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Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Summon Greater Daemon Level: 9 School: Conjuration Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard Casting time: 24 Hours Range: Self Duration: 7 Days Components: V, S, M Material cost: a black sapphire, diamond, jacinth, and a ruby worth 5,000 gp each, and a focal gem for the demon of choice, worth at least 5,000 gp Description: You summon a greater demon to wreak havoc upon the battlefield. Ritual cast a summoning to entice one of the greater demons to your service. Once the pact is formed, a talisman of the demon is left behind. This talisman may be broken to unleash the demon into the world for a 10 minute period. This talisman can only sustain the demons essence for a period of 7 days, after which the talisman destroys itself. When used, roll 1d20. On a 1, the demon unleashes itself, and is hostile to the binder and their allies. While carrying the talisman, the caster's 9th level slot is not present. After the talisman has been destroyed, the 9th level slot returns after 7 days. If cast using Mystic Arcanum, it instead removes that 9th level Mystic Arcanum for the next 7 days. Warlocks may cast this spell only with the approval of his or her patron, and they may not cast it upon the patron. If the warlock break any of the previously mentioned, it shall be punish by it's patron. The punishment, naturally, shall be done with great ire. Lord of Change. Summon this demon by using a Star sapphire. Great Unclean One. Summon this demon by using a Emerald Bloodthirster Of Khorne. Summon this demon by using a Fire opal Keeper of Secrets. Summon this demon by using a Pink diamon
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Summon Humanoid Level: 2 School: Conjuration Classes: Bard, Cleric, Paladin Casting time: 1 Action Range: 90Ft Duration: Concentration, Up To 1 Hour Components: V, S, M Material cost: a gold plated police whistle, worth at least 200 gp Description: You call forth a spirit of the common folk. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Militia Spirit stat block. When you cast the spell, choose a race: Dwarf, Elf, Human, or Gnome. The creature resembles an average person of that race, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. Militia Spirit[edit] Medium humanoid, Armor Class 11 + the level of the spell (leather armor) Hit Points 30 + 5 for each spell level above 2nd Speed 30ft STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+3) 12 (+1) 12 (+1) 12 (+1) Damage Resistances poison (Dwarf Only) Senses Darkvision 60ft, Passive Perception 11 Languages understands the languages you speak Fey Ancestry (Elf Only). The spirit has advantage on saving throws against being charmed, and magic can't put it to sleep. Sneak Attack (Gnome Only). Once per turn, the spirit deals an extra 2d6 damage when it hits a target with its dagger and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spirit that isn't incapacitated and the spirit doesn't have disadvantage on the attack roll. ACTIONS Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Bow (Elf Only). Melee Weapon Attack: your spell attack modifier to hit, reach 80ft, one target. Hit: 1d6 + 3 + the spell's level piercing damage. Dagger (Gnome Only). Ranged Weapon Attack: your spell attack modifier to hit, reach 20ft, one target. Hit: 1d4 + 3 + the spell's level slashing damage. Warpick (Human and Dwarf Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d8 + 3 + the spell's level piercing damage. Second Wind (1/Day) (Human Only). The spirit can use a bonus action to regain hit points equal to 1d10 + the spell's level. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Summon Instrument Level: 0 School: Conjuration Classes: Bard Casting time: 1 Action Range: Self Duration: 1 Hour Components: V, S Description: You conjure a handheld musical instrument of your choice, which appears in your hands, or at your feet if you have no free hand. The instrument is typical for its type. The summoned instrument disappears after an hour, or when you cast this spell again.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Summon Living City Level: 9 School: Conjuration (Ritual) Classes: Cleric, Sorcerer, Wizard Casting time: 1 Year Range: 120Ft. Duration: Instantaneous Components: V, S, M Material cost: a scale model of the new city and the scale of an ancient dragon Description: After a year of devoting 1/4th of your entire to concentrating on the spell. You summon a Living city within range. The city is friendly toward you and your allies and it obeys your spoken commands. The city remains in your service for as long as you live. When you die it becomes dormant until a spellcaster who knows its nature casts a wish spell to take control of it. It will serve its new master for 1d6+2 years then it will return to dormancy.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Summon Mahoraga Level: 5 School: Conjuration Classes: Sorcerer Casting time: 1 Action Range: 10 Feet Duration: Instantaneous Components: V, S Description: Mahoraga stands out among the shikigami controlled through the Ten Shadows Technique as the most untamed and unruly. Unlike other familiars within the Zenin Family's history, it has never succumbed to commands. Sorcerers can summon it for exorcism attempts,Summoning him requires using the invocation that says “With this treasure, I summon…” followed by the name of the Divine General, allowing other people in a 100 feet radius to join in, but defeating Mahoraga like that won't grant control over it. Overall, it's seen as a challenging and impractical summoning endeavor. If you win the fight against Eight-Handled Sword Divergent Sila Divine General Mahoraga in a 1 to 1 combat you will be able to control it If he is killed in combat, the caster must wait 1 day until he can summon him again
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Summon Merchant Level: 4 School: Conjuration Classes: Bard, Sorcerer, Wizard Casting time: 1 Action Range: 10 Feet Duration: 10 Minutes Components: V, S, M Material cost: one gold coin Description: You summon a magical merchant who appears in an unoccupied space that you can see within range. The merchant has the appearance of an ordinary humanoid, dressed in elegant clothes and carrying a bag full of goods. The merchant is friendly to you and your companions, and can buy or sell any type of item that is not magical, rare, or illegal. The merchant has a limit of 500 gp to buy or sell items. You or your companions may attempt to haggle the price up or down at the DM's discretion. The merchant refuses to buy or sell items that have no market value, and cannot be convinced to do so by any means. The merchant disappears when the spell's duration ends or when you use your action to dismiss him. After casting the Merchant, you must wait 1d4 days before casting it again. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the merchant limit increases by 50 per spell slot.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Summon Monstrous Humanoid Level: 3 School: Conjuration Classes: Bard, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 90Ft Duration: Concentration, Up To 1 Hour Components: V, S, M Material cost: a gilded war drum, worth at least 300 gp Description: You call forth the spirit of a ferocious warrior. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Warrior Spirit stat block. When you cast the spell, choose a race: Goblin, Kobold, Orc, or Yuan-Ti. The creature resembles an average being of that race, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. Warrior Spirit[edit] Small (Goblin and Kobold Only) or Medium (Orc and Yuan-Ti Only) humanoid, Armor Class 12 + the level of the spell (studded leather armor) Hit Points 30 + 10 for each spell level above 3rd Speed 30ft STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 12 (+1) 12 (+1) 14 (+2) Damage Resistances poison (Yuan-Ti Only) Senses Darkvision 60ft, Passive Perception 11 Languages understands the languages you speak Fury of the Small (3/Day) (Goblin Only) When the spirit damages a creature with its dagger and the creature's size is larger than the spirit's, you can cause the attack to deal extra damage to the creature equal to your proficiency bonus. Magic Resistance (Yuan-Ti Only). The spirit has an advantage on saving throws against spells. Relentless Endurance (1/Day) (Orc Only). When the spirit reduced to 0 hit points, it can drop to 1 hit point instead. ACTIONS Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Dagger (Goblin Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 2d4 + 3 + the spell's level slashing damage. Firebolt (Kobold Only). Ranged Spell Attack: your spell attack modifier to hit, reach 120ft, one target. Hit: 1d10 + 2 + the spell's level fire damage. Halberd (Orc and Yuan-Ti Only). Melee Weapon Attack: your spell attack modifier to hit, reach 10ft, one target. Hit: 1d10 + 3 + the spell's level slashing damage. Draconic Cry (1/Day) (Kobold Only). As a bonus action, the spirit let's out a cry at its enemies within 10ft. Until the start of its next turn, it and its allies have advantage on attack rolls against any of those enemies the could hear it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Summon Mount Level: 2 School: Conjuration Classes: Artificer, Paladin, Ranger, Warlock, Wizard Casting time: 10 Minutes Range: 30 Feet Duration: Instantaneous Components: V, S, M Material cost: a gilded electrum bit worth at least 200 gold Description: You call forth a spirit to serve as a mount. It manifests in an unoccupied space that you can see within range and it is equipped with a saddle, bit, and bridle. This corporeal form uses the mount spirit stat block. When you cast the spell, choose an ideal: Fast, Tough, or Versatile. The mount resembles a creature of your choice that embodies the chosen ideal, which determines certain traits in its stat block. When the mount drops to 0 hit points, it disappears, leaving behind no physical form. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. You can also dismiss your mount at any time as an action, causing it to disappear. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed summoned by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Summon Ooze Level: 4 School: Conjuration Classes: Druid, Ranger, Warlock, Wizard Casting time: 1 Action Range: 90Ft Duration: Concentration, Up To 1 Hour Components: V, S, M Material cost: a jar of gold paste, worth at least 400 gp Description: You call forth the spirit of a gelatinous slime. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Slime Spirit stat block. When you cast the spell, choose a slime type: Jelly, Ooze, or Pudding. The spirit resembles a vaguely humanoid shape of the chosen slime, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. Slime Spirit[edit] Medium ooze, Armor Class 7 + the level of the spell (natural armor) Hit Points 30 + 5 for each spell level above 4th Speed 20ft, climb 20ft STR DEX CON INT WIS CHA 16 (+3) 6 (-2) 16 (+3) 3 (-4) 8 (-1) 4 (-3) Damage Resistances fire (Ooze Only)Damage Immunities acid, cold, lightning Senses blindsight 60 ft., passive Perception 9 Languages understands the languages you speak Corrode Metal. Any nonmagical weapon made of metal that hits the spirit corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the spirit is destroyed after dealing damage. The spirit can eat through 2-inch-thick, nonmagical metal in 1 round. Spider Climb (Jelly Only). The spirit can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONS Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 3d6 + 3 + the spell's level acid damage. REACTIONS Split (Pudding Only). When the spirit is Medium or larger, and is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new spirit has hit points equal to half the original pudding's, rounded down. New spirits are one size smaller than the original spirit. If there is more than 1 spirit, they take their turns at the same time. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Summon Plant Level: 5 School: Conjuration Classes: Druid, Ranger Casting time: 1 Action Range: 90Ft Duration: Concentration, Up To 1 Hour Components: V, S, M Material cost: a gold dipped rose, worth at least 500 gp Description: You call forth a plant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Plant Spirit stat block. When you cast the spell, choose a growth pattern: Flower, Vine, or Tree. The creature resembles a bipedal form made of the chosen growth, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. Plant Spirit[edit] Large plant, Armor Class 13 + the level of the spell (natural armor) + 2 (Tree Only) Hit Points 50 + 15 for each spell level above 5th Speed 30 ft, Burrow 20ft, Climb 10ft STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 18 (+4) 10 (+0) 14 (+2) 14 (+2) Damage Vulnerabilities fireDamage Resistances bludgeoning, piercing, radiantCondition Immunities charmed, exhaustion, paralyzed, petrified, poisoned Senses Darkvision 60ft, Passive Perception 12 Languages Common, Druidic, Elvish, Sylvan Bramble Body (Flower Only). A creature that touches the spirit or hits it with a melee attack takes 1d8 piercing damage. False Appearance. While the spirit remains motionless, it is indistinguishable from a normal plant. ACTIONS Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Slam (Tree Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 2d6 + 4 + the spell's level bludgeoning damage. Thorn Shot (Flower Only). Ranged Weapon Attack: your spell attack modifier to hit, reach 80ft, one target. Hit: 1d8 + 4 + the spell's level piercing damage. Vine Whip (Vine Only). Melee Weapon Attack: your spell attack modifier to hit, reach 20ft, one target. Hit: 1d10 + 4 + the spell's level slashing damage, and if the creature is Huge or smaller, it is pulled up to 10ft closer to the spirit. Spore Cloud (1/Day). Each creature within 20ft the spirit must succeed on a Constitution saving throw against your spell save DC or take 3d6 poison damage and become poisoned for the next minute. A creature takes half damage and is not poisoned on a success. A creature may repeat the save at the end of its turn to end the effect. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Summon Rain Level: 1 School: Transmutation (Ritual) Classes: Bard, Cleric, Druid, Ranger, Wizard Casting time: 1 Action Range: 1 Mile Duration: 1 Hour Components: S, M Material cost: A burned twig doused in lake water Description: A wave of rainclouds rolls out from a point you can see within range, covering a cylinder up to 1 mile wide and 40 feet high. For the duration, light rain falls in this area, extinguishing unprotected flames, and you can cause harmless claps of thunder or flashes of lightning to emanate from the clouds. The spell ends if you dismiss it (no action required), or if a wind of moderate or greater speed (at least 10 miles per hour) disperses the clouds
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Summon Shapeshifter Level: 4 School: Conjuration Classes: Bard, Warlock, Wizard Casting time: 1 Action Range: 90Ft Duration: Concentration, Up To 1 Hour Components: V, S, M Material cost: an ornate mirror, worth at least 400 gp Description: You call forth a shapeshifting spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shapeshifter Spirit stat block. When you cast the spell, choose a shapeshifter type: Doppelganger, Mimic, or Lycan. The spirit resembles the average form of the type you chose, which also determines certain traits in its stat block. The spirit disappears when it drops to 0 hit points or when the spell ends. The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. Shapeshifter Spirit[edit] Medium shapechanger, Armor Class 10 + the level of the spell (natural armor) Hit Points 40 + 10 for each spell level above 4th Speed 30ft STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 12 (+1) Damage Immunities acid (Mimic Only), bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered (Lycan Only)Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned Senses Darkvision 60ft, Passive Perception 12 Languages Common, Deep Speech False Appearance (Mimic Only). While the spirit remains motionless, it is indistinguishable from the object it is transformed into. Vocal Mimicry (Doppelganger and Lycan Only). The spirit can perfectly mimic the voice and other vocal sounds of the creature it is transformed into. Ambush. The spirit has advantage on all Dexterity (Stealth) checks. ACTIONS Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Gore (Mimic and Lycan Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d10 + 3 + the spell's level bludgeoning damage. Slam (Doppelganger Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d8 + 3 + the spell's level piercing damage. Change Shape (1/Day). The spirit becomes an exact, visual replica of something you have seen. Any medium sized beast (Lycan Only), humanoid (Doppelganger Only), or object (Mimic Only). To see throw the illusion, a creature must succeed a Wisdom (Insight) check against your spell save DC. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Summon Spriggan Level: 9 School: Conjuration Classes: Druid Casting time: 6 Hour Range: 100 Feet Duration: Permanent; Lasts 1 Week Outside Of A Druid Grotto Or The Feywild Realm. Components: V, S Description: You summon forth 1 Spriggan warrior to aid you in combat, equipped with a wooden spear and shield, or a bow and 20 arrows. Its statistics are that of a 5e bandit, However; has the following benefits. Barkskin You have a naturally occurring tough skin covering you from head to toe. When unarmored, the Armor Class is equal to 12 + your Dexterity modifier. Forest Blend You have advantage on Stealth checks made to hide amongst foliage, trees and other plant life. Plant Your creature type is both fey and humanoid. Given that your physiology is primarily composed of plant matter, you are vulnerable to fire damage. Photosynthesis Being a plant-based life form, you create your food through photosynthesis, being in bright sunlight will regenerate hit points equal to your proficiency bonus at the end of each hour you spend this way, likewise, if you aren't in sunlight for a number of days equal to your proficiency bonus + your Constitution modifier you will start to decay, taking one level exhaution at the end of each long rest until you do so. You cannot recover these levels of exhaustion by long resting. languages You can speak, read, and write Common and Sylvan. Pick one from Guardian and Watcher, upon creating the SPriggan. Guardian[edit] Your Constitution score increases by 1. Size Your size is Large. Tree Stride Over time you have learned the skill of using trees as a type of transportation. Once a turn, you can use 10 feet of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or larger. Design Note: This uses the Large Player Characters and Oversized variant rules. Watcher[edit] Your Dexterity score increases by 1. Size Your size is Medium. Tree Stride Over time you have learned the skill of using trees as a type of transportation. Once a turn, you can use 10 feet of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Medium or larger. Nature Whisperer You are one with the forest and it speaks to you. You can communicate with beasts and plants through Sylvan. You can communicate telepathically with this Spriggan and it can respond telepathically using any language you know. It retains its memories between summonings The spriggan can last indefinitely while inside of a druids grotto, or the feywild realm, and last up to 1 week outside of either of these areas. The spriggan can also cast the following spells. summon spriggan The cast time of "Summon Spriggan" for a spriggan warrior is 24 hours, as apposed to the 6 hours it takes for the original caster As the original caster, any spriggan summoned by a spriggan you created, serves under you. You may fuse together (sacrifice) 8 spirggans to summon forth an Ent. The ent has the statistics of trean
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Summon Treant Level: 7 School: Conjuration Classes: Druid Casting time: 1 Action Range: 60Ft Duration: Concentration, Up To 1 Hour Components: V, S, M Material cost: A bundle of twigs, a Gem worth 100 gold or more Description: You summon the fey spirit of a Treant to aid you. The creature appears in an unoccupied space within range. Its statistics are that of a treant. You can communicate telepathically with this Treant and it can respond telepathically using any language you know. It retains its memories between summonings. The Treant is friendly to you and your companions for the duration. The Treant has its own turns, and it rolls its own initiative. It obeys any verbal commands that you issue to it (no action required by you). The Treant disappears when it drops to 0 hit points or the spell ends
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Summon Umbra Level: 0 School: Transmutation Classes: Bard, Sorcerer, Warlock Casting time: 1 Bonus Action Range: Self Duration: Instantaneous Components: V, S, M Material cost: a melee weapon Description: You turn your blade into an aspect of Umbra, a sentient weapon. The blade deals 1d8 slashing damage. On a critical hit the blade deals an extra 1d4 psychic or necrotic damage (your choice). When you slay an enemy with the blade you absorb their life force and regain temporary hit points equal to half the damage dealt. You may use the blade as a melee attack or melee spell attack. You can dismiss the blade as a bonus action. At Higher Levels. The blade's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). The critical hit damage also increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).Any additional damage dice can be split as you desire among slashing or necrotic damage
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Summon Weapon Level: 1 School: Conjuration Classes: Bard, Paladin, Ranger, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self Duration: 10 Minutes Components: V, S Description: When you cast this spell, you create a weapon or object (under 20 gold and not consumable eg acid, food etc.). The weapon or object lasts the spells duration and then disappears. You cannot create magical weapons or objects with this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can summon another weapon or object for every additional level of the spell (2 at 2nd level, 3 at 3rd etc.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Summon Wight Level: 5 School: Necromancy Classes: Sorcerer, Warlock, Wizard Casting time: 1 Day Range: Touch Duration: Instantaneous Components: V, S, M Material cost: One medium humanoid corpse, one black diamond worth at least 500gp, one cup of blood from a humanoid creature which this spell consumes, and one long sword worth at least 15 gp Description: You can cast this spell only at night. Choose one corpse of a medium humanoid within range. The user inserts the black diamond into the corpse's mouth and pours the human blood over its face, before chanting a ritual. As the blood soaks into the corpse, it raises, after 24 hours. Flip a coin. If heads, the Wight becomes friendly and will obey your commands; else, it becomes hostile and will immediately attack you. You can only control one wight at a time. If this spell is cast while another wight is active, the new wight is still created, though it will become hostile. The wight rolls for its own initiative. If the wight deals the last point of damage to a humanoid creature, the creature rises as a ghoul, under the wight's command, and by extension, yours. As a bonus action, you can command either the Wight, or the group of ghouls. You decide what action either the Wight or ghouls will take and where they will move during its next turn, or you can issue a general command, such as to guard you as you sleep. If you issue no commands, the ghouls only defend themselves against hostiles. Once given an order, the ghouls continue to follow it until the task is complete. If the task is impossible, they will return to you for further orders. The ghouls roll for initiative as a group. The wight can raise a maximum of 3 ghouls at a time. If the wight kills another humanoid creature, the ghoul with the lowest HP is destroyed and replaced by a new ghoul. If the wight is dismissed or destroyed, the ghouls become hostile and frenzied, before attacking anything within 30 feet, at random. [The DM has game statistics for both the Wight and Ghouls.] At Higher Levels. When you cast this spell using a spell slot of 6 or higher, the Wight can raise one extra ghoul per spell slot level
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Sun Gleam Level: 0 School: Evocation Classes: Cleric, Druid Casting time: 1 Action Range: 60 Feet Duration: Instantaneous Components: S, M Material cost: a translucent yellow gem that glitters in the sunlight Description: You unleash a brilliant ray of sunlight from your palm at a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 radiant damage. If the target relies on eyesight to see, it also has disadvantage on the next attack roll it makes before the end of its next turn. Target creatures with sunlight sensitivity make their save with disadvantage. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Sun Strike Level: 2 School: Evocation Classes: Bard, Paladin, Sorcerer, Wizard Casting time: 1 Action Range: 5 Feet Duration: Instantaneous Components: V, M Material cost: a melee weapon Description: As part of the action used to cast this spell, you must make a melee weapon attack within this spell's range, otherwise the spell fails. If you hit, your weapon flares up with the light of the sun, empowering your attack. In addition to the attack's normal effects, a hit target takes 4d6 radiant damage. A hit target must also succeed on a Constitution saving throw, or be blinded until the start of your next turn. Creatures with sensitivity to light or sunlight, or vulnerability to radiant damage, have disadvantage on this saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Sun Ward Level: 4 School: Abjuration Classes: Cleric, Druid, Paladin Casting time: 1 Action Range: Self Duration: Concentration, Up To 10 Minutes Components: V, S Description: You call upon the life-giving power of the sun to protect yourself. For the spell's duration, you shed bright light in a 30-foot radius and dim light for an additional 30 feet, and you have resistance to both cold and necrotic damage. If the light created by this spell overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. The first time during the spell's duration that you would drop to 0 hit points as a result of taking damage, you instead drop to 1 hit point, and the spell ends.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Sunder Level: 0 School: Transmutation Classes: Bard, Sorcerer, Warlock, Wizard Casting time: 1 Minute Range: Touch Duration: Instantaneous Components: V, S, M Material cost: a pair of shears or scissors Description: You pluck the ethereal weave, creating a minor destructive vibration on the material plane. Within a space of 1 foot in any dimension, you create a single break or tear in an object you touch. The destruction expresses itself as a fracture, crack, or gouge. This spell can not damage metallic, living, or magical objects
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Sunlight Level: 3 School: Evocation Classes: Bard, Cleric, Druid, Sorcerer, Wizard Casting time: 1 Action Range: Touch Duration: 1 Hour Components: V, M Material cost: a small lens carved from transparent gemstone, worth at least 50 gp Description: You touch one object that is no larger than 15 feet in any dimension. Until the spell ends, the object sheds bright light in a 40-foot radius and dim light for an additional 40 feet. The light is sunlight, and thus has the same coloration as natural sunlight. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Sunlight Spear Level: 5 School: Evocation Classes: Bard, Cleric, Paladin Casting time: 1 Action Range: 120 Feet Duration: Instantaneous Components: V, S, M Material cost: a tiny gold medal depicting the sun worth at least 5 gp Description: You conjure a javelin of crackling sunlight in your hand and hurl it. Make a ranged spell attack against a target within range: On a hit, the target is wreaked with holy energy, inflicting radiant damage equal to 3d12 plus your spellcasting ability modifier. Hit or miss, the spear then explodes into myriad bolts of electricity. The target and each creature within 10 feet of it must succeed on a Constitution saving throw, taking 3d12 lightning damage on a failed save, or half as much on a successful one. Creatures doused in, standing in, or swimming in water make this saving throw with disadvantage. Creatures that are damaged by this spell and are sensitive to sunlight are treated as if they were in direct sunlight until the beginning of your next turn. This spell deals double damage to dragons and Dragon-type creatures. At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the radiant damage increases by 1d12 for every slot level above 5th
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Sunspark Level: 3 School: Evocation (Ritual) Classes: Bard, Cleric, Druid, Paladin, Sorcerer, Wizard Casting time: 1 Action Range: Touch Duration: Concentration, Up To 8 Hours Components: S, M Material cost: An object less than a foot wide, which the spell consumes Description: You focus the energies of the sun onto a small object in your hand, consuming it with the intense radiation of sunlight. Until the end of the duration, this sunspark sheds brilliant sunlight to a distance of 120 feet in all directions, bright light for another 120 feet, and dim light for an additional 260 feet. You may subdue the light by covering it with something else. The light emitted by this spell is intense. Whenever a creature other than you and creatures that you choose start their turn within the sunlight emitted by this spell, it must make Constitution saving throw. Creatures with sunlight sensitivity have disadvantage on this save. On a failed save, the creature takes 2d6 radiant damage and is blinded for 10 minutes. The creature may repeat the saving throw each minute to end the effect prematurely. Once a creature succeeds this save, it cannot be blinded by sunspark again for another 24 hours. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you no longer need to maintain concentration on the spell.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Superspeed Spheres Level: 5 School: Transmutation Classes: Bard, Druid, Ranger, Sorcerer, Wizard Casting time: 1 Minute Range: Touch Duration: Concentration, Up To 1 Hour Components: V, S, M Material cost: Target must have at least 2 feet, this cannot be bypassed by a spellcasting focus Description: When you cast this spell, a willing creature you touch gains 100 feet of additional walking speed for the duration as 2 arcane metallic spheres appear underneath them that empower their movement. Additionally, their travel pace on foot is quadrupled for the duration. When the spell ends, they feel a wave of lethargy wash over them. They must make a Constitution saving throw against your spell save DC. On a fail, they gain 1 Exhaustion Point. If the caster is the target of the spell, they can never reach Exhaustion level 6 from this. At Higher Levels. When you cast this spell using a spell slot of 6 or higher, you can either affect one more creature with the spell or double the spell's maximum duration. Regardless of the spell level chosen, you can never pick both in any combination. When you cast this spell using a spell slot of 8 or higher, you can also instead choose the normal effects of the spell at 5th level but without having to maintain concentration
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Suppress Pain Level: 1 School: Abjuration Classes: Bard, Paladin Casting time: 1 Action Range: Touch Duration: Instantaneous Components: V, S Description: You dull the pain of a creature’s wounds and help it tolerate further punishment. The creature regains 1d6 hit points and also gains temporary hit points equal to your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 and the number of temporary hit points increase by 1 for each slot level above 1st
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Supremacy Level: 7 School: Necromancy Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 60 Feet Duration: 1 Minute Components: V, S, M Material cost: a syringe of some sort Description: A deep black ray surges from your fingers as it hones in on your target. They must make a saving throw, for a score of your choice. On a failure, they lose 3d6 points in that score to a minimum of one, and you gain the same amount, to a maximum of 30. When the spell ends, at the start of your turn, you lose one point in that score and return it to the creature it was taken from, and do so every turn until they regain all of their lost score. At Higher Levels When cast at 9th level, increase the drain to 5d6.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Surge Level: 1 School: Transmutation Classes: Bard, Cleric, Paladin, Ranger, Sorcerer, Wizard Casting time: 1 Action Range: Touch Duration: 1 Round Components: V, S, M Material cost: two short lengths of copper wire Description: You channel harmless electrical energies in a willing creature you touch, heightening its speed and senses. Until the start of your next turn, the target can use a bonus action to direct this energy, ending the spell and allowing the target to do one of the following: Take the Attack (one weapon attack only), Disengage, Dodge, Hide, or Use an Object action. Increase its movement speed by 20 feet until the end of its turn. Make a Wisdom (Perception) check, which it has advantage on. Cast a spell that has a casting time of 1 action, without requiring verbal or somatic components.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Sustain Level: 0 School: Necromancy Classes: Cleric, Druid Casting time: 1 Bonus Action Range: 30 Feet Duration: 1 Round Components: V, S Description: You choose a living creature within range that you can see at 0 hit points. They automatically succeed on their next death saving throw. This spell has no effect on undead or constructs
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Swansong Level: 9 School: Necromancy Classes: Bard, Druid, Sorcerer, Wizard Casting time: 1 Action Range: 30Ft Duration: Concentration, Up To 4 Rounds Components: V, S Description: All creatures in range including the caster have a ghostly clock appear above their head, ticking down quickly. At the end of the fourth turn that has passed since you cast this spell, all affected creatures who have less than 150 hit points die instantly. Deafened creatures are immune to the effects of this spell.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Swarm Grenade Level: 2 School: Transmutation Classes: Ranger Casting time: 1 Action Range: 60 Feet (10 Foot Radius) Duration: Up To 15 Seconds (3 Turns) Components: S, M Material cost: A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast Description: As an action, you can throw a grenade that splits of caltrop like drones that cover a spherical area that is 10 feet in diameter. Any target that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 2d8 magical piercing damage. Taking this damage reduces the targets walking speed by 10 feet until the target regains at least 1 hit point. A target moving through the area at half speed doesn't need to make the save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 2nd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Swarm Grenade, Variant Level: 1 School: Transmutation Classes: Ranger Casting time: 1 Action Range: 60 Feet (10 Foot Radius) Duration: Concentration, Up To 30 Seconds (5 Turns) Components: S, M Material cost: A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast Description: As an action, you can throw a grenade that splits of caltrop like drones that cover a spherical area that is 10 feet in diameter. Any target that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1d6 magical piercing damage. Taking this damage reduces the targets walking speed by 10 feet until the target regains at least 1 hit point. A target moving through the area at half speed doesn't need to make the save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each slot level above 1st.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Swarm of Harpy Talons Level: 5 School: Evocation Classes: Cleric, Druid Casting time: 1 Action Range: 300 Feet Duration: Instantaneous Components: V, S Description: You summon a swarm 20-foot radius swarm of vicious harpies on a point within range. Each creature in the area must make a Dexterity saving throw, taking 8d6 slashing 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 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Swarm of Pests Level: 1 School: Conjuration Classes: Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self (15-Foot-Radius Sphere) Duration: Concentration, Up To 5 Rounds Components: V, S, M Material cost: a drop of blood Description: You cause a cloud of mites, fleas, and other parasites to appear in a 15-foot-radius sphere centered on yourself. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it other than yourself must make a Constitution saving throw. A creature takes 3d4 poison damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 5 feet for each slot level above 1st.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Swift Blade Level: 2 School: Transmutation Classes: Artificer, Ranger, Wizard Casting time: 1 Bonus Action Range: Touch Duration: 1 Minute Components: V, S, M Material cost: a melee weapon worth at least 1 sp Description: You temporarily bond with the weapon used in casting the spell, and due to it's now lightweight nature, you can swing it with ease. You gain the following benefits. When making attacks with this weapon, you can instead use your casting modifier for attack and damage rolls, in place of Strength. As a bonus action when you made an attack with this weapon, you can make another attack with it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can make an additional attack as a bonus action for every three levels above 2nd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Swift Blade Bane Level: 5 School: Evocation Classes: Artificer, Paladin, Ranger, Warlock, Wizard Casting time: 1 Action Range: 30 Ft Duration: Instantaneous Components: V, S, M Material cost: a melee weapon worth at least 1 sp Description: When you cast this spell, you blur until your features are intelligeble. You then make a melee attack against a creature. If you hit, you can make another attack against something within 30 feet of that creature, and you teleport within 5 feet of the other creature. If you hit that attack, you may repeat this kind of action until you miss an attack. Each attack counts as magical for the purposes of overcoming resistance. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, your attack roll gains a +1 for each spell slot above 5th
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Swift Strike Level: 1 School: Transmutation Classes: Artificer, Paladin, Ranger, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: 1 Minute Components: V, S, M Material cost: A weapon Description: You infuse a weapon with a simple enchantment that enables its wielder to swing it quickly. For the duration of the spell, the wielder of the weapon may make a weapon attack with it as a bonus action. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the infusion increases in intensity, allowing more attacks to be made. When the weapon's wielder uses its bonus action to make weapon attacks using this spell, the number of attacks it can make increase with each other higher spell slot: At 3rd level (2), 5th level (3), 7th level (4), and 9th level (5).
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Swiftbolt Level: 4 School: Evocation Classes: Sorcerer, Wizard Casting time: 1 Bonus Action Range: 60 Feet Duration: Instantaneous Components: V, S Description: A bolt of focused and accelerated magical lightning springs from your pointing finger, hitting a creature of your choice you can see within range without chance of failure. It deals 5d6 lightning damage to its target. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Swirling Storm Level: 5 School: Evocation Classes: Druid, Warlock, Wizard Casting time: 1 Action Range: Self (10-Foot Radius) Duration: Concentration, Up To 1 Minute Components: V, S Description: For the duration, swirling winds and wild arcs of lightning surround you, causing several effects. Opportunity attacks are made against you with disadvantage, due to the chaotic winds. If a creature starts its turn within this area, it takes 2d8 lightning damage. A creature that has cover from you, or took the Dodge action on its last turn, doesn't take this damage. If you hit a creature with a weapon attack while it is within this area, the electricity arcing from your weapon causes the creature to take an extra 1d8 lightning damage. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the extra damage from weapon attacks increases by 1d8 and the radius increases by 5 feet for each slot level above 5th.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Switcheroo Level: 2 School: Conjuration Classes: Bard, Paladin, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 60 Ft Duration: Instantaneous Components: V, S Description: "Now I'm here! Now you're there!" - Unnamed Wizard who shortly died. Magically twisting space around yourself and another creature, vanishing and reappearing instantaneously in a small puff of smoke at the targets location and vice versa. You teleport, swapping locations with a creature of your choice within range. If the target is unwilling, it can make a Constitution saving throw to not be teleported. On a success, the spell has no effect.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Sword of Protection Level: 3 School: Abjuration Classes: Paladin, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 5 Feet Duration: Concentration Up To 1 Min Components: V, S Description: You create a magical sword that start hovering 4 ft over the ground. Until the end of the spell duration or your lose of concentration, the magical sword will defend you. The sword doesn't take a full square and can share it's space with an medium sized creature. You gain +1 Ac while being at 5ft or less from the magical sword. Every turn, the magical sword may make a melee spell attack against a creature of your choice within 5 ft of it. On a hit, the target takes 1d8 + your spell casting ability modifier damages. As a bonus action every turn, you can move the sword up to 20 ft, to a maximum of 60 ft from you. You can also cast this spell and then hold the sword in your hands, allowing you to pretend to use the weapon yourself. When the spell ends, the. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 min for every spell slot levels above 3rd
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Sword Split Level: 1 School: Transmutation Classes: Artificer, Bard, Wizard, Ranger, Paladin, Cleric Casting time: 1 Bonus Action Range: Touch Duration: 1 Minute Components: S Description: You touch a non-sentient, non-artifact melee weapon that deals no less than 1d6 piercing or slashing damage. That weapon splits into two smaller melee weapons, each dealing piercing or slashing damage one die size less. For example, you could split a shortsword (1d6) into two daggers (1d4). For the duration of the spell, the weapons are considered magical, and can be fused back together by holding them together as a bonus action, ending the spell early. If the spell expires on its own, the weapons become nonmagical and lose the ability to be fused back together. While wielding the weapons in this way, you may add your ability modifier to attack and damage rolls to your off-hand attacks. Alternatively, you may use this spell to fuse two smaller weapons into one larger one. For example, you may fuse two longswords into one greatsword. The same restrictions and effects of splitting a weapon apply to fusing them. If the spell expires on its own, the weapon becomes nonmagical and lose the ability to be split back apart. If the weapon was originally magical, at the expiration of the spell, the two weapons forcibly fuse back together (or split apart), appearing back into the hand of the one who originally cast the spell. Weapon Die Size Original Result Example 2d6 or 1d12 1d10 A greatsword (2d6) into two longswords (1d10)1 1d10 1d8 or 2d4 A longsword (1d10)1 into two broadswords (2d4) 1d8 or 2d4 1d6 A longsword (1d8)1 into two shortswords (1d6) 1d6 1d4 A shortsword (1d6) into two daggers (1d4) 1 Versatile weapons use their higher damage die for the purposes of what forms them, but can use either damage die for determining what they split or fuse into. At Higher Levels. Casting this spell with a higher level spell slot increases the duration of the spell. The duration becomes 10 minutes with a 3rd-level or higher slot, 1 hour with a 5th-level or higher slot, 8 hours with a 7th-level or higher slot, and 1 day with a 9th-level slot.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Sword Storm Level: 9 School: Conjuration Classes: Warlock, Wizard Casting time: 1 Action Range: 60 Feet Duration: Instantaneous Components: S, M Material cost: diamond worth at least 5,000 gp, cut into the shape of a sword Description: Many floating, ghostly swords appear above the caster, forming a 30-foot wide tornado of blades which launches itself at a designated creature. Any creature caught in the radius must make a Dexterity saving throw or take 12d12 slashing damage, and half as much force damage. On a passed save, targets take half damage
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Sword Trap Level: 1 School: Transmutation Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard Casting time: Reaction Range: Self Duration: Instantanious Components: V, M Material cost: a shield Description: When an enemy makes an attack with a weapon and doesn't beat your AC, you can use your reaction to cause the weapon to strike your shield. As it hits you use your transmutation magic to cause the weapon to become stuck in the shield as if it had melted into the shield. The weapon can no longer be used, and the shield's AC drops by 1. To free the weapon, a creature must use an attack to make an athletics ability check against your spell save DC. If its a magic weapon they have advantage on this check. On a successful check, both the sword and the shield can be used as normal again. You can end the spell at anytime. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell becomes becomes active until another weapon attack fails to beat your AC. You trap one additional weapon for each level of the spell slot used (eg 1 weapon at 1st, 2 at 2nd, 3 at 3rd etc)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Swordcraft Level: 3 School: Evocation Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self (10-Foot Radius) Duration: 1 Minute Components: S, M Material cost: a melee weapon which deals slashing damage Description: You brandish the weapon used in the spell's casting and gain the ability to unleash a flurry of blurry, brightly glowing slashes of magical force in every direction. When you cast the spell, and then as an action on each of your subsequent turns, you can slice and dice everything around you: Each creature of your choice within range must make a Dexterity saving throw, taking force damage equal to 2d12 + your spellcasting modifier on a failed save, or half as much on a successful one. If you drop the enchanted weapon before the end of the spell's duration, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for every slot level above 3rd, and the radius increases by 5 feet for every two slot levels above 3rd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Sylph Communion Level: 0 School: Divination Classes: Druid, Wizard Casting time: 1 Action Range: 15 Feet Duration: Instantaneous Components: V, S Description: By communing with the sylphs around you, you understand the will of the wind for a short time. One creature within range gains blindsight for 30 ft. until the end of their next turn.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Sylvanism Level: 0 School: Transmutation Classes: Wizard Casting time: 1 Action Range: 10 Feet Duration: Instantaneous Components: V, S Description: You exert control over time in a small manner. You create one of the following effects within range: You cause time to pass up to twice as quickly or twice as slowly within a cubic foot for 1 hour. You freeze time within 1 cubic foot for 1 hour. Nothing in this area can age or be subjected to gravity. You freshen or spoil up to 1 cubic foot of non-living organic material (such as food) for 1 hour. You temporarily mend or rust up to 1 cubic foot of nonliving material for 1 hour. You snuff or re-light a candle, torch, or small campfire for 1 hour. None of these abilities have any effect on creatures or magical objects. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Sympathetic Vibrations Level: 6 School: Evocation Classes: Bard Casting time: 1 Minute Range: Touch Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: a tuning fork Description: By attuning yourself to a freestanding structure such as a building, bridge, or dam, you create a damaging vibration within it. When you cast this spell and again at the start of each of your turns for the duration, the structure takes 8d10 thunder damage. If the spell is cast upon a target that is not freestanding, such as a hillside, the surrounding earth dissipates the vibrations and no damage occurs.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Syncopate Level: 3 School: Abjuration Classes: Artificer, Bard, Cleric, Paladin, Warlock, Wizard Casting time: 1 Reaction, Which You Take When You See A Creature Within 60 Feet Of You Casting A Spell Range: 60 Feet Duration: Instantaneous Components: V, S Description: Instead of directly stopping a spell, you weaken it’s effectiveness. If this spell has multiple targets, the amount of targets are reduced by 2 to a minimum of 1. If it uses non-d20 dice(I.e damage or healing), they are reduced by 3, to a minimum of one. If none of the following applies, creatures simply have advantage against the spells effects. At Higher Levels. When cast at 4th level or higher, the amount of targets and die reduction increases by 2, for every level above 3rd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Tablehopper Level: 1 School: Transmutation Classes: Druid, Ranger, Wizard Casting time: 1 Action Range: Self Duration: Duration: Concentration, Up To 10 Minutes Components: S, M Material cost: a chunk of fine wood. Costing at least 25 gold. Description: A line of tables, chairs, couches, pillars, and other furniture that may be used as half cover appear in a 15 feet long and 5 feet wide line originating from you in a direction you choose either horizontally or vertically to yourself. Each creature caught in the line of this will harmlessly move atop of the furniture or to an unoccupied space within 5 feet of their choice. Each 5 foot cube contains a single piece of furniture which individually have an AC of 12, and 10 hit points. Creatures are able to move through these furnishings area treating them as rough terrain. If any piece of furniture’s hit points are reduced to zero the space becomes unoccupied as only shards of wood remain. After 10 minutes or after the caster breaks concentration the furnishings shatter, alternatively should the caster choose to cast the spell for a full minute the furniture becomes permanent and the material components are consumed. The furnishings created being a combined value equal to the materials used. At Higher Levels. Each spell level above first used to cast this spell increases the effectiveness and durability of the cover made. From ¾ cover and 20 hit points at 2nd level to full cover and 30 hit points at third level.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Tabrīs’ Holy Fire Level: 5 School: Evocation Classes: Cleric, Sorcerer Casting time: 1 Action Range: 180 Feet Duration: Instantaneous Components: V Description: White flames come from above to strike down an opponent of your choice, they must make a Dexterity saving throw and take 6d4 Fire damage and 6d4 Radiant damage on a failed save or half that amount on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you increase the amount of Fire damage by 1d4 and the amount of Radiant damage dealt by 1d4
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Take Up Arms Level: 1 School: Conjuration Classes: Bard, Cleric, Paladin, Ranger, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: Concentration, Up To 1 Hour Components: V, S, M Material cost: A simple stick or rock Description: When you cast this spell, you call upon the weave to provide you with a weapon. You conjure a nonmagical weapon from the prime material plane, only being able to call for a weapon with which you are proficient. Should you conjure a bow or similar ranged weapon, you also conjure a quiver of 20 nonmagical arrows with it. When the spell ends, the conjured weapon is returned to its original place in the prime material plane. Should the weapon leave your grasp or should you damage the weapon severely, the spell ends early. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher you instead conjure a magical weapon with +1 to attack and damage rolls. When you cast this spell using a spell slot of 5th level or higher, you instead conjure a magical weapon with +2 to attack and damage rolls. When you cast this spell using a spell slot of 7th level or higher, you instead conjure a magical weapon with +3 to attack and damage rolls
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Tale of a Million Nights Level: 1 School: Divination Classes: Cleric, Paladin, Warlock, Wizard Casting time: 1 Action Range: 120 Feet Duration: Concentration, Up To 1 Minute Components: V Description: Whispering words that no longer exist, you recall memories of times long past. Fusing the energies within your memories, you tell a tale imbued with forbidden knowledge of one million nights, overwhelming the target. The recipient must make a Wisdom saving throw and on a failed save, it listens to the first two chapters and feels as if it must listen to your tale as you tell it of ancient secrets that you yourself may not even understand. On a success, they ignore your uncanny words and concentration breaks immediately. On each of your turns while you maintain concentration, you may use a bonus action to have the target repeat the saving throw, whispering the next chapter of the tale to the target on a failure. On a success, they ignore the chapter. When concentration breaks, for every chapter of the tale that you told, the target's mind relapses. Upon relapse the target takes 1d6 psychic damage for every chapter they listened to and did not ignore. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases by 2 rounds (or 12 seconds) for each level above 1st.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Talisman of Summoning Level: 6 School: Conjuration Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Minute Range: Touch Duration: Until Dispelled Components: V, S, M Material cost: A piece of nonmagical jewelry worth at least 500 gp, which the spell consumes Description: You touch a piece of nonmagical jewelry worth at least 500 gp such as a ring, an amulet, or a bracelet. For the duration of the spell, a creature which is wearing the object you touched can use a bonus action to summon you, causing you to appear in an unoccupied space within 10 feet of the creature. Once you are successfully summoned, the spell ends and the object disintegrates into motes of light
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Tame Level: 9 School: Transmutation (Ritual) Classes: Bard, Cleric, Druid, Sorcerer, Wizard Casting time: 1 Action Range: 120 Feet Duration: Instantaneous Components: V, S Description: Design Note: This spell uses the Enhanced Existence Magic Overhaul homebrew ruleset. As a result, it is meant to be 10th level magic, and is both Transmutation and Enchantment magic. See the ruleset for clarification on what that means before calling the spell overpowered. Please? (Hold Value 7) Note: Can only be cast by a creature that genuinely wants to save its target from being destroyed, or explicitly wants to stop the target without hurting it. When you cast this spell, you target a beast, plant, monstrosity or dragon (Dragons get a Wisdom save against your spell save DC to avoid the effect) you can see in its range and cause the target to revert permanently to a harmless tiny beast (inanimate tiny flower for plant type creatures) version of itself. It retains it's Intelligence, Wisdom, and Charisma, as well as its personality (Except that a beast or monstrosity affected by this spell is friendly to you) and languages (If any), but is otherwise a tiny CR 0 beast (or flower) with stats and abilities determined by the DM. It's new form is vaguely similar to its original. It's eye color might be the same, it might be the same type of creature within the animal kingdom (Reptile-like to lizard, for instance), and/or it might retain a basically harmless version of something it had before, like multiple heads. It however NEVER retains any magic or supernatural abilities. A creature that regenerates will never retain that regenerative property, for instance. The one exception to this is immortality, which is always retained if it had it originally. This new form is the creature's new true form, meaning it can't be reverted as there is nothing to revert. However, spells and effects that transform the creature further still work as if this creature always had this true form, allowing others to turn it into something more powerful if they wanted. You may note that the Tarrasque is a monstrosity. Well, that's interesting
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Tasha’s Tantalizing Terrarium Level: 8 School: Conjuration Classes: Bard, Wizard Casting time: 1 Minute Range: 300 Feet Duration: 24 Hours Components: V, S, M Material cost: a small ivory statuette, a polished platinum mirror, and a tiny gold fork, each item worth at least 20 gp Description: You conjure a small pocket dimension in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 20 feet wide and 40 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open and close the portal anywhere within the dwelling and automatically know when an unwelcome creature is trying to enter or search for the portal. When closed the portal is invisible. Any creature not designated to enter that finds the portal must succeed a Wisdom saving throw or forget that the door exists. Beyond the portal is a brilliant estate of wide expanse with a great manor in the center, and a few other buildings as well, if you choose. Regardless of building types, the atmosphere is clean, fresh, and warm, unless you choose otherwise. You can create any floor plan you like for any building on the estate, but the building(s) can’t exceed 50 cubes, each cube being 10 feet on each side, and the outside expanse is no larger than half a mile. The buildings are furnished, decorated, and constructed with the architecture of your choice, and the outside areas are inhabited by whatever plants or animals you choose. Any predatory animals you choose are not aggressive and never have to eat. The main manor contains sufficient food for a nine-course banquet for up to 200 people. A staff of 500 near-transparent servants attends all who enter. You decide the visual appearance, attire, personality, and even species of these servants. If you choose an animal for one of your servants, you can choose to give it Intelligence, Wisdom, and Charisma scores of no higher than your own and let it understand or speak any languages you know. They are completely obedient to your orders. Each servant can perform any tasks that a normal human, or animal if you choose, could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, poor wine, clean, mend, fold clothes, light fires, serve food, and so on. The servants can go anywhere in the estate but can’t leave it. Furnishings and other objects created by the spell dissipate into smoke if removed from the estate, but those created by creatures you designated to enter while within do not. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Taunt Level: 0 School: Enchantment Classes: Bard, Warlock Casting time: 1 Action Range: 120 Ft Duration: Concentration, Up To 1 Minute Components: V, S Description: You attempt to make a creature angry at you. If the target can hear you (though it need not understand you), it must make a Wisdom saving throw. On a failed save, its mind is overwhelmed with hostile thoughts, and it becomes hostile toward you for the duration. Once the spell ends on a creature, it may choose to continue to be hostile or not depending on how it was treated.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Tear Level: 0 School: Necromancy Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: Instantaneous Components: V, S Description: You cause the matter of a creature or object that you touch to split apart. Make a melee spell attack against the target. On a hit, the target takes 2d6 slashing damage. This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Tear Drop Tragedy Level: 9 School: Evocation Classes: Bard, Cleric, Sorcerer Casting time: 1 Reaction Range: Self (300Ft Radius - Sphere) Duration: Instantaneous Components: S, M Material cost: 5g of 100% PURE Uranium 238, the caster's tear [Tear must be real and cannot be caused by any artificial way, forced or chemical] Description: The caster must produce a real tear in order to cast the spell. this tear cannot be forced, artificially created, caused by an event that would actually make the caster genuinely cry, and must be approved by the DM. e.g. favorite npc dies, a family heirloom or other item that is personally important the caster is lost/destroyed/taken/other, or the caster receives bad news such as silksong being delayed again. the caster uses the tear and Uranium to create a explosion that deals 40d6 force damage to all creatures in the area except the caster. the explosion leaves radioactive fallout that sets in after 2 rounds in a 150ft (radius) sphere which deals 1d4 poison damage to all creatures (including the caster). all creatures (except the caster) make a CON save. if successful the creature takes half damage and isn't affected by the fallout for 5 rounds.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Tearout Level: 9 School: Evocation Classes: Warlock Casting time: 1 Action Range: 120 Feet (30-Feet Radius Sphere) Duration: Instantaneous Components: V, S, M Material cost: a tear from an abyssal creature, and a diamond worth 10,000 gp, which is consumed by the spell Description: Your eyes turn black and when ingesting the tear of an abyssal creature and the diamond you create a devastating force capable of breaking the barriers between planes and wreaking terrible havoc on your enemies. A blast of ethereal energy is launched towards your enemies, creating a sphere of destructive power. All enemies within a 30-foot radius centered on a point of your choice within range must make a Constitution saving throw. Those who fail take 20d10 + 50 necrotic damage and are stunned for 1 minute. Those who succeed on the saving throw take the half damage and are not stunned. Reducing a creature to 0 hit points with this feature converts half of the damage dealt as temporary hit points to the caster.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Tears of Denial Level: 2 School: Enchantment Classes: Cleric, Paladin Casting time: 1 Action Range: Touch Duration: 1 Hour Components: V, S, M Material cost: a small vial of holy water Description: You offer a prayer to your god to save the target from a horrible fate. The next time the target would become poisoned, petrified, or their form would be altered, this enchantment is instead dispelled
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Tears of Freyja Level: 2 School: Necromancy Classes: Bard, Cleric, Druid Casting time: 1 Action Range: Touch Duration: 10 Minutes Components: V, S, M Material cost: flakes of gold Description: Touch one creature below 0 hitpoints, who has already failed at least two death saving throws. They regain 4d4 hitpoints, and become conscious. At Higher Levels. When cast at 3rd level or higher, they regain 2d4 extra hitpoints for every level above 2nd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Telepathic Message Level: 2 School: Divination (Ritual) Classes: Bard, Cleric, Druid, Ranger, Wizard Casting time: 1 Action Range: Unlimited Duration: Concentration, Up To 1 Minute Components: S Description: You concentrate on a single creature that you can see and send a telepathic message to it lasting for up to the duration. It must know at least one language and have an intelligence score of 10 or greater to be able to receive and understand the message.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Teleport Slash Level: 3 School: Conjuration Classes: Bard, Paladin, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 60 Feet Duration: Concentration, Up To 1 Minute Components: V, S Description: You conjure a sword made of ethereal light that seems to bend and twist space around it. Make a melee spell attack against a creature within range. On a hit, the target takes 3d10 force damage. Until the spell ends, you can make the attack again on each of your turns as an action. When you deal damage to a target with this spell, you can force the target to make a Constitution saving throw. If the save fails, the target is stunned until the end of its next turn. At Higher Levels. When casting this spell using a spell slot of 4th level or higher, the damage of this spell increases by 1d10 and the range of this spell increases by 15 feet for each spell level above 3rd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Teleport, Variant Level: 7 School: Conjuration Classes: Bard Casting time: 1 Action Range: 10 Feet Duration: Instantaneous Components: V, M Material cost: an object associated with the target location Description: This spell instantly transports you and up to eight willing creatures of your choice within 10 feet, or a single object within 10 feet, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. Associated Object It is best if you have an object associated with the destination you choose, and the destination must be on the same plane of existence as you. If you have an “Associated Object”, this means that you possess an object taken from the desired destination, such as a pebble from a temple garden, a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. Unlike the regular teleport, there is no time limit on how long it has been since the object was removed from its target location. If an object has moved from place to place during its history, you may include a description of which place or kind of place in its history you wish to teleport to. For example, if the associated object is a gold coin, you may specify where it was minted, or any of the places it was stored, spent or carried during its history. If you do not have an "Associated Object", then the spell will use some random thing in your current environment that has come from somewhere else as the 'associated object'. In either case, you and your group (or the target object) appear within 10 feet of where the associated object came from.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Teleposition Level: 3 School: Conjuration Classes: Bard, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 60Ft Duration: Instantaneous Components: S, M Material cost: A ring worth at least 100gp Description: You hold up a ring and thrust your arm past it at a target, causing you to swap places with it. Target a creature or object. If the target is a creature, it must make a Strength saving throw, which it can choose to fail. On a failed save, it teleports to your space and you teleport to its space simultaneously. If the target is an object no larger or smaller than one size category different from your size, you must make an Intelligence (Arcana), Wisdom (Arcana), or Charisma (Arcana) check against a DC of 25 minus your spell save DC. On a success, you swap places with that object. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum range increases by 20ft for each level above 4th.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Tempest Level: 9 School: Conjuration Classes: Druid, Wizard Casting time: 1 Minute Range: Sight Duration: Concentration Up To 1 Minute Components: V, S Description: This is basically a buffed version of the storm of vengeance Spell A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 3d6 thunder damage and becomes Deafened for 5 minutes. Each round you maintain Concentration on this spell, the storm produces additional effects on Your Turn. These effects are cumulative over each round (ex. Round 2 Deafen and Acid Rain. Round 3, Deafen, Acid Rain, and Lightning, etc). Round 2: Acidic rain falls from the cloud. Each creature and object under the cloud takes 2d6 acid damage. This acid melts through most basic materials like Wood or Thatch. Round 3: You call eight bolts of lightning from the cloud to strike eight creatures or Objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. Alternatively, You can strike one target with up to four bolts, each additional bolt adds 2d6 to the damage. This effect can only trigger once every 2 turns after the initial round (ex. 3, 5, 7, 9). Round 4: Hailstones rain down from the cloud. Each creature under the cloud takes 3d6 bludgeoning damage. Round 5-10: Gusts and freezing rain assail the area under the cloud. the area becomes difficult terrain and is heavily obscured. Each creature there takes 2d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on Spells. Finally, gusts of strong wind (ranging from 40 to 90 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Temporal Blur Level: 0 School: Abjuration Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self Duration: 1 Round Components: V, S Description: You briefly glimpse the future, which allows you to narrowly evade an attack. The next time an attack is made against you, you teleport to any adjacent square to where you currently are. This means that the attack will automatically miss. Though there is no limit to the number of turns you can cast this in a row, there may be some unforeseen consequences. Whenever you cast this spell, roll a d20 on the following table. Each consecutive turn you cast this you get a -2 to the roll. These will stack. If you don't cast this for a turn, you get a +1 on your next roll to it, which takes place in addition to any of the -2s you may have accumulated. These +1s will also stack, but you cannot have a positive modifier. 1: You disappear until the end of the encounter, lost in time. 2-3: You disappear for 5 rounds, lost in time. 4-5: You disappear for 3 rounds, lost in time. 6: You disappear for 2 rounds, lost in time. 7: You disappear for 1 round, lost in time. 8: You teleport 50 feet in a random direction. You are blocked by any barriers. 9: You teleport 20 feet in a random direction. You are blocked by any barriers. 10: You teleport 10 feet in a random direction. You are blocked by any barriers. 11: Instead of choosing an adjacent square to teleport to, you teleport to a random adjacent square. 13-20: The spell functions normally.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Temporal Enhancement Level: 7 School: Transmutation Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: Concentration, Up To 1 Minute Components: V, S Description: A creature you touch gets surrounded by time energy for the duration. Until the spell ends, the creature benefits from the following effects: They become immune to being grappled, stunned, or retrained. They gain an extra 20ft of movement speed. They gain advantage on Constitution, Wisdom, and Charisma saving throws. If another creature targets them with a attack or harmful spell, they can use their reaction to force it to make a Wisdom saving throw against your spell save DC. On failed save, they must choose a new target or lose the attack or spell. On a success, the creature can hit you as normal but takes 5d10 force damage for each attack they hit you with.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Temporal Link Level: 2 School: Evocation Classes: Wizard Casting time: 1 Action Range: Self Duration: Instantaneous Components: V, S, M Material cost: A Large stone of Obsidian with no impurities worth 200g Description: When you cast this spell, you create a link between now and an older version of yourself through time and space for the purpose of channelling a spell that can be used later. The spell you channel must be of a lower spell level than the Temporal Link's level or the link collapses. After casting the Temporal Link you must cast the spell you wish to channel, the casting time is normal but if the spell requires concentration you must concentrate on that spell for the length of time you wish the spell to be active. Once you have finished casting the channelled spell the link automatically closes. You can only have one spell stored in the Temporal Link at a time because the next time you cast it the channelled spell is released. At a future moment you may cast the Temporal Link spell again as an action. Immediately, as if you had cast it yourself, the channelled spell will activate. If the spell requires concentration you do not need to concentrate on it because you already have (in the past). At Higher Levels. You will need to cast the Temporal Link spell at one level higher than the channelled spell
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Temporal Rift Level: 0 School: Abjuration Classes: Warlock, Wizard Casting time: 1 Action Range: 120 Feet Duration: Concentration 1 Minute Components: S Description: You raise a free hand and let loose a glowing turquoise orb of temporal instability at a point within range, causing the very land around to warble uncontrollably as it shifts through time and space. For the duration of the spell, a 20ft diameter circle, acts as difficult terrain
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Temporal Slash Level: 3 School: Transmutation (Ritual) Classes: Bard, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 20 Feet Duration: Concentration, Up To 1 Minute Components: V, S Description: While you maintain your concentration on this spell you're able to use your attack action to make a big-magic slash in a cube of 5 feet 20 or lower feet away from you. You make a melee attack using your spellcasting ability with proficiency, on hit deal 4d4 slashing damage, and hit or miss the slash remain in the air while the spell is active or while you don't make it vanish. Every creature which moves through or end their turn in a temporal slash zone take 4d4 slashing damage. At Higher Levels. When you cast this spell using a spell slot of Xth level or higher
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Temporal Surge Level: 0 School: Transmutation Classes: Bard, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 10 Feet Duration: Instantaneous Components: V, S, M Material cost: a timepiece Description: You give up some of your time and grant it to an ally. Choose a willing creature that you can see within range. The target may immediately take an action of its choice
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Tendrils of the Scarlet Mist Level: 7 School: Necromancy Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self Duration: Concentration, Up To 10 Minutes Components: V, S, M Material cost: a pint of fresh blood from the body of the caster, which the spell consumes, and a ruby worth at least 500 gp Description: Brilliant crimson sprays from your outstretched arms, creating a thick scarlet mist interwoven with ethereal translucent veins that pulse rhythmically. The mist initially fills a volume of 3,375 cubic feet, or 27 connected five-foot cubes, with you as the origin. The area covered by the mist is heavily obscured, and the mist itself emits dim, red light for 5 feet. Your awareness spreads throughout the mist, allowing you perceive creatures and objects in the area it occupies as if through blindsight. Whenever a creature enters the mist for the first time or starts its turn inside the mist, you can force that creature to make a Constitution saving throw. If it fails, it takes 4d8 necrotic damage. If it succeeds, it takes half as much. Undead and constructs are unaffected by the mist. The damage dealt by this spell is transferred to a pool of hit points possessed by the red mist. While you are inside the mist, you gain access to the following actions: Expand. As an action on your turn, you can expend hit points from this pool to expand the mist: 5 hit points to fill a 5-foot cube of space with the mist. The new areas of expanded mist must be connected, and you can only expand up to 1,000 cubic feet this way each turn (8 five-foot cubes). The mist can expand through narrow cracks and gaps in surfaces- if it does so, it costs 1 hit point per 5 feet of crevice. You may also expend your own hit points to fuel this expansion. If a section of mist becomes isolated from you, for example, if a tight door is closed on it, that section of mist withers and disperses completely at the end of your next turn unless it is reconnected before then. Reclaim. As an action on your turn, you can reabsorb up to 1,000 cubic feet of the mist (up to 8 five-foot cubes), reclaiming 4 hit points to the red mist's pool for every 125 cubic feet. Bolster. You can use a bonus action to expend hit points from the mist's pool to heal yourself and other creatures of your choice within the mist's area. Divide the hit points you wish to spend among yourself and the chosen creatures. If you heal a creature above its maximum hit points, it gains temporary hit points equal to the remainder. Temporary hit points gained this way can stack, as long as they are obtained throughout the duration of the spell. A creature can possess a maximum amount of 35 temporary hit points gained from this spell. Undead and constructs cannot benefit from this. Consume. As an action, choose one creature in the red mist's area that isn't an undead or a construct. That creature must make a Constitution saving throw. On a failure, it takes 6d8 + 40 necrotic damage. On a success, it takes half as much. If a creature is reduced to 0 hit points by this effect, it becomes a withered husk and is killed. The damage dealt by this effect is added to the red mist's hit points. A 5-foot section of mist is destroyed if it takes 15 or more radiant, necrotic, cold, or fire damage in a single turn. If the mist is targeted by an attack or effect that deals psychic damage, you are treated as the target. The spell ends early if you leave the mist or are no longer connected to it. The mist begins to wither, no longer able to deal damage but still obscuring area and emitting dim light, and it dissipates entirely at the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the necrotic damage dealt by the spell increases by 1d8, the initial area and area that can be expanded or reclaimed each increase by 1,000 cubic feet, and maximum temporary hit points granted by the bolster increases by 5 for each spell slot above 7th. The damage each 5-foot section of mist can take before being destroyed also increases by 5.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Tentacles Level: 2 School: Conjuration Classes: Warlock Casting time: 1 Action Range: 30 Feet Duration: 1 Minute Components: V, S Description: You tear a hole to the Far Realm from which emerges a 15-foot long tentacle. Without using an action, you can cause this tentacle to interact with the environment and objects, performing actions such as opening doors and grabbing objects. In combat, you can use the tentacle in the following manners: You can force a creature within the tentacle's reach to make a Strength saving throw against your spell save DC, or be grappled by the tentacle. The creature can use an Action to attempt the saving throw again, freeing itself from the grapple on a success. When a creature is grappled, you can use an Action to cause the tentacle to crush the grappled creature, causing 1d8 bludgeoning damage to it. As an bonus action on your turn, you can cause the tentacle to attack creatures, dealing 1d8 bludgeoning damage on a hit. You can't attack or interact with objects with the tentacle while the tentacle is grappling a creature. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot. When you cast it using a 5th- or 6th-level spell slot, you conjure a third tentacle. When you cast it using a spell slot of 7th level or higher, you conjure a fourth tentacle. you conjure a second tentacle, that can emerge from the same position, or another within the spell range. You can control all conjured tentacles with the action used to control a single one.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Teuful's Fireball Level: 5 School: Evocation Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 150 Feet Duration: Instantaneous Components: V, S, M Material cost: a ruby worth 100 gold pieces Description: You rub the oxygen molecules together at hundreds of miles an hour, causing them to overheat and ignite in a fiery ball, then afterward, surrounding oxygen comes rushing in so fast it crushes anything in the initial blast radius. All creatures in a 40-foot range of the focal point must make a Dexterity saving throw. On a failed save, they take 8d6 fire damage and 3d6 force damage. On a successful save, they take 1d6 fire damage and 1d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, all damage increases by 1d6 for each level of the spell slot.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Thardion's Frigid Spikes Level: 4 School: Evocation Classes: Druid, Sorcerer, Wizard Casting time: 1 Action Range: Self (40-Foot Line) Duration: Instantaneous Components: V, S Description: Freezing energy emanates from you, forming a line of icy spikes that project upward from the ground in a 60-foot line that is 5 feet wide and 10 feet high. Each creature caught in the line must make a Dexterity saving throw. On a failure, a creature takes 3d8 piercing damage and 5d6 cold damage and becomes restrained as it is frozen in place by the ice. On a success, the creature moves 5 feet to a nearby unoccupied space outside of the spell's area. A frozen creature may attempt a Strength saving throw at the end of each of its turns, breaking free of the ice and ending the restrained condition on itself on a success. The icy spikes created by this spell form a physical barrier. A 5-foot section of ice has an AC of 10 and can be destroyed by dealing 10 or more damage to it in the span of a single round. The ice is vulnerable to fire damage and immune to poison and psychic damage. The area within 5 feet of the icy spikes is considered difficult terrain. The ice created by this spell lasts 10 minutes before melting (half as long in a hot enviroment, indefinitely in a cold environment). At Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points. You may link two eligible attributes. The default 4th-level power point allocation for this spell is Length 2 (🔗), Height 1, Cold Damage 2 (🔗), Ice Stats 1, Shape 0, Casting Time 0. —Power Point Cost— -1 0 1 2 3 4 5 6 7 8 9 Length 🔗 — 20 ft. 40 ft. 60 ft. 80 ft. 100 ft. 120 ft. 140 ft. 160 ft. 180 ft. 200 ft. Height 🔗 — 5 ft. 10 ft. 15 ft. 20 ft. 25 ft. 30 ft. 35 ft. 40 ft. — — Cold Damage 🔗 2d6 3d6 4d6 5d6 6d6 7d6 8d6 9d6 10d6 11d6 12d6 Ice Stats (Damage Threshold/Melt Time) 🔗 — 5/1 minute 10/10 minutes 15/10 minutes 20/1 hour 25/1 hour 30/1 hour 35/8 hours 40/8 hours — — Shape — Line — Cone* Cylinder† — — — — — — Casting Time 2 actions 1 action — — 1 bonus action — — — — — — *The height attribute becomes the width of the cone. †The length attribute becomes the height of of the cylinder and the height attribute becomes the radius.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Thaumic Irridiation Level: 5 School: Evocation Classes: Artificer, Bard, Warlock, Wizard Casting time: 1 Action Range: Self (30 Foot Line) Duration: Instantaneous Components: S, M Material cost: An object of intense magical energy worth at least 50gp, which the spell consumes Description: You impart a considerable volume of energy into the magical object at hand, overloading it and forcing the resulting explosion outward in a line 30 feet long and 10 feet wide. All creatures and objects in this line must make a Dexterity saving throw, taking 5d10 radiant damage on a failed save, or half as much on a success. Creatures and objects that are reduced to 0 hit points this way are immediately disintegrated and turn into flux powder, rendering them unable to be brought back by anything short of a true resurrection or wish spell, or other effects that would be able to create a new body for the victim. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, it deals an additional 2d10 radiant damage for every level above 5th.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Thaumophone Level: 0 School: Conjuration Classes: Bard, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self Duration: Up To 1 Hour Components: V, S Description: A spectral, floating arrangement of buttons and keys appears next to you. The instrument lasts for the duration or until you dismiss it as an action. Using the keyboard, you can play tones similar to a piano, allowing you to arrange and perform entire songs. The keyboard can also change the type of sounds it plays, including different types of piano, percussion instruments, imitated choral notes, and sound effects. Using the buttons, you can record tones from the keyboard and sounds around you, then play them back, splice them, or loop them, allowing you to set up beats and backing tracks, or edit pre-existing songs. The thaumophone can play sounds at the same range of volume as a standard piano. When your thaumophone disappears, all recorded sounds are safely stored in its memory for you to use the next time you conjure it
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: The Emptiness of the Beginning Level: 3 School: Necromancy Classes: Sorcerer, Wizard Casting time: 1 Bonus Action Range: Self (30-Foot Radius) Duration: Instantaneous Components: S Description: You invoke the power of the abyss when you realize that you are creating a black hole. Each creature within range must make a Strength saving throw, getting pulled to the nearest unoccupied space and taking 3d6 force damage on a failed saving throw, or half as much damage on a successful save. Then, each creature within 5 feet of you must succeed on a Dexterity saving throw or be pushed 15 feet away from you and knocked prone, taking an additional 4d6 bludgeoning damage damage. At Higher Levels. When this spell is cast using a spell slot of 4th level or higher, the range of this spell increases by 10 feet and the force damage increases by 1d6 for every slot level above 3rd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: The Hand Level: 7 School: Evocation Classes: Bard, Sorcerer, Wizard Casting time: 1 Action Range: Self Duration: Up To 1 Minute Components: V, S Description: Your palm becomes full of negative space and as you swipe, the space or object that was once there is suddenly gone. As an action you may turn the palm of your hand into a weapon of negative space for up to 1 minute, allowing you to eliminate space or objects that you swipe. You may use this ability to perform the following actions: You swipe at the air in front of you, bringing any medium or smaller objects/creatures within a 20-foot cone in front of you directly to the space you swiped, effectively teleporting it. Any non-magical objects hit by this action will disappear from existence. You swipe at a target to perform an attack. The target must make a Dexterity saving throw or take 8d6 of damage. You may only use this ability twice per casting of The Hand. You swipe at the face of a target of size equal to or lesser than your own. The target must make a Dexterity saving throw or immediately fall unconscious. Should they fail all their death saving throws or fail to be resuscitated, their body, along with anything they were wearing will disappear from existence. Using this ability uses all remaining time of The Hand.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: The Murderer's Ear Level: 3 School: Divination (Ritual) Classes: Cleric, Druid, Warlock, Wizard Casting time: 1 Minute Range: 5 Feet Duration: 7 Weeks Components: V, S, M Material cost: string and the ear of a confessed murderer, which the spell consumes Description: This dark ritual creates a locus of divination out of the ear of a murderer. After the ritual, a murderer's ear is created from the spell's component parts. A murderer's ear delivers audio directly into the head of the caster as though the ear were their own; the caster can choose when this effect occurs and for how long, and can turn it off or on as a free action. A caster can have 7 murderer's ears active at one time. A murderer’s ear is a magic item, but it can be destroyed as though it is a non-magical item. It does not decay naturally for the duration.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Theme Song Level: 0 School: Enchantment Classes: Bard Casting time: Instintaneous Range: Touch Duration: Permenant Components: None Description: You touch a willing creature. When you touch the creature it immediately has the Pirates of the Caribbean theme song plays when they do something. This gives them a +2 to their charisma stat and can exceed 20. This bonus is permanent. This gives disadvantage to stealth checks. It cannot be undone. A creature can only be affected by one casting of the spell.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Thief's Feast Level: 1 School: Conjuration Classes: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 1 Mile Duration: Instantaneous Components: V, S Description: Describe a food item, or a single, specific creature. If you named a food item, a random food item matching that description within range will be teleported to your hand. If you chose a specific creature, a random food item within range belonging to that creature will be teleported to your hand. Food items weighing more than one pound, or that are inedible to the caster, and live creatures, cannot be affected by this spell. Any owners of the affected food item will be instantly aware that the food item has been stolen, where it was sent, and who the caster is, as will any creature standing within 10 feet of the food item as it is teleported. This spell fails if the described creature does not own any viable food within range, or if there are no viable instances of the caster's described food within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum amount a viable food item is allowed to weigh increases to the square of the spell level (2nd level = 4 pounds, 5th level = 25 pounds, etc.)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Thirsting Blade Level: 2 School: Necromancy Classes: Bard, Sorcerer, Warlock, Wizard Casting time: 1 Attack Action Range: 5 Feet Duration: Instantaneous Components: V, M Material cost: a melee weapon Description: When you make a melee attack with a weapon within this spell's range, you may cast this spell as many times as you can attack, spending one spell slot every time you cast the spell to attack. You must make at least one melee attack, otherwise the spell fails. On a hit, the target suffers the attack's normal effects as well as 2d6 necrotic damage. You regain a number of hit points equal to the necrotic damage inflicted by this spell. You do not regain hit points if the target is a construct or an undead. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d6 for each slot level above 2nd
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Thornskin Level: 1 School: Transmutation Classes: Druid, Ranger Casting time: 1 Action Range: Touch Duration: Concentration, Up To 1 Minute Components: S, M Material cost: dried bramble bush stalk Description: You touch a creature, making wooden thorns and spines grow all over its body. Until the spell ends, whenever the target of the spell takes damage from melee attacks, it can use its reaction to deal damage against the attacker equal to your spellcasting ability. The damage is piercing. When the target of this spell makes a unarmed strike, it deals additional damage equal to your spellcasting ability on a hit, instead of the normal damage for unarmed strikes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of the reaction increases by 1d4 for each slot above 1st.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Thought Purge Level: 1 School: Enchantment Classes: Bard, Warlock, Wizard Casting time: 1 Action Range: 60 Feet Duration: Instantaneous Components: V, S Description: You attempt to halt a creature's train of thought. The target must succeed on an Intelligence saving throw, taking half as much damage on a successful save. On a failed save, the target takes 2d6 psychic damage, has disadvantage on the concentration saving throw caused by this spell's damage, and cannot speak or take reactions until the beginning of its next turn. This spell has no effect on constructs or creatures with an Intelligence score of 3 or lower. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Three Freeze Level: 2 School: Evocation Classes: Bard, Sorcerer, Wizard Casting time: 1 Action Range: 15 Feet Duration: 10 Minutes Components: V, S Description: You send gravitational energy into your target, causing them to be overcome with a crushing weight atop them. As an action, you cast this spell and select a target within 15 feet of you, increasing the force of gravity on them to overwhelming levels. The target must succeed a Strength saving throw or be placed under the effects of Three Freeze. The force caused by refreeze will cause the creature to fall prone and be restrained by the weight. The target can attempt this save at the end of each of its turns. On a success, it's able to stand up and move, though only at half movement speed until the spell ends. However, should you or the target move outside the range or the 10 minute time limit be reached, the target will be released. In addition, you may move closer to increase the effect of the spell. Should you be within 5 feet of the target, they will have disadvantage on the saving throw and take 1d4 force damage at the beginning of each of their turns. This spell does not work on creatures without weight such as spirits, ghosts, banshees, or other such creatures. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's duration increases by 1 minute and the damage caused by spell increases by 1d4.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Throwing Knife Level: 1 School: Conjuration Classes: Ranger Casting time: 1 Bonus Action Range: Melee Attack 5Ft, Ranged Attack 20Ft / 60Ft Duration: Instantaneous Components: S Description: You create a radiant blade and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 radiant damage + your spell casting modifier.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Thumb Trick Level: 4 School: Evocation Classes: Sorcerer, Warlock Casting time: 1 Action Range: 20/60 Feet Duration: 1 Day Components: S Description: Wielding arcane gestures, you magically pull the skin and meat from your body as a glowing yellow bile fills the cavity of lost flesh. Make a thrown weapon attack, hurling your handful of body at a foe. On a hit, the opponent takes 1d10 psychic damage and 5d10 necrotic damage. Your flesh is magically restored to normal when the spell ends. All bilious approximations created by this spell retain the properties of your normal form and can take damage. While this spell is in effect, your creature type temporarily becomes slime
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Thunder Level: 7 School: Evocation Classes: Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self (60-Foot Radius) Duration: Instantaneous Components: V, S Description: Bolts of lightning and echoes of deafening thunder burst from your body in every direction. Each creature other than you in a 60-foot radius centered on you must make a Constitution saving throw. On a failed save a creature takes 6d6 lightning damage and 6d6 thunder damage, and is deafened for 1 minute. On a success a creature takes half as much damage and isn't deafened
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Thunder Strike Level: 1 School: Evocation Classes: Warlock Casting time: 1 Bonus Action Range: 10 Feet Duration: Instantaneous Components: S Description: At the cost of a 1st level spell slot your palm expels lightning damage that on a hit deals 1d6 Lightning damage + spell casting modifier,
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Thundering Whip Level: 0 School: Evocation Classes: Artificer, Bard, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 20 Feet Duration: Instantaneous Components: V, S Description: You create a shimmering whip of thundering energy in your hand which lashes toward a target creature within range, creating a crack which can be heard up to 100 feet away. The target must succeed on a Constitution saving throw or take 1d6 thunder damage and be deafened until the beginning of your next turn. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Thunderous Strike Level: 0 School: Evocation Classes: Bard, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self Duration: 1 Round Components: M Material cost: melee weapon Description: As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects. On the start of the next turn of the caster, a thunderous wave push the target 15 feet backwards, and deal 1d6 thunder damage. At Higher Levels. This spell's damage increases as you reach higher levels. at lvl 5 it goes up to 2d6, lvl 11 3d6, lvl 17 4d6
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Thundershock Level: 1 School: Evocation Classes: Artificer, Cleric, Druid, Sorcerer, Wizard Casting time: 1 Action Range: 60 Feet Duration: Instantaneous Components: V, S, M Material cost: a chunk of electrically conductive metal Description: You thrust your hands outward and an arc of lightning bursts forth into a creature you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 3d4 lightning damage and is incapacitated until the end of its next turn. On a successful save, it takes half as much damage and isn't incapacitated. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it creates one additional arc of lightning for each slot level above 1st. You can direct the arcs at the same target or at different ones. Each target makes a separate Constitution saving throw.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Thunderwhip Level: 2 School: Evocation Classes: Druid, Sorcerer, Wizard Casting time: 1 Bonus Action Range: Self Duration: Concentration, Up To 10 Minutes Components: V, S, M Material cost: a piece of horse leather Description: You evoke a vibrating whip in your free hand, whose whipcrack is most disturbing to animals. The whip lasts for the duration. If you let go of the whip, it disappears, but you can evoke the whip again as a bonus action. You can use your action to make a melee spell attack with the thunderwhip, which has a reach of 10 feet. On a hit it deals 2d4 thunder damage. If the target is a beast, it becomes frightened until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the reach of the weapon increases by 5 feet and the damage increases by 1d4 for every two slot levels above 2nd
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Thuryl's Temporal Torment Level: 4 School: Evocation Classes: Artificer, Cleric, Sorcerer, Wizard Casting time: 1 Action Range: 150 Feet Duration: Instantaneous Components: V, S, M Material cost: an hourglass which the spell consumes Description: You create a 10 foot radius sphere at a point you can see within range in which time reverses and accelerates randomly, forcing creatures in the area to succeed on a WIS saving throw, taking 8d8 Psychic damage on a failed save or half as much on a successful one. This spell has no effect on undead, constructs, or creatures immune to aging. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each spellslot above 4th.-->
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Tiamat's Draconic Temple Level: 4 School: Conjuration (Ritual) Classes: Sorcerer, Warlock, Wizard Casting time: 168 Hours (1 Week) Range: 240 Feet Duration: Instantaneous Components: V, S, M Material cost: Sticks of incense, 50 gp worth of crushed up charcoal and sulfur, and crushed up dragon bones Description: In an unoccupied space 240 feet in front of the caster, a large 480 foot long, 480 foot wide, 960 foot tall structure rises from beneath the Earth. The temple is partly volcanic ash and dragon bones and partly stone imbued with the dark magic of the Nine Hells. The Temple of Tiamat rises from Avernus and appears in front of the caster. The temple is a material component in the spell Tiamat's Rise of the Dragon Queen.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Tiamat's Dragon Shape Level: 9 School: Transmutation (Ritual) Classes: Sorcerer, Warlock, Wizard Casting time: 24 Hours Range: Self Duration: Instantaneous Components: V, S, M Material cost: A vial made from the diamonds in a Tarrasque that contains the following ingredients mixed together: Powder from a crushed up Ancient Red Dragon tooth, powder from a crushed up Ancient Blue Dragon horn, poison from the glands of an Ancient Green Dragon, pulp from a crushed up Ancient Black Dragon tongue, and pulp from a crushed up Ancient White Dragon eye Description: You assume the form of a color of adult chromatic dragon permanently. The new form can be of a Young Red, Blue, Green, Black, or White Dragon. Your game statistics are replaced by the statistics of the chosen dragon, though you retain your alignment, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the dragon. If the dragon has the same proficiency as you and the bonus listed is higher than yours, use the dragon's bonus in place of yours. You can't use the legendary actions or lair actions of the dragon, however you can use the Wing Attack of the dragon as an action, and if you do you can't take an action on your next turn. You assume the hit dice and your hit point maximum changes to half the hit point maximum of the dragon + your hit point maximum. Your current hit points stays the same. If you are reduced to 0 hit points in this form, you fall unconscious as normal and start doing death saves. You retain the benefit of any features from your class, race, or other source and can use them, provided the dragon is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless the dragon also has that sense. You retain all languages you previously knew and gain no new languages. When you transform, your equipment falls to the ground. Your equipment does not change shape to accommodate your new form. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, you turn into a different dragon. At 10th level, you turn into an ancient dragon of the color you chose, and at 11th level, you turn into a copy of Tiamat. Tiamat's legendary actions are converted into normal actions. The breath weapons no longer take 2 actions and instead each have their own 5-6 turn recharge.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Tidal Front Calamity Level: 9 School: Evocation (Ritual) Classes: Sorcerer, Wizard Casting time: 18 Second (3 Rounds) Range: Self (3281-Foot Diameter Sphere) Duration: Concentration, Up To 1 Minute Components: V, M Material cost: a sword with a gemstone worth 600,000 GP imbedded in it, and 523,675,434,200 liters of water(salt) which the spell consumes Description: During the first 2 turns the caster gathers the water in a large and compacted ball in front of them. on the third turn the caster cuts the ball in half with the sword (as mentioned in the spell components) causing the ball to split into two hemispheres that release to their full size and spin in two different directions. every creature (except the caster) that is in the area must make a strength saving throw against the caster's spell save DC. on a failed save the creature is pulled 30ft toward the center of the hemispheres, is stunned and takes 10d6 force damage. on a successful save they take half damage from the spell that turn and are not moved or stunned. if the creature is in the area of the spell AND is in a area where they are in both hemispheres (such as the center) the creature makes the strength save with disadvantage and takes 10d8 force damage instead of the 10d6. whilst the spell is active the spell caster cannot be moved from the position they were in when they started casting except from a wish spell or divine intervention. creatures attacking the caster have advantage. This spell is not affected by any affects that would stop it from hurting allies. the caster takes one level of exhaustion after the spell ends unless it was stopped before the first two rounds after splitting the water ball.