instruction
stringclasses
1 value
response
stringlengths
246
16k
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: 10cc of Time Stop Level: 5 School: Transmutation Classes: Artificer, Sorcerer, Warlock, Wizard Casting time: 1 Reaction Range: Self Duration: Instantaneous Components: V, S Description: As a reaction to another creature taking an action, bonus action, reaction, opportunity attack, movement, etc., you quickly stop the flow of time for everybody except you. No time passes for other creatures and you are able to move half your running speed, take 1 action, and not take any bonus actions before the flow of time is restored. This spell ends if the action you take during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 10 feet from the location where you cast it.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: 6/8 Time Beatdown Level: 4 School: Enchantment Classes: Bard, Paladin, Sorcerer Casting time: 2 Actions Range: 100 Feet Duration: Concentration, Up To 5 Minutes Components: V Description: “ ..."Beat him! Beat him in 6/8 time!... ” When you cast this spell you choose a number of friendly creatures up to your Charisma modifier + your proficiency bonus times 2 (Minimum of 2 targets) to suddenly act as a mob of on-beat attackers. Each creature you target has their attacks follow the pattern shown below: Turn 1: All those affected by the spell can attack one additional time whenever they take the attack action. Creatures affected by the spell also gain a +1 to damage if they hit an attack. Turn 2: Creatures affected by the spell gain a +1 to damage if they hit an attack. Turn 3: Same as turn 2. Turn 4: All those affected by the spell can attack one additional time whenever they take the attack action. Creatures affected by the spell also gain a +2 to damage if they hit an attack. Turn 5: Creatures affected by the spell gain a +2 to damage if they hit an attack. Turn 6: Same as turn 5. After Turn 6 of the spell, pattern resets to turn 1 and repeats until the spell ends. If none of the creatures affected by the spell are attacking then the spell automatically ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of creatures affected increases by 2 and the damage bonus increases by +2.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: 617 Pages Level: 9 School: Conjuration Classes: Cleric, Sorcerer, Warlock, Wizard Casting time: 1 Minute Range: 30 Feet Duration: Concentration, Up To 1 Hour Components: V, S, M Material cost: A large book, which the spell consumes Description: You call upon the foundational magics that separate the planes, before tearing into the space between, calling out to a creature from the unknown beyond. After one minute, you make a Constitution saving throw equal to the previous number of times you have used this spell + a number of your choice between 1 and 10. On a failed save, and if your concentration hasn't been broken, you conjure a creature in the spot you can see within range, with a CR equal to the number you choose for the Constitution saving throw minus two (minimum of 0). If you succeed on the save, and your concentration hasn't been broken, you conjure a creature in the spot you can see within range, with a CR equal to the number you choose for the Constitution saving throw. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature (DM's choice). This creature is loyal to you and will fulfill commands that you give it to the best of its abilities for as long as it is conjured. If no commands are given, the creature will simply defend you and itself until given a new command. After 1 hour, when you or the summoned creature are reduced to 0 hit points while it is summoned, or you otherwise loose concentration, the planar convergence manifests itself once more, consuming the creature you summoned, causing it to disappear, returning to the place or plane it originated from.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: 7th Shot Level: 0 School: Conjuration Classes: Ranger Casting time: 1 Reaction Range: Self Duration: Instantaneous Components: V Description: The spell "7th Shot" is used only by gunslinger classes and can only be used on revolvers or other revolving-based ammo storage weapons. Once cast, an extra bullet is conjured into the last vacant ammo slot giving a "7th Round" The spell can be cast at the start of a player's turn, if successful the bullet will only conjure when all ammo has been emptied from the moon clips The spell requires a 1D6 dice roll that exceeds 4
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: A Little Help Level: 3 School: Divination (Ritual) Classes: Artificer, Cleric, Wizard Casting time: 1 Minute Range: Touch Duration: 1 Hour Components: V, S, M Material cost: A set of relevant tools worth at least 10 gp Description: You reach into the collective consciousness of the world and ask for a little help from your God or another concerned entity. For the duration of this spell, a creature you touch gets a little help and gains proficiency in a set of Tools of your choice. You must have these tools with you in order to cast this spell.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: A-Bomb Level: 3 School: Conjuration Classes: Artificer Casting time: 1 Action Range: 120 Feet Duration: Instantaneous Components: V, S, M Material cost: water, a piece of lead, and a pinch of pitchblende dust, all of which the spell consumes Description: Choose a willing construct you can see within range. A bomb streaks out towards a point of your choice within 120 of the construct and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw, taking 4d4 thunder damage and being splashed in acid on a failed save, or taking half as much thunder damage and not being splashed on a success. When splashed with acid, a creature takes an additional 2d6 acid damage, and nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range of the bomb increases by 10 feet and the thunder damage increases by 1d4 for each level above 3rd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Aberrate Level: 1 School: Transmutation Classes: Warlock, Wizard Casting time: 1 Action Range: Touch Duration: 1 Minute Components: V, S, M Material cost: an eyeball and a small tentacle suspended in formaldehyde Description: Choose one beast, dragon, humanoid, monstrosity, or plant. The target must make a Constitution saving throw to resist the effects of this spell. The subject's body becomes covered in eyes, their limbs become tentacles, and their type changes to aberration. Their speed is reduced to 5 feet for the duration, and they take 1d4 psychic damage on each of their turns. They are able to see in all directions at once. The target can repeat this saving throw on each of its turns, ending the effect early on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional d4 of psychic damage for each spell level above 1st.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Abhorrent Colossus Level: 9 School: Necromancy Classes: Sorcerer, Warlock, Wizard Casting time: 1 Minute Range: 100 Feet Duration: 1 Hour Components: V, S, M Material cost: A piece of every corpse included in the spell Description: You weave together the horrid energies of the shadowfell, infusing the amalgam of bone shards and rotting flesh in your hands, transmogrifying it into a single pulsing dark orb. Every corpse within range of the spell begins to move towards you at a speed of 5 feet per round, becoming a massive pile at your feet. A round after all of the corpses have entered the pile, the dark orb flies into the mass, as it becomes an undead unlike any other. This undead, statblock shown below, is permanently charmed by you. You must use an action to command it, else it stands still and takes the Dodge action. It will follow any command you give it, no matter how suicidal. If the undead is to die, the corpses used in the spell are disintegrated. After the spell ends, it dies no matter what. Undead of varying size, unaligned Armor Class 13 + Constitution modifier (natural armor) Hit Points 12 x half the amount of corpses used in the spell(maximum 600) Speed 20 ft. STR DEX CON INT WIS CHA 0 (-5) 4 (-3) 0 (-5) 2 (-4) 4 (-3) 4 (-3) Damage Vulnerabilities radiantDamage Resistances necrotic; bludgeoning, piercing, and slashing damage from nonmagical weapons Senses passive Perception 7 Languages Any language its master knows Size. If less than 10 corpses are used, it is Medium. If 10 or more corpses are used in the spell, its size is Large, if 50 or more are used, its size is Huge, and if 100 or more is used, it is Gargantuan. Strength and Constitution. These scores are equal to 7 + half the amount of corpses used in the spell (maximum 24). ACTIONS Multiattack. The undead mass makes two maul attacks. Maul. Melee Weapon Attack, +(5 + Strength modifier) to hit, reach 10 ft. Hit: its Strength score bludgeoning damage.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Absolute Zero Level: 9 School: Evocation Classes: Druid, Sorcerer, Wizard Casting time: 1 Action Range: 150 Feet Duration: Instantaneous Components: V, S, M Material cost: a piece of white quartz, which the spell consumes Description: You unleash the absolute cold that dwells deep within the Plane of Ice from a point within range. Each creature in a 30-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a target takes 12d10 cold damage and becomes incapacitated and restrained by ice for for 1 minute; an effected creature can use an action to break free by succeeding on a Strength check against your spell save DC. On a successful save, a target takes half as much damage and its speed becomes 0 until the end of your next turn, and it isn't incapacitated or restrained. All bodies of water in this area (outside of water-based creatures) are instantly frozen solid. Creatures that were in the frozen water are trapped, and may begin suffocating if submerged. A trapped creature can use an action to make a Strength check against your spell save DC to break free. A creature reduced to 0 hit points by this spell is stable but petrified and has its speed reduced to 0. It can't regain hit points until thawed by either taking fire damage or with a greater restoration, heal, or wish spell.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Absorb Prosperity Level: 2 School: Abjuration Classes: Bard, Paladin, Ranger, Warlock Casting time: 1 Reaction, Which You Take When A Creature You Can See Within Range Makes An Ability Check, Attack Roll, Or Saving Throw With Advantage Range: 30 Feet Duration: Instantaneous Components: V, S Description: You absorb the cunning and even the luck of your foe, spinning their good turn of fate into yours. The creature must make a Wisdom saving throw, losing the advantage for the roll on a failed save. If the creature fails, you gain advantage on the next saving throw, ability check or attack roll you make before the end of your next turn. At Higher Levels. When this spell is cast with a spell slot of the 3rd level or higher, if the creature fails its saving throw and you gain its advantage, you can give that advantage up to grant advantage to an ally you can see within 30 feet. This advantage can be applied to an attack roll, ability check, or saving throw. Also, when the creature fails its saving throw, it loses its advantage and gains disadvantage on the roll.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Abyssal Eruption Level: 3 School: Evocation Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self (15-Foot Cube) Duration: Instantaneous Components: V, S, M Material cost: a black pearl Description: A burst of necrotic energy erupts from you, entirely suffusing a space. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 4d4 necrotic damage for every 5 foot-cube of its space that overlaps with the spell's area. On a successful save, a creature takes half as much damage. A Tiny creature rolls only half the dice for damage from this spell. At Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points. —Power Point Cost— -1 0 1 2 3 4 5 6 7 8 9 Size — 5 ft. cube 10 ft. cube 15 ft. cube 20 ft. cube 25 ft. cube 30 ft. cube 35 ft. cube 40 ft. cube 45 ft. cube — Necrotic Damage — 2d4 4d4 6d4 8d4 10d4 12d4 14d4 16d4 18d4 20d4 Casting Time 2 actions 1 action — 1 bonus action — — — — — — —
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Abyssal Invocation Level: 4 School: Transmutation Classes: Sorcerer, Warlock, Wizard Casting time: 1 Bonus Action Range: Self Duration: Concentration, Up To 10 Minutes Components: S, M Material cost: a drop of blood Description: You call upon a creature of the abyss to wield their power as your own. Roll 1d4: On a roll of 1: You call upon the powers of a demon of rage. Your Strength modifier is increased by 2. Your movement speed is increased by 15 ft. On a roll of 2: You call upon the powers of a demon of greed. Your spell save DC is increased by 2. Your movement speed is reduced by 15 ft. On a roll of 3: You call upon the powers of a demon of suffering. When you hit a creature, it must succeed on a Constitution save or be paralyzed for one minute. On a roll of 4: You call upon the powers of a demon of death. When you hit a creature, the creature takes an additional 4d10 necrotic damage. You gain temporary hit points equal to half of the necrotic damage dealt. After the spell ends, you take one level of exhaustion
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Abyssal Invocation, Variant Level: 4 School: Transmutation Classes: Sorcerer, Warlock, Wizard Casting time: 1 Bonus Action Range: Self Duration: Concentration, Up To 10 Minutes Components: S, M Material cost: a drop of blood Description: You call upon a creature of the abyss to wield their power as your own. Roll 1d8: On a roll of 1: You call upon the powers of a demon of rage. Your Strength modifier is increased by 2. Your movement speed is increased by 15 ft. On a roll of 2: You call upon the powers of a demon of greed. Your spell save DC is increased by 2. Your movement speed is reduced by 15 ft. On a roll of 3: You call upon the powers of a demon of pride. When you hit a creature, it must succeed on a Constitution save or be paralyzed for one minute. On a roll of 4: You call upon the powers of a demon of envy. When you hit a creature, the creature takes an additional 4d10 necrotic damage. You gain temporary hit points equal to half of the necrotic damage dealt. On a roll of 5: You call upon the powers of a demon of Sloth. Your AC and all of your saving throw modifiers increase by 3 On a roll of 6: You call upon the powers of a demon of Lust. As a bonus action you can attempt to charm a creature that can hear you within 30ft. it must succeed a Wisdom save or be charmed until the start of your next turn. While the creature is charmed it does nothing on its turn. The effect is broken if the creature takes damage. On a roll of 7: You call upon the powers of a demon of Gluttony. Two extra arms grow out of your torso, if you take the attack action on your turn you can make one additional attack, or two unarmed strikes. On a roll of 8: You call upon the powers of a demon of Sadness. When you take this form, all creatures within 80ft must succeed a Wisdom save or becomes overtaken by sadness and looses the will to fight. As an action you can force one creature you can see who succeeded the save to re roll it. After the spell ends, you take one level of exhaustion
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Abyssal Strength Level: 3 School: Conjuration Classes: Sorcerer, Warlock, Wizard Casting time: 1 Bonus Action Range: Self Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: a vial of blood from a humanoid killed within the past 24 hours Description: You call upon a creature of the abyss to wield their strength as your own, as you let its spirit possess your body. Roll a d4 to determine what abyssal being answers your call and the result of this invocation. 1. Barlgura's Strength. Your Strength score becomes 18, if it is lower. You also roll a d10 for your unarmed strikes. Finally, you gain the Reckless and Running Leap traits from the barlgura. 2. Hezrou's Strength. Your Strength score becomes 19, if it is lower. You also roll a 2d4 for your unarmed strikes. Finally, if you take the Attack action and only use unarmed strikes, you can make two additional unarmed strikes using a bonus action. 3. Glabrezu's Strength. Your Strength score becomes 20, if it is lower. You also roll a 2d6 for your unarmed strikes. Finally, you gain the glabrezu's Stench trait. 4. Nalfeshnee's Strength. Your Strength score becomes 21, if it is lower. You also roll a 3d6 for your unarmed strikes. Finally, you can use your action to make two unarmed strikes. When you cast this spell, and at the start of each turn, you must succeed on a Charisma saving throw against your own spell save DC + the number rolled on the die, or the demon takes control over your body until the end of that turn. While you are possessed, you become hostile to any creature originally friendly to you and will do everything in your capacity to reach and damage that creature. If there's no friendly creature within reach, you will attack the closest creature instead. At Higher Levels. You roll a d6 when you cast this spell at 5th-level or 6th-level, and a d8 if you cast this spell at 7th-level or higher, adding the following results: 5. Marilith's Strength. Your Strength score becomes 18 and your Dexterity becomes 20, if it is lower. You also can make three attacks as part of your Attack action, rather than the usual amount. Finally, you gain the Reactive trait of the Marilith. 6. Goristro's Strength. Your Strength score becomes 25, if it is lower. You also roll a 3d8 for your unarmed strikes. Finally, you gain the Charge and Siege Monster traits from the Goristro. 7. Balor's Strength. Your Strength score becomes 26, if it is lower. You also conjure a whip of fire that is considered a martial weapon you are proficient with and deals 2d6 slashing damage and 3d6 fire damage on a hit. Finally, you gain the balor's Fire Aura trait. 8. Reroll. You roll the d8 again, being able to choose between the results.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Abyssal Strength, Variant Level: 3 School: Abjuration Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self Duration: 1 Minute Components: V, S, M Description: You call upon a demon of the abyss to grant you part of their strength as your own, as you forcefully bind part of their strength to your body. When this spell is cast, you gain the following effects which last until the spell ends: Your Strength modifier increases by 2, and you gain advantage on Strength checks. Your AC is increased by 2. At the end of every turn, you must succeed on a DC 15 Constitution saving throw or take 1d10 necrotic damage. Once the spell ends, you must succeed on a DC 20 Constitution saving throw, or take 6d10 necrotic damage as you lose the strength empowering you, and the binding wears off
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Accelerate Self Level: 5 School: Transmutation Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self Duration: 1 Minute Components: V, S Description: Uttering the Astral words for time and accelerate, you feel yourself speed up, to you the world seems to be moving at a snail's pace. When this spell is cast, you gain the following effects which last until the spell ends. Time travels at half speed for you (1 second in the real world is 2 seconds for you, 1 round (6 seconds) in the real world is 2 rounds (12 seconds) for you. Your movement is doubled and you can take two actions on your turn. Due to the speed you are moving at compared to others, you have advantage on attack rolls and attack rolls have disadvantage against you. When the spell ends, time compresses on you. You fall prone, are stunned, and you must make a DC 25 Constitution saving throw. On a failure, you take 5d8 force damage and gain a level of exhaustion
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Accelerate/Decelerate Level: 0 School: Transmutation Classes: Wizard Casting time: 1 Action Range: 30 Feet Duration: Concentration, Up To 1 Round Components: V, S Description: You make a minor change to the way time interacts with a single creature or object within range. Until the end of your next turn, the target’s speed is reduced or increased by 10 feet. Likewise, if the creature falls 20 feet or less before the spell ends, it lands on its feet and has resistance to any falling damage it takes.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Accelerating Sphere Level: 7 School: Transmutation Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self (5-Foot Radius) Duration: Concentration, Up To 1 Minute Components: V Description: Uttering the astral words for "time", "accelerate" and "other", you, creating an aura of 5-foot radius around you that cause everything near you to speed up, with the remainder of the world flowing slowly in comparison. All creatures, other than yourself, that start their turn within the radius of the spell gain the following benefits: Their movement speed is doubled until the end of their turn. They can take an additional action until the end of their turn. They have advantage on Dexterity saving throws until the start of their next turn.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Accelerator Level: 6 School: Transmutation Classes: Wizard Casting time: 1 Action Range: Self Duration: Concentration, Up To 1 Minute Components: V Description: This spell creates a shell of altered time around you, causing the the world to move slower, causing the impression that you are moving faster. Until the spell ends, you gain the following benefits: You gain 5 teleportation charges. You can use a teleportation charge using a bonus action, teleporting to an unoccupied space within 10 feet per charge spent. All charges are lost when the spell ends. Attack rolls against you are made at disadvantage. When you make an attack roll, you can make one additional attack without using an action. You add your proficiency bonus to all your Dexterity checks that don't already add your proficiency. You gain proficiency in Dexterity saving throws. If you are already proficient, you add twice your proficiency bonus to it. You can take one additional action in each of your turns. This action can be a single attack, or the Dash, Hide, Search, Disengage or Use an Object action. Immediately after the spell ends, you become incapacitated, as a lethargic weave passes through your body, and you suffer 1 level of exhaustion, that is removed after 1 minute.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Accursed Strike Level: 3 School: Necromancy Classes: Cleric, Paladin, Warlock, Wizard Casting time: 1 Bonus Action Range: Self Duration: Concentration, Up To 1 Minute. Components: V, M Material cost: a melee weapon that deals piercing or slashing damage worth at least 1 gp Description: You brandish the weapon used as the material component for this spell's casting as it begins glowing with a red aura. The next time you hit a creature with a melee weapon attack using this weapon, the attack deals an additional 4d4 necrotic damage and the spell ends. The target must then succeed on a Constitution saving throw or become cursed. While cursed in this way, the target's hit point maximum is reduced by the damage they took from the attack. Constructs and undead automatically succeed on the saving throw, and the spell ends early if you drop the weapon. Every 24 hours while the target is cursed, it takes an additional 1d8 necrotic damage and its hit point maximum continues to be reduced by that amount. A creature dies if its maximum hit points reach 0. A remove curse spell cast at the level this spell was cast at or greater restoration spell ends the curse and the reduction to the target's maximum hit points. At Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points. The default 3rd-level Power Point allocation of this spell is Initial Damage 3, Recurring Damage 0, Damage Interval 0. —Power Point Cost— -2 -1 0 1 2 3 4 5 6 7 8 9 Initial Necrotic Damage — 0 1d4 2d4 3d4 4d4 5d4 6d4 — — — — Recurring Necrotic Damage — — 1d8 — 2d8 — 3d8 — 4d8 — 5d8 — Damage Interval 1 month 1 week 24 hours 8 hours 1 hour 10 minutes 1 minute 1 round — — — —
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Acererak's Enfeeblement Level: 9 School: Transmutation Classes: Cleric, Warlock, Wizard Casting time: 1 Action Range: 30 Feet Duration: Instantaneous Components: V, S, M Material cost: an ancient solid bone, at least 1000 years old, which the spell consumes Description: You draw the life force out of a creature using the bone as a fulcrum, robbing them of almost all of their vitality and energy, leaving a mere husk of a living thing. The target must make a Constitution saving throw. On a failed save, they are reduced to 1 hit point and gain a level of exhaustion. The target cannot benefit from saving throw proficiency for this save. If you are an undead, you also gain hit points equal to the amount drained from the target. This spell has no effect on undead or constructs.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Acid Balm Level: 0 School: Conjuration Classes: Cleric, Druid, Warlock Casting time: 1 Action Range: Touch Duration: 1 Minute Components: V, S Description: You conjure a strong acidic substance on your target's skin, yellow and sticky, that burns to the touch. While grappling a creature, you may deal 1d6 acid damage to it at the end of your turn. This spell ends if a creature breaks out of your grapple.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Acid Rain Level: 5 School: Conjuration Classes: Druid, Sorcerer, Wizard Casting time: 1 Action Range: Self (120-Foot Cylinder) Duration: 1 Hour Components: V, S Description: A dark cloud moves towards your position and starts to unleash a torrent of acid rain. Each creature within range must make a Constitution saving throw or take 5d6 acid damage and 4d6 water damage on a failed save, and half as much on a successful one. Any creature that is adequately sheltered from the rain does not take any damage.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Acid Spray Level: 2 School: Conjuration Classes: Sorcerer, Warlock Casting time: 1 Action Range: 90 Feet Duration: Instantaneous Components: V, S, M Material cost: a vial of diluted poison Description: A concentrated ball of acid ejects your hand to a point you choose within range and explodes upon impact. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d8 acid damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Acid Storm Level: 6 School: Evocation Classes: Sorcerer, Wizard Casting time: 1 Action, Range: 120 Feet Duration: Instantaneous, Components: V, S, M Material cost: A flask of acid Description: You cause a brief torrent of acid to rain down in a 20 foot cylinder within range. Each creature within the cylinder must make a Dexterity saving throw or take 5d12 acid damage on a failed save, and half as much on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Acidic Blast Level: 0 School: Evocation Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 60 Feet Duration: Instantaneous Components: V, S Description: A beam of acidic, corrupted energy streaks toward a creature within range. The target makes a Dexterity saving throw. On a failed save, it takes 1d6 acid damage, and then a further 1d4 acid damage at the end of its next turn. 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.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Acidic Bolt Level: 0 School: Evocation Classes: Druid, Sorcerer, Wizard Casting time: 1 Action Range: 60 Feet Duration: Instantaneous Components: S Description: You conjure a bolt of solidified acid that melts inside your target. It propels itself at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 piercing damage. If the target is a creature, it must make a Constitution saving throw or take an additional 1d6 Acid damage. The acid damage and piercing damage of this spell both increase 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: Acidic Smite Level: 1 School: Evocation Classes: Paladin, Ranger Casting time: 1 Bonus Action Range: Self Duration: Concentration, Up To 1 Minute Components: V, S Description: The first time you hit with a melee weapon attack during this spell’s duration, your weapon becomes covered in acidic slime, and the attack deals an extra 1d6 acid damage to the target. Additionally, if the target is wearing armor, it must succeed on a Constitution saving throw or have a -1 to AC. The armor is destroyed if the penalty reduces its AC to 10.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Acquire Attendant Level: 4 School: Conjuration (Ritual) Classes: Bard, Sorcerer, Warlock, Wizard Casting time: 1 Hour Range: 10 Feet Duration: Instantaneous Components: V, S, M Material cost: 100 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier Description: You gain the service of an attendant, a spirit that takes on a humanoid form you choose. Appearing in an unoccupied space within range, the attendant has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a humanoid. The attendant uses the stat block of the squire, but it doesn't have its actions, reactions, or equipment. Choose 3 skills, the attendant has a +5 modifier for this skill, instead of any other modifier. Additionally, it gains a bonus to its ability scores equal to that of the race it appears as. Finally, it knows all the languages you know, and one additional language based on the race they appear as(elven for half elfs, dwarven for dwarves, and so on). Your attendant acts independently of you, but they always obey your commands. In combat, they roll their own initiative and acts on its own turn. An attendant can’t attack, but they can take other actions as normal. When the attendant drops to 0 hit points, they disappear, leaving behind no physical form. They reappear after you cast this spell again. While your attendant is within 100 feet of you, you can communicate with them telepathically. Additionally, as an action, you can see through your attendant’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the attendant has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your attendant. They disappear into a pocket dimension where they await your summons. As an action, while they are temporarily dismissed, you can cause them to reappear in any unoccupied space within 30 feet of you. You can’t have more than one attendant at a time. If you cast this spell while you already have an attendant, you instead cause them to adopt a new form. Choose one of the forms from the above list. Your attendant transforms into the chosen humanoid. Finally, when you cast a spell with a range of touch, your attendant can deliver the spell as if they had cast the spell. Your attendant must be within 100 feet of you, and 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 spell
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Add Sending Stone Level: 6 School: Transmutation Classes: Wizard Casting time: 10 Minutes Range: 60 Feet Duration: Until Dispelled Components: V, S, M Material cost: an intricately-carved piece of moonstone worth at least 200gp, which the spell consumes Description: This spell adds a new sending stone to an existing pair of sending stones. The new stone, created from the material component of this spell, has the same mechanics as the pair that it's joined to, and sending a message into one will release a message into all linked stones simultaneously. You can join up to ten stones into a single sending stone network in this way. Traditional methods of destroying sending stones destroy added stones, but so do dispel magic spells and similar spells cast at 6th level or higher.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Adula’s Moonblade Level: 1 School: Evocation Classes: Sorcerer, Warlock Casting time: 1 Action Range: Self (10Ft Radius Semicircle) Duration: Instantaneous Components: V, M Material cost: a handful of ice and a nonmagical weapon Description: A large freezing greatblade forms on your arcane focus, weeping in front of you in a slash (melee spell attack) that deals 1d6 slashing damage and 1d6 cold damage to all creatures hit by it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the slashing damage increases by 1d6 and the cold damage increases by 1d6 for each slot level above 1st.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Aerostrike Level: 0 School: Evocation Classes: Druid, Sorcerer, Wizard Casting time: 1 Bonus Action Range: Self Duration: Instantaneous Components: V, M Material cost: a cloud that you can see Description: You condense the winds around you, wrapping it around your weapon before you strike. The next time you make a melee weapon attack against a creature, you can use your spellcasting ability modifier instead of your Strength modifier when calculating the attack and damage rolls. In addition to the attack's normal damage, the attack also deals an extra 1d6 slashing damage on a hit. You do not receive this bonus damage if you do not take the attack action during the turn you cast this spell, as the condensed winds around the blade disperse. The spell’s extra damage increases when you reach the 5th level (2d6), 11th level (3d6), and 17th level (4d6). Note: At the DM's discretion, the bonus damage from this spell may deal wind damage instead of slashing damage.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Aether: Ascent Level: 1 School: Evocation Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard Casting time: 1 Action/1 Reaction Range: Touch/15Ft/30Ft Duration: Instantaneous Components: M Material cost: Greatsword Description: This spell has three different cast forms but all function in a similar manner. When targeting a grounded target, you cast this spell as a melee spell attack that uppercuts your target 15ft into the air, dealing weapon damage +2d6 magical slashing damage. When you land, all targets within 5 ft must make a dexterity saving throw or take half the damage your initial target took. This damage is not additive with the damage done to your initial target. When this spell is cast as a ranged attack, make a ranged spell attack roll against a target that is airborne directly above you within 15ft. That target takes 2d6 magical slashing damage and is dragged down to the ground with you, causing a similar area effect as when used against a grounded target. This spell can be cast as a reaction when the caster begins to fall from a great height. The spell is then cast with no target in mind, doubling its effective range and embedding the sword at a grabable ledge; allowing the safe recovery of the caster. However, if this spell is cast with no applicable ledge, you plummet downwards... Rapidly, doubling any fall damage you would've taken. Note: This spell is made in reference to Ike's Up-B from Super Smash Brothers and is meant to be used as both an attack and a utility spell to avoid falling to one's death; this spell also feels a lot better yelling AETHER while casting it. (We like Ike) At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the magical slashing damage increases by 1d6 and the range increases by 5ft for each level above 1st
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Aether: Quickdraw Level: 1 School: Evocation Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 30Ft Duration: Instantaneous Components: M Material cost: A Greatsword Description: Your weapon glows, and it becomes magical for the duration of the spell if it is not already. Choose one creature within an unobstructed line from you that is within range of the spell. You dash forward to strike your target, and if you end the movement within 5 feet of them, make a weapon attack against your target. On a hit, you deal an additional 2d6 weapon damage. This movement does not provoke opportunity attacks and does not count against your movement this turn. Note: This spell is made in reference to Ike's Side-B from Super Smash Brothers and is simply a dash move rather than a charged move. (We like Ike) At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the weapon damage is increased by 1d6 and the range is increased by 5ft for each level above 1st
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Aetheric Aura Level: 5 School: Evocation Classes: Wizard Casting time: 1 Action Range: Self(20 Feet) Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: A diamond worth 500gp set in a magnet Description: You stretch out your hands as energy begins to permiate the air. Allied creatures within 20 feet of you gain the following benefits, until they leave or the spell ends. Their AC increases by 1. They have a +1 to all saving throws they make. When they make a saving throw that would cause them to take half damage on a success, they instead take no damage. Additionally, as an action while this spell persists, you can force any number of creatures in range to make a Wisdom saving throw, taking 2d6 force damage on a failure
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Aetheric Ballista Level: 2 School: Conjuration Classes: Wizard Casting time: 1 Action Range: Self Duration: Concentration, Up To 1 Minute Components: V, S Description: A faint quintessential essence wreathes around your extended wrist. For the duration of the spell, you can use a bonus action to make a ranged spell attack against a creature that you can see within 60 feet. On a hit, you deal force damage equal to 1d6 + your spellcasting ability modifier. At Higher Levels.When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 2d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 3d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d6
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Aetheric Blade Level: 0 School: Conjuration Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self Duration: Concentration, Until Dispelled Components: S Description: You create a magical semi-transparent one-handed bladed weapon with a range of 5 feet which you are proficient with. You decide it's shape and appearance. The weapon deals 1d10 force damage regardless of it's shape or form. You use your spellcasting ability modifier for the weapon's attack and damage rolls. You may choose to attack once as part of the action used to conjure the weapon. At Higher Levels. The weapon's damage dice increases to 2d10, 3d10 and 4d10 at 6th, 12th and 18th levels respectively. At 20th level, you may use your reaction to attack once with the weapon.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Affect Level: 1 School: Transmutation (Ritual) Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard Casting time: Varies (See Below) Range: Varies (See Below) Duration: Varies (See Below) Components: V, S Description: Affect is a 1st level spell that allows the caster to cast a random cantrip (At the cantrip level) in the game as if they knew the spell, regardless of what spell list it is on or whether or not they can normally cast the cantrip with their spell list by switching spells. Any cantrip that normally requires material components doesn't require those components if cast this way. This spell must be cast within a minute of observing the cantrip. With this spell, you can only cast a cantrip your character either completely knows the effects of or has seen cast, and if you aren't completely aware of the effects of the cantrip but can cast it through this spell, you can only cast it with the effects you have observed, and other effects of the cantrip aren't carried over. You can retain a number of observed cantrips equal to your spellcasting ability modifier. If any additional cantrips are to be added via this spell, a preexisting cantrip must be replaced. Finally, if a cantrip becomes stronger as you level up or in certain conditions (Like Toll The Dead becoming stronger if used on a damaged creature), you can use the stronger versions if you meet the requirements
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Afterburner Level: 3 School: Evocation Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self Duration: Instantaneous Components: V, S Description: You launch forward up to 120 feet in a straight line, leaving a plume of fire behind you as you go. For the duration of the spell you do not provoke opportunity attacks, you are able to move through the space of hostile creatures, and difficult terrain doesn't slow your movement. When you move within 5 feet of a creature or move through its space, it must make a Dexterity saving throw or it takes 4d6 fire damage from your trail of fire. On a successful save the creature takes half as much damage. A creature can take this damage only once during a turn
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Aging Bolt Level: 1 School: Necromancy Classes: Sorcerer, Warlock Casting time: 1 Action Range: 60 Ft Duration: Instantaneous Components: V, S, M Material cost: a bit of grey hair Description: You cast a streak of time energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage. The target is forced to make a Constitution saving throw against your spell DC, if it fails it will also rapidly age by a number of years equal to your spellcasting ability modifier. Against inanimate objects, the bolt ages an area in the shape of a circle up to 1 foot in diameter and the aging can be multiplied by up to 10 times (this is determined by the caster). Worn or in-use equipment is affected at the same rate as the living creature using it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot above 1st.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Aging Hands Level: 1 School: Necromancy Classes: Artificer, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: Instantaneous Components: V, S Description: You cast a streak of time energy at a creature or object within range. Make a melee spell attack against the target. The target is forced to make a Constitution saving throw, if it fails it will also rapidly age by a number of years equal to your spellcasting ability modifier. Against inanimate objects, the bolt ages an area in the shape of a circle up to 1 foot in diameter and the aging can be multiplied by up to 10 times (this is determined by the caster). Worn or in-use equipment is affected at the same rate as the living creature using it. This spell can only be used by someone profiecnt in time (has time in the subclass). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increases time aged by 1d4 years for each slot above 1st.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Agonizing Smite Level: 4 School: Necromancy Classes: Paladin Casting time: 1 Bonus Action Range: Self Duration: Concentration, Up To 1 Minute Components: V Description: The next time you hit a creature with a melee weapon attack before this spell ends, the weapon sends waves of excruciating pain through the creature's body, and the attack deals an extra 5d8 necrotic damage to the target. Additionally, the target must make a Constitution saving throw. On a failed save, it falls prone and takes 1d8 necrotic damage at the start of its next turn. On a successful save, the target takes half as much damage and doesn't fall prone
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Air Bubble, Variant Level: 2 School: Evocation (Ritual) Classes: Cleric, Druid, Paladin, Ranger, Wizard Casting time: 1 Action Range: 30 Feet Duration: 1 Hour Components: V, S Description: An object or creature in range is surrounded with a 2-foot-diameter sphere of clean, pure air for the duration, which suppresses water or unclean air. When cast on a creature, the air bubble surrounds the target's head or face. As the air is always clean, it is scentless even in the presence of overwhelming odor. The sphere stays with the target, though a creature can choose to avoid the air bubble if it wishes. This effect enables a creature to breathe when it otherwise could not, such as while underwater. The target is effectively immune to any damage that relies on smell, inhalation, odors, or gaseous contact with the face. A fragile object surrounded by this sphere of air is similarly protected from smoke or water. At Higher Levels. When you cast this spell using a spell slot of 3rd level higher, you can target two additional creatures or objects for each slot level above 2nd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Air Cannon Level: 2 School: Evocation Classes: Wizard Casting time: 1 Action Range: 120 Feet Duration: Instantaneous Components: S Description: Thrusting your open palm forward, you shoot a concentrated force of wind towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 bludgeoning damage, and each creature within 10 feet of the target must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage and be pushed 10 feet away from the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage to the target increases by 1d8 for each spell slot level above 2nd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Air Cushion Level: 0 School: Evocation Classes: Cleric, Druid, Sorcerer Casting time: 1 Reaction Range: Self Duration: Instantaneous Components: S Description: You blast the ground below you with air that softens your fall. When you fall from a height of 50 feet or lower, you avoid taking any damage from that fall and land on your feet. If you fall from a height greater than 50 feet, you only avoid taking any damage from the first 50 feet of falling. The maximum height of the fall increases to 100 feet when you reach 5th level, 150 feet at 11th level, and 200 feet at 17th level. Back to Main Page → 5e Homebrew → Spells → Cleric Back to Main Page → 5e Homebrew → Spells → Druid Back to Main Page → 5e Homebrew → Spells → Sorcere
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Air Removal Level: 8 School: Conjuration Classes: Druid Casting time: 1 Action Range: 60 Feet Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: a bit of earth from the Plane of Air Description: You remove breathable air from within the body of a creature within range, and prevent any air from entering for the duration. The target must make a Constitution save. Air elementals, or other creatures made primarily of air, have disadvantage on this saving throw. On a failed save, the creature takes 10d8 necrotic damage, and this spell continues if the creature has a need to breathe. On a successful save, the creature takes half as much damage, and the spell ends. At the end of your next turn, the creature must succeed on another Constitution saving throw or begin to suffocate, as it has run out of breath. It can repeat the saving throw at the end of each of your turns, ending the spell on a success
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Air Shield Level: 2 School: Abjuration Classes: Artificer, Bard, Sorcerer, Wizard Casting time: 1 Reaction, Which You Take When You’Re Hit By An Attack Or Targeted By Magic Missile Range: Self Duration: 1 Round Components: V, S Description: A barrier of extremely fast wind surrounds you and protects you. Until the start of your next turn, you have a +2 bonus to AC, and you take no damage from ranged attacks and magic missile. If a melee attack misses you, the attacker must make a Constitution saving throw, or be pushed 15 feet to the direction opposite of it's attack. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the attacker is pushed more 5 feet for each level above 2nd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Air Slash Level: 0 School: Evocation Classes: Druid, Sorcerer, Wizard Casting time: 1 Action Range: 120 Feet Duration: Instantaneous Components: S Description: You form a blade of air and launch it at incredible speeds at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 slashing damage. At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Air Wave Level: 1 School: Conjuration Classes: Bard, Ranger Casting time: 1 Action Range: 30 Feet Duration: Instantaneous Components: V Description: With a swing of your weapon, you attack a target within range with a wave of cutting air. Make a melee weapon attack against the target as if you were adjacent to it. If you are wielding one weapon in each hand, your attack deals an additional 1d6 damage. Attacks made with this spell deal slashing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, its range increases by 20 feet for each slot level above 1st
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Al-Taraj's Fulgursphere Level: 4 School: Evocation Classes: Cleric, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 120 Feet Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: a quartz crystal worth 25gp Description: A bright flash of light emerges from your pointing finger to a point you choose within range, turning into a violent blast of electricity. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw, or take 4d8 lightning damage on a failed save, half as much damage on a success. Additionally, if a creature fails the save, they become deafened. If they fail by 5 or more, they are also blinded, and if they fail by 10 or more, they are stunned on top of all that. At the start of an afflicted creature's turn, they can attempt a Constitution saving throw, ending the effect on a success. It also ends when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage of this spell increases by 1d8 per spell level above 4th
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Al-Taraj's Shockspire Level: 4 School: Conjuration Classes: Cleric, Druid, Sorcerer, Wizard Casting time: 1 Action Range: 120 Feet Duration: Concentration, Up To 1 Hour Components: V, S, M Material cost: metal shards or ore wrapped in wire Description: You cause up to four electrically charged pillars of metal to burst from areas on the ground that you can see within range. Each spire is a rough cylinder that has a diameter of 5 feet and a height of up to 15 feet. Each spire emits a field of crackling lightning around them to a distance of 20 feet. A creature's speed is halved while in the area. When a creature moves within 10 feet of a spire for the first time on a turn or starts its turn within 10 feet of a spire, it must make a Dexterity saving throw. On a failed save, the creature takes 4d8 lightning damage. On a successful save, the creature takes half as much damage. A creature that starts its turn within 5 feet of a spire has disadvantage on their saving throw. In addition, a creature that fails their saving throw while within 5 feet of a spire is pushed 10 feet directly away from it and becomes stunned until the end of their next turn. A creature that touches a spire must make this saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of this spell increases by 1d8 per slot level above 4th
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Alacrity Level: 0 School: Transmutation Classes: Wizard Casting time: 1 Action Range: 30 Feet Duration: Instantaneous Components: V, S Description: You imbue a willing creature you can see within range with a temporary burst of speed. The target gains a 10-foot bonus to its walking speed until the end of its next turn. If you target yourself, this spell lasts until the end of your current turn.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Alchemical Bomb Level: 0 School: Evocation Classes: Artificer Casting time: 1 Action Range: 30 Feet Duration: Instantaneous Components: V, S, M Material cost: a glass vial, which the spell consumes Description: You throw a vial filled with unstable alchemical mixtures at an enemy in range. The target must succeed on a Dexterity saving throw or take 1d8 damage. The number rolled on that die determines the attack's damage type, as shown below. d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder 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: Alchemical Grenade Level: 0 School: Evocation Classes: Artificer Casting time: 1 Action Range: Self (60-Foot Radius) Duration: Instantaneous Components: S, M Material cost: a crossbow or a firearm and a piece of ammunition Description: You brandish the weapon used in the spell’s casting and make a ranged attack with it against one creature within 60 feet of you. You load the weapon with a special grenade filled with unstable alchemical mixtures and launch it at an enemy from the weapon. The weapon damage type changes to a random one. Roll a d6 to determine the attack's damage type, as shown below. On a hit, the target suffers the weapon attack’s normal effects. d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Lightning 5 Poison 6 Thunder At Higher Levels. At 5th level, the ranged attack deals an extra 1d8 damage to the target on a hit. The extra damage roll increase by 1d8 at 11th level (2d8) and 17th level (3d8)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Alice's Chaos Recall Level: 4 School: Abjuration Classes: Warlock, Wizard Casting time: 1 Reaction, Which You Take When You See A Creature Appear In A Space Within Range Via Teleportation Or Planar Travel Range: 60 Feet Duration: Instantaneous Components: S, M Material cost: a gemstone worth at least 25 gp, which the spell consumes Description: The gemstone used in casting melts and congeals into a field of energy around a recently-teleported creature, warping space around it as you attempt to reverse the magic used. The target must make a Constitution saving throw. On a failed save, the target takes 5d6 force damage and is forcibly sent back to the space it was transported from; if the space is on another plane, this spell fails. On a successful save, the target takes half as much damage and appears as normal. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Using a spell slot of 6th level or higher also allows you to force the target to return across planes
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Allowance Level: 1 School: Conjuration Classes: Artificer, Bard, Cleric, Sorcerer, Paladin, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: Until Dispelled Components: S, M Material cost: a small pouch of pebbles or beans Description: You create an amount of coins, gems, or other small valuable items worth no more than 5 gold pieces in total in your hand or in an open container you touch. The items created by this spell are magical and cannot be used as a material component for spells. Detect magic or the identify spell cast upon it reveals the true nature of an item, as does a successful ability check against your spell save DC made with tools appropriate to the item such as alchemist's supplies or jeweler's tools. If dispel magic is cast upon any items created by this spell, they turn to dust. If you cast this spell again and the existing total value of items created by this spell exceeds 5 gp, the oldest items created by this spell crumble to dust until only 5 gp remains. At Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, the total value of the items that can be created and can exist until you cast this spell again increases according to the table below. Spell Level Total Value (in gp) 2nd 25 3rd 50 4th 100 5th 250 6th 500 7th 1,000 8th 2,500 9th 5,000 Design Note: The last casting level of the spell determines the total value of all items created by it. For example, you can cast allowance at 1st level to create 5 gp. If you want to cast it again without that 5 gp turning to dust, you must cast it at 2nd level to create 20 gp or less. Casting it again at 1st level to create 1 gp will cause all but the most recent 4 gp created by allowance to turn to dust. Alternate Names. This spell has quite a few names, especially more colorful ones by the merchants who have been deceived by it. Common names include: faerie gold, fey coin, and fools' gold. Variant Spellcasters[edit] The DM may allow this spell to be taken by the following subclasses: trickery cleric, archfey warlock, and treachery paladin. Otherwise, those classes do not get access to this spell. See Also[edit] Everfull purse of deceptive funds
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Almighty Strike Level: 0 School: Evocation Classes: Cleric, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self (30-Foot Radius) Duration: Instantaneous Components: V, S, M Material cost: a gem worth at least 150 gp Description: You clap your hands and create an almighty aura that sends a blast wave out in a 30-foot sphere centered on you. The first 1d4 opponents in range must succeed on a Dexterity saving throw or take 1d4 force damage and be knocked prone. On a successful save they take half damage. This spell's number of targets and amount of damage increases to 1d6 when you reach 5th level, 1d8 at 11th level, and 1d10 at 17th level
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Alpha Demiplane Level: 6 School: Conjuration Classes: Cleric, Sorcerer, Warlock, Wizard Casting time: 12 Hours Range: 200 Meters (See Text) Duration: Permanent Components: V, S, M Material cost: a crystalline sphere worth in 1000gp Description: you manifest in the ethereal plane using your soul to create or expand a demiplane of limited space risking your own soul. This spell can be cast only on the Ethereal Plane. Upon casting the spell, a local density fluctuation precipitates the creation of a demiplane. At first, the fledgling plane grows at a rate of 1 foot in radius per day to an initial maximum radius of 180 feet as it rapidly draws substance from surrounding ethereal vapors and protomatter. When the spellcaster casts this spell, every four hours you must do a DC 20 check using your spellcasting modifier. on a successful roll, nothing happens and you continue the spell. on a failed roll, the spellcaster will be unable to withstand the overload of magical power and his soul will be destroyed, killing him instantly. In case you pass all the checks, the demiplane will be created. the demiplane will have a radius of 200 meters and can have any shape the spellcaster wishes. Furthermore, the spellcaster decides the spellcaster decides how fast or slow time passes inside the demiplane compared to the material plane. the spellcaster can make time pass 4 times faster or slower within the plane. For example, if the spellcaster wants time to go 4 times slower inside the demiplane compared to the material plane, 1 day on the demiplane would be equivalent to 6 hours on the material plane, and if the spellcaster decides to set the time 4 times faster within the demiplane, 1 day in the demiplane would be equivalent to 4 days in the material plane. The spellcaster determines the environment within the demiplane when they first cast alpha demiplane, reflecting most any desire the spellcaster can visualize. The spellcaster determines factors such as atmosphere, water, temperature, and the general shape of the terrain. The spellcaster can also create animals and non-magical vegetation within the demiplenum as part of the creation, and can also create basic structures that must be made of wood, stone or simple metals. The spellcaster must add these things in some other fashion if they desire such. Once the basic demiplane reaches its maximum size, the spellcaster can continue to cast this spell to enlarge the demiplane, adding another 200 meter radius to the demiplane each time.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Alpha Radiation Level: 4 School: Transmutation Classes: Sorcerer, Warlock Casting time: 1 Action Range: 20 Foot Cube, Centered On You (You'Re Not Affected By The Spell) Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: Fomorian hair Description: You release a burst of ionizing radiation. Each creature in the affected area must succeed a Constitution saving throw against your Spellcasting DC or be transformed into a Fomorian. The transformation lasts while you concentrate, up to 1 minute during which the target has disadvantage on attack all rolls. If the target succeeds on its saving throw, it is not transformed and cannot be affected by Alpha Radiation for 24 hours. While a creature is transformed into a Fomorian by this spell, it cannot use any abilities provided by itself or by its Fomorian self. The creature retains its hit points and maximum hit points. The creature retains its weapons, armor, and other equipment, however if the creature is wearing any equipment that becomes too small for it's new form, the equipment is torn and falls to the ground. The creature also retains its memories, Intelligence, Wisdom, languages, and skills. All other statistics are replaced by the Fomorian's, with the exception of the Fomorian's skills also being present with the creature's original skills. If a creature is targeted by this spell four times before a long rest and fails all four times, the fourth time it turns into a Fomorian, it does not turn back
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Alter Appearance Permanently Level: 9 School: Transmutation Classes: Bard, Sorcerer, Wizard Casting time: 1 Hour Range: Self Duration: Permanent Components: V, S Description: You assume a different form by transforming your appearance to your liking permanently. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and any distinguishing characteristics. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same (for instance, if you're bipedal, you can't use this spell to become quadrupedal). If the spell's effects end, you revert to your true appearance. If you cast this spell on yourself while you are already being affected by a different casting of it, the effects of the previous casting end as soon as the new casting takes effect. Greater Restoration and Wish can both be used to end this spell, but you must be willing for Greater Restoration to work. If Alter Self, Polymorph, or similar magic is cast on you, then the appearance created by this spell is the form you revert to when the other spell ends.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Alter Object Level: 1 School: Transmutation Classes: Cleric, Druid, Ranger Casting time: 1 Action Range: Touch Duration: Concentration, Up To 1 Minute Components: V, M Material cost: an object big enough to change into the sought after tool Description: An object you touch that meets the requirements, can shift into a simple tool that is good for one use. Ex. A lock pick to unlock a chest. Only the caster can hold the item. This spell does not work on magical items. This spell is also for basic tools. At Higher Levels. When you cast this spell using a spell slot of any higher level, it increases the number of time you can use the object
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Alter Race Level: 6 School: Transmutation Classes: Artificer, Bard, Sorcerer, Wizard Casting time: 1 Hour Range: Touch/Self Duration: Permanent Components: V, S, M Material cost: a small piece(like hair or nails) of the new race which the spell consumes Description: This spell can be used to allow the caster to alter it's or another beings race. Beings effected by this spell receive the Traits and Stats, only applies to Physical stats, of the new race, replacing those given by the old race. This effect is Permanent, but can be reversed by a second casting of this spell for the original race. The size of the new race must be within 1 size category of the original race. Changing the size can result in death or Injury and always... mutation! (roll a D20, your body mutates and take 2d10 necrotic damage if the result is 10 or lower and half if higher. This damage cannot be reduced. Also if you had failed the first D20 roll, roll another D20. Depending on the result, take one wild mutation from the Wild Mutaion table.) (but if you roll in the range of 18 to 20... the spell Succeeds!!) It is difficult to alter your race to a totally different category. ex. a Humanoid can turn into another humanoid or Monstrous Humanoid, but changing race to Abberation, Dragon, or Outsider can cause serious damage to the body and mutation. (roll a D20, your body mutates and take 4d10 necrotic damage if the result is 10 or lower and half if higher. This damage cannot be reduced. Also if you had failed the first D20 roll, roll another two D20. Depending on the result, take two wild mutation from the Wild Mutaion table. The two mutations can stack.) (but if you roll a 20... the spell Succeeds!!) Using this spell gives Temporary immunity to another casting of it equal to 1d6 weeks. Races Naturally immune to polymorph or of the Shapechanger subtype are immune to this spell. Wild Mutation. Roll Simple Name Result 01 Blind You are effectively blinded permanently, unable to see anything except what's going on in the other location, which might be in any spot on the same plane. This can be cured with nothing less than a Greater Restoration. 02 Deaf You are effectively deafened permanently, unable to hear anything except what's going on in the other location, which might be in any spot on the same plane. This can be cured with nothing less than a Greater Restoration. 03 Continuously Stuned When your turn starts during combat, roll a d20. It the result is in range of 1~5, you are stunned until the end of your current turn(which means you skip your turn). This can be cured with nothing less than a Greater Restoration. 04 Weaker Your Strength Score decrease by 1. Also this mutation deals 1d10 bludgeoning damage to you. 05 Not Flexible Your Dexterity Score decrease by 1. Also this mutation deals 1d10 bludgeoning damage to you. 06 Not Healthy Your Constitution Score decrease by 1. Also this mutation deals 1d10 bludgeoning damage to you. 07 Slower All of your speeds decrease by 10 feet. This can be cured with nothing less than a Greater Restoration 08 Minimized Damage There has been a damage in your brain and made you dizzy while attacking. All variable, damages you deal now do minumum damage. This can be cured nothing less than a Greater Restoration. 09 Halved Duration There has been a damage in your brain and made you dizzy while using long time affecting abilities. All variable, numeric effects you inflict on others with durations now have halved durations. This can be cured nothing less than a Greater Restoration. 10 Harder Concentration There has been a damage in your brain and made you dizzy while concentrating. You have disadvantage on your concentration saving throws. 11 Dumber Your Intelligence Score decrease by 1. Also this mutation deals 1d10 psychic damage to you. 12 Folly Your Wisdom Score decrease by 1. Also this mutation deals 1d10 psychic damage to you. 13 Uglier Your Charisma Score decrease by 1. Also this mutation deals 1d10 bludgeoning damage to you. 14 Extra Arm You grow an extra arm somewhere in your body(the DM decide), dealing 2d12 bludgeoning damage but allows the target to wield 3 single handed weapons(etc). Cloths and armors need to be specially tailored. 15 Extra Leg You grow an extra leg somewhere in your body(the DM decide), dealing 2d12 bludgeoning damage and decreasing your walking, climbing, and swimming speed by 5 feet. Cloths and armors need to be specially tailored. 16 Grow Horn You grow a large horn somewhere in your body(the DM decide), dealing 4d6 piercing damage to the target. In addition, the target can Gore (1d10+proficiency piercing, +1d10 for every 5 levels gained with this mutation). Cloths and armors need to be specially tailored. 17 Extra Eye You grow an extra eye somewhere in your body(the DM decide), dealing 1d12 piercing damage and you have  disadvantage on attack rolls and Wisdom(Perception) checks when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Cloths and armors need to be specially tailored. 18 Pacifist Mind When your turn starts during combat, roll a d20. If the result is in range of 1~5, you take 1d6 psychic damage. This can be cured with nothing less than a Greater Restoration. 19 Heating Blood When your turn starts during combat, roll a d20. If the result is in range of 1~5, you take 1d6 fire damage. This can be cured nothing less than a Greater Restoration. 20 Multiple Negative Mutation Roll a d20 twice and pick two Wild Mutaions. If you roll another 20.... Good luck playing this character for your campaign because This Wild Mutation does Stack on and on. Ah, I can literally taste the pain of this unfortunate soul.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Alter Size Level: 2 School: Transmutation Classes: Druid, Sorcerer, Wizard Casting time: 1 Action Range: 30 Feet Duration: Varies; See Description Components: V, S, M Material cost: a metallic spring Description: You alter the size of a creature or object you can see in range. If the target is an unwilling creature or an object worn by an unwilling creature, that creature can make a Constitution saving throw. On a success, this spell doesn't affect it. If the target is a creature, it gains your choice of either the enlarged or reduced condition for the duration of your concentration, up to 1 minute. If the target is an object, you can choose to either (a) double its size in all dimensions and multiply its weight by 8, or (b) halve its size in all dimensions and divide its weight by 8. In either case, this altered size lasts for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature or object for each slot level above 2nd. The targets 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: Alter Terrain Level: 2 School: Transmutation Classes: Druid, Ranger, Sorcerer, Wizard Casting time: 10 Minutes Range: Self Duration: 1 Hour Components: V, M Material cost: A piece of the desired terrain Description: You touch the ground and change the terrain within 120 feet, centered on yourself. It becomes difficult terrain for every creature except the caster. This does not affect the inside of buildings or other constructed terrain. The caster chooses a terrain: Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, or the Underdark. The spell creates minor alterations to the land to resemble the chosen terrain. When the spell ends, the terrain returns to its original form and is no longer considered difficult terrain
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Alternate Reality Level: 3 School: Abjuration Classes: Wizard, Sorcerer Casting time: 1 Reaction, Which You Take At The End Of Another Creature'S Turn You Can See In Range Range: 30 Ft Duration: Retroactive Components: V, S, M Material cost: an unmarked die cut from a gemstone worth at least 100gp Description: This is a Wild Magic Spell, which can only be chosen or cast by a spellcaster of the Wild Magic arcane tradition or sorcerer Wild Magic bloodline. You tamper with an event from within the last couple of seconds, potentially changing the outcome. You cast this spell at the end of another creature's turn, after any other effects that apply at the end of its turn. Choose one attack roll, saving throw, or ability check that that creature made during that turn. Events are reset to the moment they made that roll. That creature makes that roll again, with the same modifiers as before, and gains your choice of either advantage or disadvantage on the reroll. All creatures involved remember how it played out before the spell was cast. At both the beginning and end of your next turn, you gain one level of exhaustion, as the space-time continuum itself wreaks petty vengeance on you for your slight
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Alternate Self Level: 8 School: Conjuration Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 30 Feet Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: a lock of your own hair, and a time piece worth at least 10gp, which the spell consumes Description: Sprinkles of time appear in an area within range until an alternate timeline version of yourself appears in that spot. This copy of yourself has no color and carries none of your equipment. You and your copy are now limited to casting spells up to 5th level, unable to access your higher spells and spell slots for the duration of the the spell. This copy of yourself: Follows your mental commands and goes right after you in initiative. Cannot leave your 30ft range or it disappears and the spell ends. Has the same stats as you, but a quarter of your max HP. Has the same spells as you, but half as many remaining spells slot you currently have (rounded up), and none of your class abilities. When casting a spell, your copy rolls half as many dice (rounded up) for the spell, if rolling is required. When they are subjected to an effect that allows them to make a saving throw to take only half damage, it instead take no damage if it succeeds on the saving throw, and only half damage if it fails,
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ambush Shard Level: 2 School: Conjuration Classes: Sorcerer, Warlock Casting time: 1 Action Range: 60 Feet Duration: Instantaneous Components: V, S, M Material cost: a small gemstone worth at least 10 gp Description: A small rift appears behind a target of your choosing and conjures a shard of a gemstone that propels into the target’s back. Make a ranged spell attack against the target with advantage on the attack roll. On a hit, the target takes 1d10 piercing damage. This spell cannot score a critical hit. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. When you cast this spell using a spell slot of 3rd level or higher, the spell’s damage increases by 1d10 damage per level.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Amorphous Pixie Level: 1 School: Illusion Classes: Artificer, Bard, Cleric, Druid Casting time: 1 Bonus Action Range: 30 Feet Duration: Concentration, Up To 1 Minute Components: S, M Material cost: A handful of any glowing or colored dust Description: You fling a cloud of glowing pixie dust at a target in range. Make a ranged spell attack, covering the target in glowing pixie dust on a hit, granting it disadvantage on Stealth checks and rendering it unable to benefit from being invisible. In addition, the target must make a Dexterity saving throw, becoming blinded on a failed save until the end of your next turn. At higher levels The number of creatures you can target increases as you level, 5th level (2 creatures), 11th level (3 creatures), 17th level (4creatures).
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Amplify Level: 1 School: Transmutation Classes: Bard Casting time: 1 Action Range: 120 Feet (20-Foot Sphere) Duration: Concentration, Up To 10 Minutes Components: S Description: For the duration, you cause an amplification of all sounds within or pass through a 20-foot-radius sphere centered on a point or a creature you choose within range. Those creatures within the spell's area do not notice the increased amplification. Thus, anyone whose voice is amplified remains unaware of the increase in volume. Any creature inside the sphere has advantage on Wisdom (Perception) checks based on hearing and are vulnerable to thunder damage. An unwilling creature can make a Constitution saving throw to negate the spell. Amplify counters and dispels the silence spell, and is also countered and dispelled by it.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Amplify Emotions Level: 4 School: Enchantment Classes: Bard, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 120 Ft. Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: a beholder's eye Description: Choose a creature you can see within range which isn't undead or a construct. The target must succeed on a Wisdom saving throw or have its unconscious emotions brought to bear against the higher functions of its mind. Creatures that can't be charmed are immune to this effect, and a creature with an Intelligence score of 3 or less is unaffected as it has no ego to override. The GM chooses one of the effects below based on the target's personality, or uses the one corresponding to its alignment. The effect lasts for the duration; if the target is affected by calm emotions or uses an action to still its mind by making another Wisdom saving throw successfully, the spell ends for it. Imperious. The target is unable to target unarmed, incapacitated, prone, or restrained creatures with attacks or harmful spells. Docile. The target cannot take the attack action. Willful. At the start of each of its turns, the target must use all its movement to move as far as possible from its allies, and is unable to take or benefit from the help action. Dogmatic. At the start of each of its turns, the target makes a melee attack against a random creature of a different alignment, or uses its movement to move towards such a creature if none is within range. Supine. The target cannot begin raging or benefit from any form of inspiration, and it makes Charisma checks and saving throws with disadvantage. Lunatic. The target behaves as though under the effects of confusion. Malign. The target is unable to take the disengage or hide actions, and is unable to willingly move away from hostile creatures. Craven. If the target is hit with an attack, it becomes frightened of the attacker until the start of the target's next turn. Wroth. The target is unable to cast spells or maintain concentration, and it has disadvantage on ranged attack rolls. Effects by Alignment Lawful Neutral Chaotic Good Imperious Docile Willful Neutral Dogmatic Supine Lunatic Evil Malign Craven Wroth 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. The creatures must be within 30 feet of each other when you target them. Additionally, when you cast this spell using a spell slot of 6th level or higher, the duration is up to 1 hour. --- Back to Main Page → 5e Homebrew → Spells → Bard Back to Main Page → 5e Homebrew → Spells → Sorcerer Back to Main Page → 5e Homebrew → Spells → Warlock Back to Main Page → 5e Homebrew → Spells → Wizar
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Amusement Level: 1 School: Enchantment Classes: Bard, Cleric Casting time: 1 Action Range: 120 Feet Duration: 1 Minute Components: V, S Description: You attempt to make a humanoid that you can see within range become fixated on and irrepressibly amused by a creature or object of your choice. The target must succeed on a Wisdom saving throw or begin laughing uncontrollably, becoming incapacitated for the duration. If the target takes damage or starts its turn in a location where it doesn’t have line of sight to the creature or object it is fixated on, the target can make a Wisdom saving throw. On a successful save, the spell ends for that creature. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Analyze Level: 1 School: Divination Classes: Artificer, Ranger, Sorcerer, Wizard Casting time: 1 Bonus Action Range: Sight Duration: Instantaneous Components: S Description: Analyze is best used when the party is dealing with unknowns. It can be cast on anything that you can see, when cast you can detect both mechanical and arcane properties of an object (Unless another spell prevents this). Analyze can also be used on opponents, to detect weak points, weaknesses, and even past injuries that could be used for the party's advantage. The downsides are that the spell cannot be used to learn what something is just to determine its properties, and in combat, you have to make a spell check higher than the opponent's AC, your intelligence modifier is added to this spell check.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Analyze Creature Level: 3 School: Divination Classes: Artificer, Bard, Cleric, Warlock, Wizard Casting time: 1 Action Range: Self Duration: Instantaneous Components: V, S, M Material cost: An electronic device at least as powerful as a smartphone or computer Description: Design Note: This spell is designed as Technomancy, and meant to be used with a fairly outdated Unearthed Arcana called Modern Magic. As a result, it is designed to be used exclusively in modern or futuristic settings only. When you cast this spell, you use your electronic device to magically search through the internet at a much higher speed than a humanoid could to find information on a creature you can see. When you do so, you learn whether the creature's CR (Or level, if it doesn't have a challenge rating) is higher than, equal to, or lower than your level. This spell fails to find any deeper information than that, and fails to find information on any specific creature, such as a specific humanoid, that never uses the internet and has never been documented in any depth on the internet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you also learn if the creature's CR (or level) is within 5 CR of your level or not. When you cast this spell using a spell slot of 7th level or higher, you learn the creature's CR instead.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ancient Death Rancor Level: 3 School: Conjuration Classes: Sorcerer, Warlock Casting time: 1 Action Range: 50 Feet Duration: Instantaneous Components: V, S, M Material cost: A blue or white gemstone worth at least 5gp Description: Three skulls made of ghostflame scour out in vengeance against up to three targets of the caster’s choosing, impacting with the icy cold bite of death. Each skull deals 1d4 cold damage and 1d4 necrotic damage. Is the superior form of rancorcall, however, it suffers in range from the increased amount of skulls conjured. At Higher Levels. When you cast this spell with a 5th-level spell slot, the cold damage and the necrotic damage each skull deals increases by 1d4.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ancient Path Level: 2 School: Illusion Classes: Bard, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self Duration: Concentration, Up To 1 Hour Components: S Description: You wave your hand across the footprints behind you as you encourage the time around them to speed up leading to complete cover of the footprints. Once this spell is cast you and everyone within 30 feet of you cannot leave footprints or any other scent, it is impossible to track you
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ancient Tether Level: 2 School: Divination (Ritual) Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: 24 Hours Components: S Description: Closing your eyes you feel the astral ley lines flowing all around you. Opening your eyes your reach forward and touch an object or a creature and attach a ley line to the object. While this spell is active, you can always find your way back to mark by following the astral ley lines flowing from it to you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 24 hours for every two slot levels above 2nd
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Anesthesia Level: 4 School: Necromancy Classes: Cleric, Warlock Casting time: 1 Action Range: 60 Feet Duration: Concentration, Up To 10 Minutes Components: V, S Description: When you cast this spell at a creature, they fall under the effect of an extremely powerful anesthetic, completely blocking their sense of pain. If a creature affected by this spell falls below 0 hit points, they don't fall unconscious. They can keep going as normal, with a special pool of hit points equal to your spell ability modifier x 5. After these hit points end, the spell ends and the creature falls unconscious. If the target is stabilized after falling they take 1 level of exhaustion. At Higher Levels. When you cast this spell using a spell slot of 5th or higher the hit point pool the target gains, increases by 5 for each spell level
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Angel Beat Level: 2 School: Conjuration Classes: Bard Casting time: 1 Bonus Action Range: Self (60 Feet) Duration: Concentration, Up To 10 Minutes Components: V, S Description: You begin singing a melodious tune with a voice gifted by the gods and fill your whole team with health and the vigor to fight longer and harder. During the turn this was cast and whenever an ally starts their turn within range and can hear you, you may roll one of your Bardic Inspiration Die to heal that ally for the amount equal to your roll. (This does not require you to have any Bardic Inspiration Die stored and will not expend a Bardic Inspiration Die to use.) At Higher Levels. Add one Bardic Inspiration Die for each level higher than 2nd. At 4th level, add +1 AC to all allies within range and double allies movement speed who start their turn within range of this spell. At 7th level, give all allies who attack while they are within range advantage on all their attack rolls for this turn. At 8th level, increase the critical hit range of all allies within range by 1.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Angel's Arrow Level: 0 School: Conjuration Classes: Cleric, Sorcerer, Wizard Casting time: 1 Action Range: Self Duration: 1 Day Components: V, M Material cost: a bow or crossbow Description: You create a radiant bolt of pure light, usable as ammunition for any sort of bow or crossbow. When used as ammunition, these bolts deal radiant damage.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Animal Madness Level: 7 School: Transmutation Classes: Druid Casting time: 1 Action Range: 15 Feet Duration: 1 Hour Components: V, S, M Material cost: a caterpillar coccoon Description: Each other unwilling creature within range must make a Wisdom saving throw or be transformed into a creature of the caster's choosing, as though they were under the effects of polymorph
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Animal Resurrection Level: 3 School: Necromancy Classes: Druid, Ranger Casting time: 1 Action Range: Touch Duration: Instantaneous Components: V, S, M Material cost: diamonds worth at least 300 gp, which the spell consumes Description: You touch a beast that has died within the last 24 hours, and that creature returns to life with 1 hit point. This spell can't return to life a beast that has died of old age, cannot restore missing body parts, and has no effect on a creature other than a beast with a Challenge Rating (or level) of 2 or lower. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the Challenge Rating of the beast this can affect by 2 for each spell slot level above 4th
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Animate Dead Legion Level: 9 School: Necromancy Classes: Cleric, Sorcerer, Wizard Casting time: 1 Minute Range: 60 Feet Duration: Instantaneous Components: V, S, M Material cost: a drop of blood, a piece of flesh, and a pinch of bone dust Description: This spell creates an army of undead servants, animating all piles of bones and corpses within range. Your spell imbues your targets with a foul mimicry of life and a singular purpose, raising it as a mob of undead creatures. Your targets become a mob of skeletons if the area has more bones than corpses, or they become a mob of zombies if the area has more corpses. On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Animate Energy Level: 1 School: Necromancy (Ritual) Classes: Cleric, Warlock, Wizard Casting time: 1 Minute Range: 30 Feet Duration: Instantaneous Components: V, S, M Material cost: a drop of blood,a pinch of bonedust,and a glass bottle ,which breaks to reveal the ball of necromantic energy Description: This spell creates an undead servant,choose a point,within 30 feet,at that point you concentrate necromantic energy and create a tiny ball of necromantic energy. On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures made with this spell, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures and keeps attacking a creature that it is attached on to. Once given an order, the creature continues to follow it until its task is complete. You can animate up to 2 creatures using this spell,when you try to animate a third one,one of the ones you have disappears. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher ,you can animate one more tiny ball of necromantic energy per spell slot above the first,and the number of tiny balls of necromantic energy you can control increases by 1,for every spell slot you cast this spell with,but it cannot increase over 4,for example,casting this spell with a level 2 spell slot,having 2 creatures,would only animate one more,and casting it with a level 4 spell slot,having no creatures,would animate four creatures.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Animate Plants Level: 7 School: Transmutation Classes: Druid Casting time: 1 Action Range: 60 Feet Duration: 8 Hours Components: V Description: You imbue plants with mobility and a semblance of life. Choose up to eight nonmagical plants within range; Large plants count as two targets, and Huge plants count as four. You can't animate any plant larger than Huge, or target plant creatures. Each target plant animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points, after which it reverts to its original plant form. A creature animated this way gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the animated plant, such as the statistics for the awakened shrub or the awakened tree. The animated plants are friendly to you and your companions. In combat, the group of animated plants shares your initiative count, but it takes its turn immediately after yours. As a bonus action, you can mentally command any creature you animated with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. Once given an order, the creature continues to follow it until its task is complete. If you issue no commands, the creature takes the Dodge action and uses its move to avoid danger. At Higher Levels. If you cast this spell using a spell slot of 8th level or higher, you can animate two additional plants for each slot level above 7th.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Animate Rope Level: 1 School: Transmutation Classes: Bard, Sorcerer, Wizard Casting time: 1 Action Range: 120 Ft Duration: 1 Round Components: V, S Description: You animate an inanimate rope-like object, such as string, yarn, cord, line, rope, or cable of up to 50 feet or a maximum of 10 lbs. You may give your rope simple movement and shaping instructions, such as: "Move one end up 30 ft in a vertical line, loop over that branch twice, and knot yourself." The rope itself does not deal damage but can be used as a trip line, or noose-like object. If the rope is used to restrain a creature, you may attempt a special grapple. Make a spell attack contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell's duration increases by 1 round for each slot level above 1st
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Animate Shadow Level: 1 School: Necromancy Classes: Bard, Cleric, Warlock, Wizard Casting time: 1 Action Range: 60 Feet Duration: 1 Minute Components: V, S, M Material cost: Piece of coal, Candle Description: You bring to life the shadow of a creature you can see within range. The target must make a Wisdom saving throw: On a failed save, their shadow animates into a malevolent attacker. For the duration of the spell, the shadow stays attached to the target, sharing its space and constantly assailing the target, granting advantage on all attacks against it. In addition, the shadow deals 1d6 necrotic damage at the beginning of each of the target's turns. At the end of each turn, the target can attempt a Wisdom saving throw to dispel the shadow and end the effect
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Animate Skeleton Level: 3 School: Necromancy (Ritual) Classes: Wizard Casting time: 1 Minute Range: Touch Duration: Instantaneous Components: V, S, M Material cost: a pinch of bone dust Description: Create a skeletal undead servant. Choose a pile of bones of a Medium or Small humanoid within range. Your spell imbues it with life, raising it as an undead creature. The target becomes a skeleton (the GM has the creature's game statistics). On each of your turns, you can use a bonus action to mentally command one creature you made with this spell if the creature is within 120 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete or until you give it a different command. If you are a bone collector, you must collect one of the small bones of the skeleton, and keep it with you, to command it and keep it under your control. If you are a wizard, the skeleton is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the skeleton for another 24 hours, you must cast this spell on the skeleton again before the current 24-hour period ends.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Animate Undead Worker Level: 4 School: Necromancy Classes: Cleric, Wizard Casting time: 1 Minute Range: Self, 10 Feet Duration: Instantaneous Components: V, S Description: This spell counts as Animate Dead in the terms of class features and other spells. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse. You can use your bonus action to command any undead created by this spell as if they were created by Animate Dead. Any undead created by this spell will remain under your control for his life, but it can't fight or harm any living creature by any means, instead it becomes proficient in Strength, Dexterity or Constitution saving throws revolving manual work. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you animate three additional undead creatures for each slot level above 4th. Each of the creatures must come from a different corpse or pile of bones.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Annihilation Level: 9 School: Evocation Classes: Cleric, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 120 Feet Duration: Concentration, Up To 1 Minute Components: V, S Description: You tear a hole in the very fabric of space and time. This spell is a conversion of the one in "Return to the Temple of Elemental Evil". Using an incredible blast of force, you tear a temporary hole in the fabric of reality. This hole takes on the form of a sphere of annihilation. You control the sphere as if you possessed a talisman of the sphere. At the end of the duration, the hole seals itself and the sphere disappears, leaving a path of destruction in its wake
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Anointment Level: 2 School: Evocation Classes: Cleric, Paladin Casting time: 1 Action Range: 30 Ft Duration: Instantaneous Components: V, S, M Material cost: Holy water Description: You call upon a higher level of divine power. As an action you are able to empower the uplifting forces of the bless spell. While bless is active, the boosting die is upgraded from 1d4 to 1d6. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases by 1 die size for every two spell levels above 2nd. (d6->d8->d10->d12)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Anpumose's Amazing Arid Assault Level: 4 School: Necromancy Classes: Cleric, Wizard Casting time: 1 Action Range: Self (120 Foot Cone) Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: A pouch of sand Description: A blast of sand emerges to form a cone of death. Each creature in a 120-foot cone must make a Constitution saving throw. A creature takes 4d8 necrotic damage on a failed save and must make a second Constitution saving throw, gaining a level of exhaustion on a second failed saved, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher the damage increases by 1d8 for each slot level above 5th.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Anti-Fireball Level: 3 School: Abjuration Classes: Sorcerer, Wizard Casting time: 1 Reaction Range: 200 Feet Duration: Instantaneous Components: V, S, M Material cost: a tiny ball of mud or clay Description: A dark streak flashes from your pointing finger to a point you choose within range then blossoms with a soft hum into an implosion of mist. Each creature in a 20-foot radius gain temporary shield to fire damage equal to 10d6 fire damage until the start of your next turn. The mist spreads around corners. It douses flames in the area and prevents igniting of flammable objects in the area until the start of your next turn. Anti-Fireball cannot be targeted by Counterspell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage shield increases by 2d6 for each slot level above 3rd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Antimagic Blast Level: 6 School: Abjuration Classes: Cleric, Wizard Casting time: 1 Action Range: 60 Feet Duration: 1 Minute Components: V, S, M Material cost: A pinch of powdered iron or iron filings Description: You fire a bolt of antimagic at an enemy. Make a ranged spell attack against a creature within range. On a hit, that creature must make a saving throw of their spellcasting ability score, taking 3d10 psychic damage on a failed save, or half as much on a successful save (If they have multiple spellcasting ability scores they may choose one, if they have no spellcasting ability scores they automatically succeed their saving throw). Additionally, if they fail their saving throw they become unable to cast spells of 6th level or lower for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th or higher it deals 1d10 more damage for each slot level above 6th, and the creature can't cast spells of this spell's level or less
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Antimagic Blast, Variant Level: 6 School: Abjuration Classes: Bard, Cleric, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self (30-Foot Cube) Duration: Instantaneous Components: V, S, M Material cost: a mithral coin Description: A blast of disruptive magic fires outward from you. All spells of 5th level or lower affecting each creature or object within a 30-foot cube originating from you end. For each spell of 6th level or higher, roll a d20 + the spell's level. If the result is less than your spell save DC, that spell ends. Any creature or object in the blast capable of casting spells or producing magical effects is rendered unable to do so until the end of your next turn, unless that object is an artifact or that creature is a deity. If a creature concentrating on a spell is caught in the area, it must make a Constitution saving throw against your spell save DC to maintain concentration on the spell. If the creature fails the saving throw, they take 1d10 psychic damage per level of the spell they were concentrating on (minimum 1 damage for a cantrip) and and lose concentration on the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the antimagic blast automatically ends the effects of spells on targets in the area if those spell's levels are equal to or less than one less than the level of the spell slot used.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Antimodes Greater Fireball Level: 6 School: Evocation Classes: Druid, Sorcerer, Wizard Casting time: 1 Action. Range: 150 Feet Duration: Instantaneous Components: V, S, M Material cost: a small piece of sulfur and a shard of ice Description: A shot of energy erupts from your finger to a point within range, exploding into a blazing purple ball infused with both freezing cold and sweltering heat. Each creature in a 20-foot radius must make a Dexterity saving throw. On a failed save, a target takes 5d6 cold damage and 5d6 fire damage, and their movement speed is reduced by 10 for 1 minute. They may make a Constitution saving throw at the start of each of their turns, ending the effect on a success. On a successful save, they take half as much damage, and their movement speed is not reduced. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both the cold and fire damage increase by 1d6 for each slot level above 6th.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Apocalypse from the Sky Level: 9 School: Evocation Classes: Sorcerer, Warlock, Wizard Casting time: Special (See Text) Range: Special (See Text) Duration: Instantaneous Components: V, S Description: One of the evilest and most destructive spells a creature could cast. Calling on the darkest forces in all existence, this spell rains death and ruin from the sky. It is known to level forests and wipe out cities. Not even the caster is safe. All creatures and objects in the area are dealt 20d12 necrotic damage, which ignores all resistances and immunities. The caster is also subject to the damage. This spell requires at least one minute's casting to have any effect at all. If used after one minute of casting (or the caster is interrupted), it has an area of 1 mile. Each additional minute above this (up to 10 minutes total) increases this by another mile. Thus, after 1 minute, the radius would be 1 mile, after 2 minutes, 2 miles, etc. While this spell is being cast, a large, dark beacon forms directly above the caster, marking the sky with black clouds which crackle with purple lightning. This is visible to a distance of 20 miles from the caster. --this was edited because it seemed very underpowered in my opinion for what it is said to do. If, by level 20, this was cast, almost no PC would be killed by this, as the max damage it would have been able to do was 120. The damage I put in will do more, but not instakill. if the PC was damaged beforehand it would almost certainly kill them, hence the more disastrous threat.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Apocryphic Zone Level: 6 School: Necromancy Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 15 Feet Duration: 1 Minute Components: V, M Material cost: ashes Description: Choose a target with a soul. It makes a wisdom saving throw. If it fails, you and your target's souls enter the immaterial plane of Apocrypha. If you or your target dies while in Apocrypha, the survivor gains 3d8 temporary hit points and exits immediately. Apocrypha cannot be ended until one member dies or the duration ends. While souls remain in Apocrypha, bodies become brittle and are vulnerable to all forms of physical attack, but immune to all forms of magic. Their saving throws always fail and attacks are made with advantage against them. Apocrypha is a realm of enhanced magic. Those inside apocrypha are vulnerable to all forms of magic, but immune to all conditions from within Apocrypha. Any spells cast by those within Apocrypha are cast with advantage, and saving throws with disadvantage. Spells can be cast at any range and ignore cover, but cannot affect the real world. While in Apocrypha, a bonus action can be used to cast a spell. Spells do not require any components to cast, and rituals can be used instantly. Unlimited concentrations can be held, and spell durations can be increased or decreased at a caster's will. At the start of each turn, those inside Apocrypha other than the caster suffer 2d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot higher than 6th, you can choose another target and deal an extra 2d8 necrotic damage per turn for each level higher than 6.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Apogee Level: 9 School: Transmutation Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self Duration: Instantaneous Components: V, S Description: You prepare a wellspring of energy to empower your next spell. As part of the same action, you can cast a spell with a cast time of 1 action that has any number of dice rolls that are required as part of the spell, such as a damage roll. The spell does not require you to expend a spell slot and can be cast at any spell slot level of 8th level or lower, though you must still provide any other components to the spell. When the spell is cast, all dice rolls made as part of that spell that are used to determine a value such as damage dealt or hit points restored automatically take effect for the maximum amount. For example, if a spell specifies to deals 2d6 damage, it instead deals 12 damage. This effect persists for the full duration of the spell that is cast, and applies to all damage rolls made for its duration.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Apotheosis Level: 6 School: Transmutation Classes: Cleric, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: Concentration, Up To 10 Minutes Components: V, S Description: You endow someone with arcane might and prowess. Until the spell ends, they gain the following benefits: The target gains advantage on Charisma (Intimidation) checks. The target's flying speed increases by 40 feet. The target gains a +4 bonus to AC and Saving Throws. When they take an action, they can instead choose to use their bonus action. At Higher Levels When you cast this spell using a spell slot of 9th level, the bonus to AC and saving throws increases to +6 and the flying speed increases by an additional 20 feet. Immediately after this spell ends, the target must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Aqua Axe Level: 3 School: Transmutation Classes: Druid Casting time: 1 Bonus Action Range: Self Duration: Concentration, Up To 3 Minutes Components: S, M Material cost: one ounce of water, which the spell consumes Description: Your hand (or another appendage) is engulfed in water held in place by a magical field in the shape of an axehead. When this spell is in effect your unarmed strikes deal 1d8 slashing damage. This water is nonmagical and is affected by extreme heat, spells or magical effects that destroy water. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the axehead becomes larger. For each spell slot level above 3 add +1 to the slashing damage. When you cast this spell using a spell slot of 7 or higher, the water is replaced with lava and deals an extra 1d6 fire damag

Dataset Card for D&D 5th Edition Spells

Dataset Description

This dataset contains spells that were obtained by the Homebrew section of the D&D Wiki. The spells were filtered and processed according to the following procedure:

  • Removed spells not having one of the following tags: Level, School, Duration, Casting time, Range
  • Removed spells not correctly specifying the required components (that is "V", "S" or "M")
  • Removed spells associated to non-official classes
  • Removed "votes" section that could be present in the spell description

The spells were then formatted following this format:

Name: 
Level: 
School: 
Classes: 
Casting time: 
Range: 
Duration:
Components: [If no components are required, then this field has a None value]
Material cost: [If there is no "M" character in the Components field, then this field is skipped]
Description:
  • Language(s) (NLP): English
  • License: gfdl
Downloads last month
49
Edit dataset card