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Round
Components: V, S, M
Material cost: a tiny cage worth at least 1 gp
Description: With a dramatic flourish, you summon spectral bars from below a creature to attempt to immobilize it. That creature must make a Dexterity saving throw: On a failed save, it becomes restrained until the end of its next turn, or until you drop concentration.
This spell has no effect on creatures of Large size or larger.
At Higher Levels. You can ensnare bigger creatures with this spell as you increase in level. The maximum size category you can affect with this spell increases when you reach 5th level (Large), 9th level (Huge), 15th level (Gargantuan), and 20th level (no size limit) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Summon Corpse
Level: 1
School: Conjuration (Ritual)
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: foul rare incense worth at least 1 gp
Description: You summon your choice of the corpse or skeleton of a Medium humanoid at an unoccupied space you can see within range. This corpse or skeleton will always be a valid target for spells such as animate dead, resurrection, or other spells capable of resurrecting or reanimating a creature that's been dead for no more than a century.
The DM chooses how long the corpse has been dead for, if the corpse arrives with any clothing, equipment, or other possessions, if the corpse is any dead person of importance, and/or if the corpse is any dead person that you know or have heard of.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it summons two additional corpses or skeletons (your choice of combination) for each slot level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Summon Dog
Level: 1
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a handful of dog hair
Description: You gain the service of a dog. Appearing in an unoccupied space within range, the dog has the statistics of the mastiff.
Your dog disappears when it drops to 0 hit points or when the spell ends. The summoned dog is friendly to you and your companions. Roll initiative for the dog, which has its own turns. It will obey any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the dog, it will defend itself from hostile creatures, but otherwise take no actions.
At Higher Levels. When you cast this spell using certain higher-level spell slots, more dogs appear: two mastiffs with a 2nd-level slot, four mastiffs with a 3rd-level slot, eight mastiffs with a 4th-level slot. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Summon Exotic Humanoid
Level: 6
School: Conjuration
Classes: Bard, Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 90Ft
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a platinum plated war horn, worth at least 600 gp
Description: You call forth the spirit of a great champion. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Champion Spirit stat block. When you cast the spell, choose a race: Aarakocra, Aasimar, Goliath, or Triton. The creature resembles an average being of that race, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
Champion Spirit[edit]
Medium humanoid,
Armor Class 13 + the level of the spell (natural armor)
Hit Points 60 + 15 for each spell level above 6th
Speed 30ft, fly 50ft (Aarakocra Only), swim 30ft (Triton Only)
STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
18 (+4)
12 (+1)
14 (+2)
18 (+4)
Damage Resistances cold (Triton Only), radiant and necortic (Aasimar Only)
Senses Darkvision 60ft, Passive Perception 12
Languages understands the languages you speak
Flyby (Aarakocra Only). The spirit doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Rage (1/Day) (Goliath Only). As a bonus action, the spirit can enter a Barbarian's Rage.
Radiant Soul (Aasimar Only). The first time the spirit hits a creature with its radiant bow on its turn, it deals extra damage to the target equal to the spell's level.
Amphibious (Triton Only). The spirit can breathe air and water.
ACTIONS
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Greataxe (Goliath Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d12 + 4 + the spell's level slashing damage.
Radiant Bow (Aasimar Only). Ranged Spell Attack: your spell attack modifier to hit, range 150/600ft, one target. Hit: 2d6 + 4 + the spell's level radiant damage.
Trident (Aarakocra and Triton Only). Ranged Weapon Attack: your spell attack modifier to hit, reach 5ft or range 20/60, one target. Hit: 1d8 + 4 + the spell's level piercing damage.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell’s level appears in the stat block. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Summon Food
Level: 0
School: Conjuration
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Minute
Range: Self
Duration: 12 Hours
Components: V, S, M
Material cost: 1 loaf of bread and 10 gp
Description: You beckon consumable items to your presence from random places on this plane of existence. When cast, this spell summons food in an unoccupied space adjacent to you, enough to feed one meal to twelve medium-sized creatures. Any food not consumed by the end of the duration is sent back to where it was summoned from.
This spell has no effect when cast until the duration of the previous casting expires |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Summon Fungal Warrior
Level: 2
School: Conjuration
Classes: Artificer, Druid, Ranger, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: barrelstalk flesh, waterorb flesh, fire lichen, or wisp lichen, one of which the spell consumes
Description: You call forth a stealthy fungus spirit. It manifests in an unoccupied space that you can see within range and it is equipped with a longsword. This corporeal form uses the Fungal Warrior stat block. When you cast the spell, the material component you use determines certain traits in its stat block. The summoned warrior resembles the material component used. The warrior disappears when it drops to 0 hit points or when the spell ends, but it leaves behind the longsword it uses. If this longsword deals a damage type other than slashing it only applies for the fungal warrior, and it behaves like a normal longsword for any other creature that uses it.
The warrior is an ally to you and your companions. In combat, the warrior shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Summon Giant
Level: 7
School: Conjuration
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90Ft
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a sheet of gold inscribed with runes, worth at least 700 gp
Description: You call forth the spirit of a giant. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Giant Spirit stat block. When you cast the spell, choose a giant type: Fire, Frost, Cloud, or Storm. The spirit resembles an average giant of that type, which determines certain traits in its stat block. The spirit disappears when it drops to 0 hit points or when the spell ends.
The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
Giant Spirit[edit]
Large giant,
Armor Class 12 + the level of the spell (natural armor) + 2 (Fire Only)
Hit Points 70 + 15 for each spell level above 7th
Speed 30ft
STR
DEX
CON
INT
WIS
CHA
20 (+5)
10 (+0)
20 (+5)
16 (+3)
16 (+3)
16 (+3)
Damage Resistances psychic (Cloud Only), lightning and thunder (Storm Only)Damage Immunities cold (Frost Only), fire (Fire Only)
Senses Darkvision 60ft, Passive Perception 13
Languages understands the languages you speak
Personal Blizzard (Frost Only). All ranged attack rolls that pass within 10ft of the spirit have disadvantage.
ACTIONS
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down), but only one may be a rock throw.
Morningstar. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 2d6 + 5 + the spell's level slashing damage.
Rock. Ranged Weapon Attack: your spell attack modifier to hit, range 60/240ft, one target. Hit: 2d8 + 5 + the spell's level bludgeoning damage.
Lightning Strike (1/Day) (Storm Only). The spirit hurls a magical lightning bolt at a point it can see within 120ft of it. Each creature within 10 feet of that point must make a Dexterity saving throw against your spell save DC, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one.
REACTIONS
Redirect Attack (1/Day) (Cloud Only). When the spirit or a creature it can see within 30ft of it is hit by an attack roll, it can use its reaction to choose a different creature within 30ft of it, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range.
Psionic Shield (1/Day) (Cloud Only). The spirit creates a psychic barrier, granting it a +5 to AC until the start of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, use the higher level wherever the spell’s level appears in the stat block. |
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