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Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Cleanse the Blood Level: 3 School: Transmutation Classes: Sorcerer, Cleric, Wizard Casting time: 1 Action Range: Touch Duration: Instantaneous Components: V, S Description: You remove the impurity on the touched creature's blood. You end all diseases, poisons, the poisoned condition and any effects that would require a Constitution saving throw to avoid. The spell also remove parasites infecting the target, and cure certain curses that affect someone's blood, such as lycantropy. If the removed effect is a spell, you must make a check using your spellcasting ability against a DC of 10 + the level of the spell to end it. If the creature is affected by multiple effects, this ends all of them.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Cleanse Wound Level: 0 School: Transmutation Classes: Bard, Cleric, Druid Casting time: 1 Bonus Action Range: 30 Feet Duration: Instantaneous Components: S Description: A cantrip that provides healing? What is this madness? Choose a creature within range that has at least 1 hit point. The target regains 1 hit point. A creature who is healed by cleanse wound cannot be healed by it again until it loses 1 or more hit points. The hit points restored by this spell and the number of hit points a target needs to have lost to benefit from this cantrip again increase by 1 when you reach 5th level (2), 11th level (3), and 17th level (4)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Clinging Slime Level: 0 School: Conjuration Classes: Artificer, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 60 Feet Duration: 1 Minute Components: S Description: You hurl a glob of sticky sludge toward a creature within range. Make a ranged spell attack against the target. On a hit, the sludge clings to the target. At the start of each of the target's turns, it takes 1d4 acid damage. A creature can use its action to remove the slime with a successful Dexterity check against your spell save DC, ending the spell early on a success. The 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: Cloak of Shadow Level: 2 School: Abjuration Classes: Bard, Cleric, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self Duration: 1 Hour Components: V, S Description: A cloak of shadows and silence begins to emanate from you, hiding you from detection. While the spell is active, you get a +10 bonus to Dexterity (Stealth) checks, and you cannot be tracked down without the help of magic. In addition, you do not leave any traces behind. You can end the spell with an action.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Clockwork Sphere Level: 2 School: Evocation Classes: Artificer, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 60 Feet Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: a small cogwheel and the hands of a watch Description: A 10-foot-radius sphere of whirling clockwork made of magical force appears centered on a point within range. The sphere's area is heavily obscured, and it lasts for the duration. Any creature that ends its turn within the sphere must make an Intelligence saving throw to predict the path of the movement; creatures with proficiency in artisan's tools (tinker's tools) make this save with advantage. On a failed save, a creature takes 2d6 force damage and is shunted to the nearest unoccupied space. As a bonus action, you can move the sphere up to 20 feet in any direction. If you move the sphere through a creature's space, you can use your reaction to force that creature to make an Intelligence saving throw; on a failed save, the target's saving throws are unaffected by advantage and disadvantage for the duration of the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Clothes Beam Level: 0 School: Conjuration Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 30 Feet Duration: Until Dispelled Components: S Description: You cast of beam of whirling cloth towards a humanoid you can see within range. An unwilling creature can make a Charisma saving throw against your spell save DC to resist this spell. On a failed save, the creature is dressed in a random set of clothes. These clothes are considered magical, but have no special properties. Dispel magic can make the clothes disappear. This spell fails if the creature already has more clothing on than undergarments. These clothes disappear if they're removed from the creature as well.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Cloudbed Level: 0 School: Conjuration Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: 8 Hours Components: V, S, M Material cost: a down feather Description: You touch a area of cloud or mist with a radius greater than 10ft and transform a portion of it into a soft cloud bed. The cloudbed remains in place, floating for the duration. It has a radius of 10ft which is a stable area and another 5ft of fuzzy edges, which require a Dex save when entered. If a creature fails the save, it falls. The space can hold as many as eight Medium or smaller creatures that are heavily obscured when viewed form below but remain exposed to the elements. Weapon and spell attacks can pass through as normal. Dropped objects will pass through the cloud. If fire touches the cloudbed, it will dissipate 5ft of it in one round and be extinguished. The caster may use his action to fill up a hole. The cloudbed cannot be propelled. A strong wind ends the spell early. This spell was designed by the spellcasters of Cataegis, the tiefling sky city. Discuss with your GM how you might know this spell.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Coagulate Level: 0 School: Necromancy Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 120 Feet Duration: Instantaneous Components: S, M Material cost: any object sharp enough to draw your own blood Description: You cut yourself and let the blood pool out of your arm into a solid sphere the size of your fist, a manifestation of your ire which shoots to a creature in range you can see. Take 1d4 slashing damage and make a ranged spell attack against the target. On a hit, the target takes necrotic damage equal to 1d8 plus the amount of slashing damage you took from this spell. This spell's necrotic damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). For each additional 1d8 of necrotic damage, you can optionally take an extra 1d4 of slashing damage to add to the damage you deal
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Cobra's Spit Level: 3 School: Conjuration Classes: Druid Casting time: 1 Action Range: Self Duration: Concentration, Up To 1 Minute Components: S, M Material cost: a poisonous snake’s fang Description: You grow a set of poison-producing organs in the back of your throat for the duration. When you cast this spell and as a bonus action on each of your subsequent turns, you can use these organs to spit venom towards a creature within 30 feet that you can see. Make a ranged spell attack against the target. On a hit, the target takes 3d8 poison damage and is poisoned 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 damage increases by 1d8 for each slot level above 3rd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Coin Bag Level: 1 School: Illusion (Ritual) Classes: Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: 10 Minutes Components: V, S, M Material cost: A large quantity of small stones or gravel, a sack capable of containing said gravel Description: You grab an empty bag, fill it with rocks, and shake it until you hear the sound of coins, creating up to 2d100 illusory gold coins within this bag. This illusory gold holds up to basic physical and visual inspection; However, a creature can identify the coins as illusory with a successful Intelligence Investigation check contested against your spell save DC. At the end of the duration, the illusion expires of its own accord, and the coins reveal their true form as worthless gravel. At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, you can create 2d100 additional illusory gold coins for every level above first. When you cast this spell using a spell slot of 3rd level or higher, you may instead create 2d20 illusory platinum coins in place of 2d100 gold coins
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Coin Lore Level: 3 School: Divination (Ritual) Classes: Artificer, Bard Casting time: 10 Minutes Range: Self Duration: Instantaneous Components: V, S, M Material cost: incense worth at least 30 gp, which the spell consumes Description: Hold a coin. The spell brings to your mind a brief summary of significant transactions in which the coin was involved. Summary lore might consist of its minting, its last owner, major purchases, and long periods where the coin was in the possession of one creature. The information obtained will also include relevant names. The information may be merely mundane, or it may include legends or secret events in which a transaction of the coin was part of.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Coin Sending Level: 2 School: Transmutation Classes: Bard, Wizard Casting time: 1 Minute Range: Touch Duration: Instantaneous Components: V, S Description: Cast this spell on a coin and spend it. It will travel from creature to creature through the money system until it reaches the person you intend to receive it. They keep it unless they lose all their money, or unless they realize it is enchanted. It may take hours, days, weeks month, years, or decades to reach the intended creature depending on the cohesiveness of the the money system, the political situation, the uniformity of money, the distance the coin has to travel, and the engagement of the target creature with the money system. You may add additional spells to the coin as normal, for example magic mouth. If you are bone collector you may entangle the coin with another coin and then use the entangled coin to affect the intended recipient with bone collector 'Variant remote' spells.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Coin Shot Level: 3 School: Transmutation Classes: Artificer, Bard, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self Duration: Instantaneous Components: S, M Material cost: a coin, which the spell consumes Description: You flick a coin with magical force, turning it into a unstoppable ethereal projectile. The coin surges forward in line 60 feet long and 1 foot wide from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 piercing damage on a failed save, or half as much damage on a successful one. The coin passes harmlessly through objects, ignoring cover. In addition, whenever you cast this spell flip two coins. The first coin determines the effect, the second determines the duration. If the coin lands on heads any creatures that fail their saving throw are staggered. If the coin lands on tails any creatures that fail their saving throw are made vulnerable to piercing damage. If the second coin lands on a heads then the duration of the effect is of 1 round. If it lands on tails then the effect lasts for 2 rounds. A creature can be affected by one condition at a time. Staggered: The creature loses any dexterity-based or dodge-based bonus to its AC At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the length of the line increases by 20 feet and the damage dealt increases by 1d6 for each slot level above 3rd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Coinify Level: 1 School: Transmutation (Ritual) Classes: Artificer, Wizard Casting time: 1 Minute Range: Self Duration: Instantaneous Components: S, M Material cost: 1 pound of metal, which the spell consumes Description: You hold a fistful of metal in your hand, and with a crushing motion, turn it into 50 coins. This spell can transmute the following materials: Copper Silver Electrum Gold Platinum When you cast this spell, you may choose to have the coins appear with the face designs of a currency of your choice, provided that you have seen said designs at least once. You may also choose to create your own design of coin or simply transmute the coins as simple metal discs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can transmute 2 more pounds of metal simultaneously for every level above 1st.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Cold Flame Level: 2 School: Evocation Classes: Ranger, Sorcerer, Wizard Casting time: 1 Action Range: 150 Feet Duration: 1 Minute Components: V, S Description: You summon a sphere of cold blue fire in the palm of your hand and hurl it at an enemy. Make a ranged spell attack against a target within range. On a hit the target takes 2d8 cold damage and is engulfed in cold blue flames. At the start of each of its turns until the spell ends the target must make a Constitution saving throw. On a failed save the creature takes 1d8 cold damage and has its movement speed reduced by 10 feet. On a success the spell ends on the creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the blue flames deal an additional 1d8 cold damage every turn for every slot level above 2nd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Coldslinger Level: 0 School: Evocation Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 30 Feet Duration: Instantaneous Components: S, M Material cost: A gallon of water, which the spell consumes Description: You quickly spin up a bowling ball-sized chunk of ice, either in mid-air or using a quarterstaff or other sort of stick, and whip it forward right at an unlucky victim. Make a ranged spell attack against a target within range, dealing 1d6 cold damage on a hit. At Higher Levels. You become much more skilled at creating denser projectiles within the short time frame, increasing the spells damage by 1d6 cold damage at 5th level (2d6), 11th level (3d6), 14th level (4d6), and 17th level (5d6).
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Collapsing Stars Level: 3 School: Evocation Classes: Sorcerer, Warlock Casting time: 1 Action Range: 30Ft. Duration: Instantaneous Components: S, M Material cost: A cloudy, dark purple gemstone worth at least 20gp Description: By crushing the gemstone under the caster’s arcane focus (slamming a staff into it or the back end of a wand), three dark purple, spherical voids are sent forth on a single target. Make a ranged spell attack, the target is dealt 1d12 damage per void and must make a strenth saving throw to stay in place. On a failed save, the target is pulled 1d4 times 5ft towards the caster from the gravitational pull of the voids. On a successful save, the target remains in place. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, an additional void (dealing 1d12 damage) is created per level.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Collective Unconscious Level: 4 School: Necromancy Classes: Artificer, Sorcerer, Wizard Casting time: 1 Action Range: 60 Feet Duration: 1 Hour Components: V, S, M Material cost: a moderate amount of alcohol or distilled spirits Description: You tap into the unknown web of shared consciousness between yourself and up to six creatures of your choice that you can see within range, granting all chosen creatures 3d4 + 4 temporary hit points for the duration. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the temporary hit points increases by 5 for each slot level above 4th.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Color Level: 0 School: Illusion Classes: Bard, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: Until Dispelled Components: V, S Description: You permanently change the color of cloth, leather, or any other inanimate object. For 1 minute after this spell is cast, you can trace designs on the item, which remain after the minute ends. This spell can be removed through the Dispel Magic or a similar spell that removes enchantments
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Column of Time Level: 3 School: Abjuration Classes: Sorcerer, Warlock, Wizard Casting time: 1 Round Range: Self Duration: 1 Hour Components: V, S Description: You raise your hand and open it up towards the sky as Astral Runes start to form around your feet. You create a cylinder of radius 10 feet and height of 20 feet around where you are standing, you control the Flow of Time in this Column. Select one of the following types of creature; celestials, elementals, fey, fiends, or undead. The Column of Time affects the creature in the following ways: - The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. - The creature has disadvantage on attack rolls against targets within the cylinder. - Targets within the cylinder can’t be charmed, frightened, or possessed by the creature. At Higher Levels. when you cast this spell using a spell slot of 4th level or higher, you can select one additional type of creature for each spell slot level above 3rd
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Combat Avatar Level: 3 School: Abjuration Classes: Cleric, Sorcerer, Wizard Casting time: 1 Action Range: Self Duration: 1 Minute Components: V, S Description: You conjure a glowing avatar of force around yourself, protecting you from harm. You gain 30 temporary hit points for the duration. While you have these hit points, you gain the following benefits. Your Strength and Constitution scores are considered to be 16 (+3) unless they are already higher. You are considered to be equipped with a force weapon, which you may choose the appearance of. You may make a melee spell attack with it as an action. It deals 2d8 force damage on a successful hit. Your Armor Class increases by 2 for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you gain an extra 10 temporary hit points for each spell level above third. Additionally, when you cast this spell using a spell slot of 5th or 6th level, your force weapon deals 3d8 damage on a hit. If cast using a 7th, 8th, or 9th level spell slot, your force weapon deals 4d8 damage on a hit.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Combat Messaging Level: 2 School: Evocation Classes: Bard Casting time: 1 Action Range: Touch Duration: Concentration, 1 Minute Components: V, S Description: You can send and receive mental messages to and from every creature you touched while casting this spell, up to 8 creatures. Messages are in the form of statements made by others as if they were speaking to you or statements you make to others. You can broadcast a message to everyone touched while casting or just one creature. Each of them can send one message per round. You can send one message per round. You may not engage in other magic communication while this spell is active. For example you may not use the message cantrip or the Sending or the Telepathy spell etc. You may drop this spell at any time. You must carry a personal item associated with each creature you touch in order to include them. Each creature must be sentient, and have an intelligence of at least 6. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher you may spend up to 10 rounds touching creatures in order to include them in the spell.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Combat Nab Level: 0 School: Transmutation Classes: Bard Casting time: 1 Action Range: Self Duration: 1 Round Components: V, S Description: Upon casting Combat Nab, the caster can move their full movement as if disengaging, and grab one small thing from a target that is not well attached, if they move within 5 feet during their move. For example a button, tassel, small hat, a lock of hair, one coin, one gem etc. Generally if it can quickly and easily be snipped off with scissors or is not attached, it can be nabbed. The target may roll a saving throw against Dexterity to avoid losing the item. This cantrip may not be used to grab a held object, piece of armor, or body part, or anything exceeding 1/2 pound. Only one object may be nabbed.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Combat Time Stop Level: 9 School: Transmutation Classes: Sorcerer, Wizard Casting time: 1 Bonus Action Range: Self Duration: Instantaneous Components: V Description: You stop the flow of time for six seconds for everyone but yourself. No time passes for other creatures, while you take one additional turn - in addition to the current turn - during which you can use actions and move as normal. This spell ends after both the current and the additional turn have been completed, or if you move to a place more than 1,000 feet from the location where you cast it.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Combustion Level: 0 School: Evocation Classes: Artificer, Sorcerer, Warlock, Wizard Casting time: 1 Reaction, Which You Take In Response To Being Damaged By A Creature Within 5 Feet Of You That You Can See Range: Touch Duration: Instantaneous Components: V, S Description: Your hand produces a violent burst of flame, burning the creature that damaged you. Make a melee spell attack against the creature. On a hit, the target takes 2d6 fire damage. At higher levels. This spell's damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Comet Level: 4 School: Evocation Classes: Sorcerer, Wizard Casting time: 1 Action Range: 55Ft. Duration: Instantaneous Components: S, M Material cost: A large white crystal worth at least 25gp Description: By making a sweeping motion with your arcane focus, you propel forth a large shard of spinning crystal towards one creature dealing 5d12 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the comet increases by 1d12 piercing damage per level.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Comet Azur Level: 9 School: Evocation Classes: Sorcerer Casting time: 1 Action Range: 5Ft By 100Ft Line In Front Of Caster Duration: Concentration Up To 1 Minute Components: V, S Description: A bright blue comet of devastating power is unleashed from the caster’s arcane focus. As it soars forward, it is encompassed by a trail of damage similar in looks to the starry expanse. The caster thrusts forward their arcane focus to cast this tremendous sorcery and may hold it with concentration up to a minute. At the start of the spell, make a ranged spell attack on all creatures inside the line of range, the initial impact of the comet deals 8d10 piercing damage and all creatures hit by it (if they are not hit, they are moved to the nearest unoccupied space) must make a dexterity or strength saving throw. On a failed save, the target becomes incapacitated in the rushing torrent of the spell. On a successful save, it dodges, avoiding incapacitation while still taking the initial damage, it is moved to the nearest unoccupied space outside of the line of range. When a creature becomes incapacitated inside the spell, it may, on the start of each of its turns, make a strength saving throw to escape. On a failed save, it takes 1d6 damage and remains incapacitated inside the spell, on a successful save, it is no longer incapacitated and is moved to the nearest unoccupied space, thus escaping. If a creature enters the spell’s lingering torrent of glintstone stars for the first time, it takes 2d10 damage and must make the same saving throw to avoid incapacitation. If a creature ends its turn inside the torrent of the spell, it takes 1d10 damage.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Commune With Death Level: 2 School: Divination (Ritual) Classes: Sorcerer, Warlock, Wizard Casting time: 1 Bonus Action Range: 60 Ft. Duration: Instantaneous Components: V, S Description: Choose a creature you can see within range that has 0 hit points, then make a DC 12 Charisma (Persuasion) check. On a success, you choose to cause the target to either regain a number of hit points equal to 1d8 plus your proficiency bonus, or to die instantly. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd, making a separate Charisma (Persuasion) check for each target.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Compel Suicide Level: 5 School: Enchantment Classes: Bard, Sorcerer, Wizard Casting time: 1 Action Range: 90 Feet Duration: Concentration, Up To 1 Minute Components: S Description: A creature of your choice that you can see within range must make a Charisma saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, the creature's mind is filled with suicidal thoughts. On each of its turns, it must use its action to attempt to kill itself with any weapon it is wielding. The creature makes an attack roll against itself at advantage, and if it hits its attack is a critical hit. If the creature has a weapon on its person but isn't wielding a weapon, it draws its weapon then attempts to commit suicide. If the creature has no available weapon, it will resort to an improvised weapon. If the creature is unable to wield a weapon or its physiology prohibits it from wielding a weapon, the creature instead goes berserk. While a creature is affected by this spell, it fights without regard to its defenses; All attack rolls against it are made at advantage. Each time the target takes damage, it makes a new Charisma saving throw against the spell. If the saving throw succeeds, the spell ends
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conceal Item Level: 3 School: Illusion Classes: Wizard Casting time: 1 Action Range: Touch Duration: 1 Hour Components: V, S, M Material cost: a handful of any kind of gemstone dust Description: You render a single item of Medium-size or smaller completely undetectable when you hide it on your person. Divination magic, as well as true seeing, can reveal the item's existence
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Concealment Level: 0 School: Illusion Classes: Bard, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: 1 Hour Components: V, S Description: Creatures must make a Wisdom save to notice a specific, small item magically guised on your person. An object you touch, smaller than 1 cubic foot, blurs into insignificance. For the duration of this spell, any creature that searches someone concealing that item must make a Wisdom saving throw. On a failed save, the creature fails to notice the item, and cannot make an ability check to find it. On a success, the creature is immune to the effect of this cantrip on that item for 24 hours, and may make an appropriate ability check to find the item. If the concealed object is threatening or out of place, the creature has advantage on this saving throw. If you cast this spell multiple times, you can affect up to three objects once each, and you can dismiss such any or all of these effects as an action
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Concealment, Variant Level: 0 School: Illusion Classes: Artificer, Bard, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: 10 Minutes Components: V, S Description: A singular inanimate, nonmagical object you touch (up to 1 cubic foot) blurs into insignificance. This spell does not render the item invisible; it merely draws the viewer's gaze away from it. For the duration of this spell, any creature that would otherwise be capable of detecting this item must make a Wisdom saving throw. On a failed save, the creature fails to notice the item, and cannot make an ability check to find it. On a success, the creature is immune to the effect of this cantrip on that item for 24 hours, and may make an appropriate ability check to find the item. If the concealed object is threatening or out of place, the creature has advantage on this saving throw. A first-level character can only target one item with this cantrip at a time. If you cast this cantrip on a new target object while another is currently being concealed, the effects of this cantrip over one of the already chosen items must be dismissed. At 5th level, you may affect up to two items at once, and the size limit increases to 2 cubic feet; at 11th level, you may affect up to three items, and the limit becomes 3 cubic feet; at 17th level, you may affect up to four items, and the limit becomes 5 cubic feet
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Concuss Level: 2 School: Evocation Classes: Sorcerer, Wizard Casting time: 1 Action Range: Self (15-Foot Cone) Duration: Instantaneous Components: S Description: You clap, sending out a concussive wave of raw psionics in a 15-foot cone. Creatures in this area must make a Dexterity saving throw. On a failed save, a target takes 4d4 psychic damage, is knocked prone, and is deafened for 1 minute. On a successful save, a target takes half as much damage and isn't deafened nor knocked prone. At Higher Levels. When you case this spell using a spell slot of 3rd level or higher, the psychic damage increases by 1d6 for each slot above 2nd
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Concussion Level: 2 School: Enchantment Classes: Bard, Druid, Ranger, Warlock, Wizard Casting time: 1 Action Range: 60Ft Duration: Instantaneous Components: V, S Description: You apply your magical might directly onto a target's brain, causing them a headache like none they've ever had before. Target one creature within range that you can see. That creature must make a Constitution saving throw, becoming stunned on a failure. The affected creature may later repeat the saving throw at the beginning of each of its turns, ending the effect on a success. This spell has no effect on constructs or undead. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you may target two additional creatures for every level above 2nd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Concussive Blast Level: 0 School: Evocation Classes: Artificer, Wizard Casting time: 1 Action Range: 5 Feet Duration: Instantaneous Components: S Description: You summon from your hand a short ranged blast of raw force. One creature within 5 feet of the caster must pass a Constitution saving throw or take 1d6 force damage and be thrown 10 feet backwards. At Higher Levels. This spell's damage and Knockback increase by 1d6 and 5 feet when you reach 5th level, 11th level and 17th level
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Condense/Suffuse Level: 0 School: Transmutation Classes: Artificer, Bard, Sorcerer, Warlock, Wizard Casting time: 1 Bonus Action Range: Touch Duration: Instantaneous Components: V, S, M Material cost: Coins used in spell Description: As a Bonus Action, you can choose to condense or suffuse coins that are within 5 feet of you. If you choose to condense them, you take the coins and turn them into a coin of equal value to the coins you've condensed. If you choose to suffuse them, you take the coin(s) and turn them into several coins equal to the value of the first coin(s). An example of the condense option is as follows; you have 10 gold pieces and you use the condense option of this spell, turning the 10 gold pieces into 1 platinum piece. An example of the suffuse option is as follows; you have 1 platinum piece and you use the suffuse option of this spell, turning the platinum piece into 10 gold pieces.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conduct Level: 0 School: Evocation Classes: Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: Instantaneous Components: V, S Description: You channel lightning through your hand to smite a creature or object you can touch. Make a melee spell attack against the target. On a hit, the target takes 2d6 lightning 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: Coned Blast Level: 3 School: Evocation Classes: Bard, Cleric, Sorcerer, Wizard Casting time: 1 Action Range: Self (30 Foot Cone) Duration: Instantaneous Components: V, S, M Material cost: A small bell made of brass or gold Description: You ring a small bell and cause it to emit a concussive blast. Each creature in a 30-foot cone must make a Strength saving throw. A creature takes 6d6 thunder damage on a failed save and is knocked prone. On a successful save a creature takes half as much damage and is not knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conflagulated Breath Level: 3 School: Evocation Classes: Sorcerer, Wizard Casting time: 1 Action Range: Self (30-Foot Cone) Duration: Instantaneous Components: V, S, M Material cost: a drop of acid Description: You breathe forth a cone of red acidic droplets in a direction of your choice. All creatures in a 30-foot cone from that direction must make a Dexterity saving throw, taking 6d4 acid damage on a failed save, or half as much on a success. Creatures that fail the saving throw are covered in acid. Whenever a creature start its turn covered in acid, it takes 2d4 acid damage. A creature can clean itself from acid by using an Action. Cleaning the acid causes 1d4 acid damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the primary acid damage increases in 2d4, plus 2d4 for each level of the spell slot beyond the 3rd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjuration Raven Level: 0 School: Conjuration Classes: Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard Casting time: Action Range: Self Duration: Instantaneous Components: V, S Description: You summon a flock of crows that appear around you within a 10-foot radius. Their number is equal to half of your level multiplied by your spell caster modifier. During the battle, their initiative is equal to yours and they walk after you. All crows follow the same command. No action is required to utter the command
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Ammunition Level: 1 School: Conjuration Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard Casting time: 1 Bonus Action Range: Self Duration: 1 Minute Components: S Description: In your hand or in an open container on your person, you create up to 5 pieces of ammunition or up to 5 darts. The created items are magical for the purpose of overcoming damage resistance or immunity, but have no other special properties. Possibilities for ammunition include arrows, bolts, bullets, and needles. As part of the bonus action used to cast this spell, you can use as a material component an amount of gems, gold, or silver equal in value to the ammunition you created. If you do so, the material component is consumed by the spell, and the ammunition becomes nonmagical at the end of the duration. If you do not, the ammunition vanishes at the end of the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create an additional 5 darts or pieces of ammunition for each spell slot level above 1st
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Blade Level: 0 School: Conjuration Classes: Artificer, Sorcerer, Warlock, Wizard Casting time: 1 Bonus Action Range: Self Duration: 1 Minute Components: V, S Description: As a bonus action, you create a bladed weapon in your hand that can be used normally. You choose the type of blade between a dagger, a shortsword, a rapier or a longsword, with the corresponding properties and damage type and die. This weapon functions as a nonmagical weapon that you are proficient with. The weapon disappears when the spell ends. You can dismiss the weapon at any time with no action required. You can only have one instance of this spell at any time. If you cast this spell a second time to conjure a new weapon, the first spell ends. If the weapon leaves your touch, the spell ends at the end of you turn. The conjured weapon becomes magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage when you reach 5th level, and you can add +1 to the attack rolls and damage rolls made with the weapon, as if you had conjured the +1 version of the weapon. The bonus to attack rolls and damage rolls increases by another +1 at 11th level (+2 weapon), and 17th level (+3 weapon).
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Bladestorm Level: 3 School: Conjuration Classes: Artificer, Sorcerer, Wizard Casting time: 1 Action Range: 60 Feet Duration: Concentration, Up To 1 Hour Components: V, S Description: You animate up to three nonmagical swords within range. Each sword begins to hover in the air and becomes a Flying Sword, and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. The flying swords' weapons attacks are magical. The flying sword does the damage die of the base weapon in place of the damage die of the flying sword's longsword attack. The animated swords are friendly to you and your companions. Roll initiative for the animated swords as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. Once given an order, the animated swords continue to follow it until their task is complete. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can animate up to six swords. When you cast this spell using a spell slot of 7th or 8th level, you can animate up to nine swords. When you cast this spell using a spell slot of 9th level, you can animate up to twelve swords
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Creature Level: 1 School: Conjuration Classes: Wizard Casting time: 1 Minute Range: 30 Feet Duration: Concentration, Up To 1 Hour Components: V, S, M Material cost: A small object from the natural habitat of the creature. Description: The standard summoning spell. You summon a spirit from another plane to take the form of a creature and appears in unoccupied space that you can see within range. The creature must be a beast of a CR of 1/2 or lower. The creature is also considered either fey, fiend or celestial, your choice, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creature is friendly to you and your companions. Roll initiative for the summoned creature, it has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defend itself from hostile creatures, but otherwise takes no actions. The DM has the creature's Statistics. At Higher Levels. When you cast this spell with a higher level spell slot, you can summon a beast of a CR equal to half the level of the spell slot, rounded up
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Dragon Level: 6 School: Conjuration Classes: Sorcerer, Warlock, Wizard Casting time: 1 Minute Range: 60 Feet Duration: Concentration, Up To 1 Hour Components: V, S, M Material cost: a few scales from a snake or lizard Description: You summon a dragon of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The dragon disappears when it drops to 0 hit points or when the spell ends. The dragon is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the dragon, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the dragon doesn't disappear. Instead, you lose control of the dragon, it becomes hostile toward you and your companions, and it might attack. An uncontrolled dragon can't be dismissed by you, and it disappears 1 hour after you summoned it. The GM has the dragon's statistics. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Dream Creature Level: 5 School: Conjuration Classes: Sorcerer Casting time: 1 Minute Range: 90 Ft. Duration: Concentration, Up To 1 Hour Components: V, S, M Material cost: an object with a connection to The Dream Description: You call forth a servant being from The Dream. A dream creature of challenge rating 5 or lower appears in an unoccupied area of your choosing, within range. The dream creature disappears when it drops to 0 hit points or when the spell ends. The dream creature is friendly to you and your companions for the duration. Roll initiative for the dream creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Explosive Level: 3 School: Conjuration Classes: Sorcerer, Warlock, Wizard Casting time: 1 Bonus Action Range: Self Duration: Instantaneous Components: V, M Material cost: a small iron ball bearing, which the spell consumes Description: Upon casting this spell, a magical explosive appears in the caster's hand. The caster can hold on to the explosive, throw it right after casting the spell, or give it to someone else. The explosive instantaneously disappears if not used within 1 hour. The person currently in possession of the explosive can spend an action to throw it up to a number of feet equal to 30 + 5 times your spellcasting ability modifier, where it explodes on impact. Upon detonation, every creature within 10 feet of the explosive must succeed on a Dexterity saving throw or take 6d6 fire damage and be knocked back 5 feet. On a successful save, half as much damage is taken and the creature isn't knocked back. Any creature of Huge size or larger is not affected by the knockback property of the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the explosive increases by 1d6 and the throwing range increases by 5 feet for each spell level above 3rd
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Gemstone Level: 1 School: Conjuration Classes: Artificer, Sorcerer, Warlock, Wizard Casting time: 10 Minutes Range: Self Duration: Instantaneous Components: S, M Material cost: any type of tuning fork, a large bowl of saltwater Description: Fill a large bowl with saltwater, then place a ringing tuning fork atop the surface of the water and keep it there. When you finish casting this spell, you will have conjured 1 nonmagical gemstone worth no more than 10 gp. This gemstone will be uncut and unpolished and can be used as a typical gemstone for spellcasting, crafting, or selling. At Higher Levels. You are able to conjure more valuable gemstones when you cast this spell using higher spell slots: 50 gp at 3rd level, 500 gp at 5th level, 1000 gp at 7th level, and 5000 gp at 9th level.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Glass Eye Level: 4 School: Conjuration Classes: Druid, Warlock, Wizard Casting time: 1 Hour Range: 150 Ft Duration: Until Dismissed Components: V, S, M Material cost: One glass marble worth 100 GP for each glass eye summoned Description: You summon up to 4 glass eyes at an unoccupied space within range. These glass eyes are friendly to you and obey your commands. You can spend a turn to command the glass eyes to watch from any point within 5 miles from you. They will try and hide from anything they encounter and will relay to you anything they see. If you move more than 5 miles away from them, they try to stay within 5 miles of you. If they cannot, they become a glass marble worth 100 GP. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher you may create 2 additional glass eyes for each slot level above the first.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Greater Explosive Level: 7 School: Conjuration Classes: Sorcerer, Warlock, Wizard Casting time: 1 Bonus Action Range: Self Duration: Instantaneous Components: V, M Material cost: three small iron ball bearings, which the spell consumes, and a pearl worth at least 100 gp Description: Upon casting this spell, three spherical explosive devices appear in the caster's hand. The caster can throw an explosive, store it, or give it to someone else. As an action, the holder of an explosive can throw it up to a number of feet equal to 50 + 5x the caster's spellcasting ability modifier, where it explodes upon impact. Upon detonation, each creature within 15 feet of the explosion must succeed on a Dexterity saving throw or take 12d6 fire, force, or thunder damage (caster's choice) and be pushed 10 feet away from the explosion. On a successful save, only half damage is taken and the creature isn't pushed back. Creatures of Gargantuan size or larger are immune to the knockback effect of this spell. Only one explosive may be thrown per turn per person, and only three made by the same caster can exist at the same time. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage of the explosion is increased by 2d6 and both the throwing range and the explosion area are increased by 5 feet
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Lesser Dream Creatures Level: 4 School: Conjuration Classes: Sorcerer Casting time: 1 Minute Range: 90 Ft. Duration: Concentration, Up To 1 Hour Components: V, S, M Material cost: an object with a connection to The Dream Description: Lesser servant beings from The Dream appear at your behest. You summon creatures from The Dream that appear in any unoccupied spaces that you can see within range. Choose one the following options: One dream creature of challenge rating 2 or lower Two dream creatures of challenge rating 1 or lower Four dream creatures of challenge rating 1/2 or lower Eight dream creatures of challenge rating 1/4 or lower. A dream creature vanishes when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Mannequin Level: 3 School: Conjuration (Ritual) Classes: Druid, Warlock, Wizard Casting time: 10 Minutes Range: Touch Duration: Instantaneous Components: V, S, M Material cost: non-magical wooden surface Description: You carve a small glyph, detectable with a DC 15 Wisdom (Perception) check, into a non-magical wooden surface which is at least 1 foot in diameter. When activated, this glyph summons a pair of simple humanoid constructs made of the same wood as the surface with the stats displayed below. When cast, you determine what conditions will cause the glyph to activate, as well as the behavior of the mannequin it summons. Mannequins cannot willingly move more than 50 feet from the glyph which summoned them, and become inanimate if they are. The mannequin is limited to simple commands and a single conditional action. For instance, you could order it to warn any creatures other than you which approach and attack them if they attempt to take a gem placed on the glyph, or to put out any fires which occur in the radius and return to the glyph if it is reduced to half max hit points. If it completes the task assigned to it, a mannequin will attempt to return into the glyph and regain all lost hit points. If it is destroyed or assigned to a task it is unable to complete, a mannequin will no longer be able to be summoned from the glyph. If the glyph is altered or destroyed, or the surface it is carved on is damaged, the spell ends and any summoned mannequins become inanimate objects. Mannequin[edit] Medium construct, unaligned Armor Class 10 (natural armor) Hit Points 11 (3d6) Speed 30 ft. STR DEX CON INT WIS CHA 6 (-2) 12 (+1) 11 (+0) 7 (-2) 3 (-4) 2 (-4) Damage Vulnerabilities fireDamage Immunities poison, psychicCondition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 50 ft. (blind beyond this radius), passive Perception 6 Languages understands the languages of its creator but can't speak Challenge 1/2 (100 XP) Antimagic Susceptibility. The mannequin is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the mannequin must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. ACTIONS Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can make the glyph summon an additional mannequin for each slot above 3rd level. Extra mannequins appear at the end of the most recent mannequin's turn, and act immediately after
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Marionettes Level: 1 School: Conjuration (Ritual) Classes: Druid, Sorcerer, Wizard Casting time: 1 Action Range: 60 Feet Duration: Concentration, Up To 1 Hour Components: V, S, M Material cost: one splinter of wood per creature summoned Description: You summon a wooden, hovering, human-shaped construct—a skull puppet, informally known as a puppet or marionette—that appears in unoccupied space that you can see within range. The summoned creature is friendly to you and your companions, has its own turn, and rolls its own initiative when it appears. It obeys any verbal commands that you issue to them (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. A summoned skull puppet disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can summon one additional skull puppet for each level above 1st. Each puppet can appear in any unoccupied space within range. Roll initiative for the summoned creatures as a group
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Minigun Level: 3 School: Conjuration Classes: Artificer, Sorcerer, Wizard Casting time: 1 Bonus Action Range: Self Duration: Concentration, Up To 1 Minute Components: V, S Description: You conjure a minigun made out of pure arcane energy on your empty hands (you must have both hands free). As an action while the spell is active, you can fire each creature of your choice in a 15, 30 or 60-foot cone. Creatures in the area must succeed on a Dexterity saving throw, or take damage depending on the chosen cone range: 3d8 (15-foot), 2d8 (30-foot), 1d8 (60-foot), or half as much on a success. The minigun disappear if you choose to no longer hold it, but as long as you have two hands free and the duration of the spell hasn't ended, you can summon it again using a bonus action.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Minor Devils Level: 3 School: Conjuration Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 60 Feet Duration: Concentration, Up To 1 Hour Components: V, S Description: You summon lawful fiend creatures that appear in unoccupied spaces that you can see within range. You choose one of the following options for what appears: Eight lemures, two imps, or one spined devil. A fiend summoned by this spell disappears when it drops to 0 hit points or the spell ends. The summoned fiends are friendly to you and your companions. Roll initiative for the summoned fiends as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures' statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can summon more devils: sixteen lemures, four imps, or two spined devils with a spell slot of 5th level, thirty-two lemures, eight imps, or four spined devils with a spell slot of 7th level, and sixty-four lemures, sixteen imps, or eight spined devils with a spell slot of 9th level
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Monster Level: 8 School: Conjuration Classes: Druid, Sorcerer, Warlock, Wizard Casting time: 1 Minute Range: 150 Feet Duration: Instantaneous Components: V, S, M Material cost: see below Description: Using your own imagination as the canvas and raw magic as a skeleton, you pull material from the surrounding area and attempt to spin it into the form of a new creature. Choose a point within range and think of a creature. You can either select a creature with predetermined statistics, let your DM choose one for you, or work with your DM to create one from scratch. Then, roll 1d100, and consult each table below and apply the highest or lowest modifier from the table. The following happens depending on the circumstances. Modded Roll Result 1 The spell backfires terribly. You take 40 force damage that can't be reduced or negated by any means from the shock, and gain a level of exhaustion. 2-19 The spell backfires spectacularly. The built-up magic explodes. Each creature within 20 feet of the point you targeted must make a Dexterity saving throw, taking 5d10 force damage on a failed save, or half as much on a success. 20-49 The spell backfires, and instead creates a random creature of a similar CR rating. 50-69 The spell succeeds somewhat. It creates the desired creature at a random point within range. 70-99 The spell succeeds proficiently, and creates the desired creature at the designated point. 100+ The spell succeeds perfectly, and creates the desired creature at the designated point. The new creature becomes charmed by you for 1 week, and is friendly to you and your companions for the duration. Its disposition towards you afterward depends on how you treated it during that time, as well as the creature's alignment. If the spell suceeds, the chosen creature spawns into existence at the point designated by the table. It is constructed from nonmagical material, and thus cannot be dispelled. If or when the creature dies, it crumbles into dust and disintegrates. Conjure Monster Modifiers[edit] Mod Amount Physical Evidence (Apply only the highest applicable modifier) -10 The desired creature has never existed before. 0 You have no physical evidence. +5 You have within line of sight what you believe to be physical signs of the desired creature's previous presence; such as a footprint, handprint, or other marking. +10 You have within reach a crude visual depiction of the desired creature. +10 You have within reach a tiny body part of the desired creature; such as a tooth, eye, or finger. +20 You have within reach a detailed visual depiction of the desired creature. +20 You have within reach a small body part of the desired creature; such as a hand, foot, bone, or horn. +40 You have within reach a large body part of the desired creature; such as an arm, leg, or head. +60 You have within reach a heavily decayed corpse, heavily damaged corpse, or full skeleton of the desired creature. +70 You have within reach a fresh corpse of the desired creature. +90 You have within reach a living instance of the desired creature. Mod Amount Visual Confirmation (Apply only the highest applicable modifier) 0 You have never seen the desired creature before. +5 You have within reach a written description of the desired creature's appearance, or have had the desired creature verbally described to you before. +5 You have seen the desired creature at least once before. +10 You have seen the desired creature at least once before in the last month. +20 You have seen the desired creature at least once before in the last 24 hours. +30 You have seen the desired creature at least once before in the last hour. +50 The desired creature is within line of sight. +90 The desired creature is within line of sight and has been standing relatively still for the duration of the casting. Mod Amount Creature Complexity (Apply only the lowest applicable modifier) +60 The desired creature's CR is 0. +30 The desired creature's CR is 1/4 or lower. +15 The desired creature's CR is 1/2 or lower. +10 The desired creature's CR is less than one-tenth of your level. +5 The desired creature's CR is less than one-half of your level. 0 The desired creature's CR is less than or equal to your level. -5 The desired creature's CR is higher than your level. -10 The desired creature's CR is 5 or higher. -20 The desired creature's CR is 5 or higher. -30 The desired creature's CR is 10 or higher. -40 The desired creature's CR is 15 or higher. -50 The desired creature's CR is 20 or higher. Mod Amount Creature Size (Apply only the lowest applicable modifier) 0 The desired creature's size is Medium or Small. -5 The desired creature's size is Tiny or Large. -10 The desired creature's size is smaller than Tiny, or Huge. -15 The desired creature's size is Gargantuan or larger. Mod Amount Creature Detail (Apply only the lowest applicable modifier) 0 The desired creature is a generic example of its kind. -5 The desired creature is a copy of a creature you can see witin range. -10 The desired creature is a copy of a creature you can see. -15 The desired creature is a copy of a creature you have seen depictions of. -25 The desired creature is a copy of a creature you have heard of but never seen before. -40 The desired creature is a specific creation that's never existed before. At Higher Levels. When you cast this spell using a spell slot of 9th level, the casting time becomes 1 action.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Object Level: 0 School: Conjuration Classes: Cleric, Sorcerer, Bard, Wizard Casting time: 1 Action Range: Self Duration: 10 Minutes Components: V, S Description: You create a single, simple, non-magical object that you have seen before in your hand. This object must be something you can comfortably hold in one hand. This item lasts for the duration unless you use this spell again, the item takes damage, is dispelled (no action required), stowed, dropped, or otherwise lost from your hand(s). Items created through this spell have no gold cost. If creating an item like a book, the contents are chosen by the conjurer, though only as accurate as the conjurer can remember (ie spellbooks would only contain a wizard's prepared spells)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Ordinance Level: 5 School: Conjuration Classes: Artificer, Paladin, Wizard Casting time: 1 Minute Range: 10 Feet Duration: Concentration, Up To 1 Hour Components: V, S, M Material cost: a chunk of metal worth at least 20 gp, consumed by the spell Description: As the metal used in casting warps and bends, it balloons into the shape of a Large sized artillery piece. It has an AC of 17, 70 hitpoints, and immunity to poison and psychic damage. As an action while standing beside the piece, you can cause it to fire at a target within 600 feet. Make a ranged spell attack, with disadvantage if they are more than 200 feet away, or within 20 feet of you. On a hit, it deals 4d8 force damage, or twice as much when hitting an object. The artillery piece dissapears when it reaches 0 hitpoints, or when the spell ends. At Higher Levels. When cast at 7th level or higher, the artillery piece deals an extra 1d8 damage for every two levels above 5th.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Potion of Healing Level: 3 School: Conjuration Classes: Artificer, Cleric, Paladin Casting time: 1 Action Range: 120 Feet Duration: 1 Hour Components: V, S, M Material cost: a pinch of powdered, crushed ladybug Description: You conjure a common-rarity potion of healing in your hand, or in the hand of a willing creature within range that you can see. The potion, and the glass that it comes in, vanish into thin air when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the potion's rarity increases for every two slot levels above 3rd: Uncommon (5th), Rare (7th), Very Rare (9th).
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Shield Level: 0 School: Conjuration Classes: Artificer, Warlock, Wizard Casting time: 1 Action Range: Self Duration: Concentration, Up To 1 Minute Components: V, S Description: You conjure a shimmering, spectral shield that you are considered proficient with in a free hand. The shield disappears at the end of the spell's duration, or when you let go of it.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Skeletons Level: 5 School: Conjuration Classes: Sorcerer Casting time: 1 Minute Range: 90 Ft. Duration: Concentration, Up To 1 Hour Components: V, S, M Material cost: an object with a connection to The Dream Description: You call forth a group of skeletons. 4 Skeletons appear in an unoccupied area of your choosing, within range. The Skeletons disappear when they drop to 0 hit points or when the spell ends. The Skeletons are friendly to you and your companions for the duration. Roll initiative for the Skeletons as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, The number of skeletons increases by 2 for each slot level above 5th
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Spirit Wolf Level: 1 School: Conjuration Classes: Druid, Ranger Casting time: 1 Action Range: 30 Feet Duration: Concentration, Up To 1 Hour Components: V, S, M Material cost: the hair of a wolf Description: You summon the fey spirit of a wolf to aid you. The creature appears in an unoccupied space within range. Its statistics are that of a wolf. You can communicate telepathically with this wolf and it can respond telepathically using any language you know. It retains its memories between summonings. The wolf is friendly to you and your companions for the duration. The wolf 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 wolf disappears when it drops to 0 hit points or the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you conjure one additional wolf for every slot level above 1st
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Stones Level: 0 School: Conjuration Classes: Druid, Sorcerer Casting time: 1 Action Or 1 Bonus Action Range: Self Duration: Instantaneous Components: S Description: You close your hand, and when you open it again, up to three round stones appear in your palm. These stones are non-magical, but do possess a good size and weight for throwing. A stone conjured by this spell is an improvised weapon that has a range of 20/40 and does 1d4 bludgeoning damage on a hit. Alternative Usage. Instead of creating up to three small stones when you cast this spell, you can instead choose to create a fistful of either gravel or sand in your hand. A fistful of sand can be thrown at a creature within 5 feet of you as an improvised weapon. If it hits, they take 1 piercing damage and must make a Constitution saving throw or be blinded until the end of their next turn. Creatures wearing eye protection are immune to this piercing damage. The creature does not make the saving throw if they don't take the damage from the sand. See Also[edit] Magic Boulder Stone Grenad
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure the Crimson Claws of Night Level: 7 School: Conjuration Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 120 Feet Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: an iron gauntlet, drenched in the fresh blood of a humanoid Description: You create a pair of Large, wickedly sharp, blood-red claws like the claws of an animal in unoccupied spaces that you can see within range. The claws last for the spell's duration, and move at your mental command. Each claw is an object that has AC 20 and hit points equal to half your hit point maximum. If a claw drops to 0 hit points, it vanishes. The spell ends if both claws drop to 0 hit points. When you cast the spell and as a bonus action on your subsequent turns, you can move each claw up to 60 feet and then cause one of the following effects with each claw. Claw. The claw strikes one creature or object within 5 feet of it. Make a melee spell attack for the claw using your game statistics. On a hit, the target takes 6d8 slashing damage and if it is no larger than Medium size, it is grappled (escape DC = your spell save DC). While a creature is grappled, it is also restrained. Crush. The claw crushes a grappled creature or object, automatically dealing 6d8 slashing damage. A creature or object does not have resistance or immunity to slashing damage from the claws unless it also has resistance or immunity to slashing damage. If your concentration is broken, the claws don't disappear. Instead, you lose control of the claws, they become hostile toward you, ignoring all other creatures to attack you until you are dead. Uncontrolled claws can't be dismissed by you, and they will pursue you until they you or the claws are dead, whichever comes first. Should you fall unconscious or dead, the claws will grab your body and vanish; you will never be seen again. Any attempts to bring you back to life short of a wish spell or divine intervention will fail
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Water Level: 1 School: Conjuration Classes: Druid, Sorcerer Casting time: 1 Action Range: Self Duration: Concentration, Up To 1 Round Components: V, S, M Material cost: a bottle or waterskin Description: You open a small portal in the bottle or waterskin you are holding to the primordial Plane of Water, conjuring water that is either salty or fresh, that appears to flow from the object. You produce 10 gallons of water, that gushes forth in a waterjet 30 feet long and 1 foot wide. As a bonus action, you can aim the jet at a creature you can see within 30 feet of you. The target must succeed on a Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. At Higher Levels. You can cast this spell using a spell slot of 2nd-level or higher. When you do so, the amount of gallons created increase by 10 and the damage increases by 1d4 for each level of slot spent beyond the 1st.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Weapon Level: 0 School: Conjuration Classes: Artificer, Warlock, Wizard Casting time: 1 Bonus Action Range: Self Duration: Instantaneous Components: V, S Description: You create up to three simple or martial melee weapons at any point during your turn, either in a free hand or on the floor at your feet. The weapons must be of a type you are proficient with and cannot have a combined value more than 25 gp. The created weapons are considered nonmagical for overcoming resistances and immunities to nonmagical damage and disappear at the end of your turn if they leave your hands. If the weapon created has the light property, or if you have the dual-wielder[1] feat, you can use the same bonus action used to create the weapon to make an attack with it if as if using two-weapon fighting. Once you reach 5th level, the created weapons become magical for the purposes of overcoming resistances and immunities to nonmagical damage and you can create up to five weapons with a combined value of 50 gp or less. At 11th level, any weapons created by this spell become +1 weapons, and you can create up to seven of them with a combined value of 125 gp or less. At 17th level, they become +2 weapons, and you can create up to nine of them with a combined value of 550 gp or less.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjure Wraith Level: 3 School: Necromancy Classes: Sorcerer, Warlock, Wizard Casting time: 1 Minute Range: 30 Feet Duration: 1 Hour Components: M Material cost: A small pouch of ashes Description: Target one empty space within range, and pour the ashes out of the pouch. One minute later, a wraith will appear to serve the caster. Roll 1d20, and add your Spellcasting modifier. If you roll higher than 15 total, the wraith will serve you. If you fail, the wraith will explode, dealing 1d6 force damage to anything within 30 feet. The wraith can target any corpse that has been dead for under 1 minute and create a specter, that will follow your orders. Both the specter and the wraith roll for initiative individually. The DM has statistics on both creatures. If the wraith is destroyed and a specter remains, it explodes, dealing 1d6 force damage to anything within 30 feet. At Higher Levels. When you cast this spell using a spell slot of 4 or higher, the wraith can create one additional specter, per spell slot used
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conjurer Joke Level: 5 School: Conjuration Classes: Warlock, Sorcerer, Wizard Casting time: 1 Action Range: 60 Feet Duration: Instantaneous Components: S Description: Choose two objects or creatures within range, one of which you must be touching. The two things switch places with each other instantly. If you are casting this spell on an unwilling creature, then it must succeed on a wisdom saving throw of your spel
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Consecrate Weapon Level: 1 School: Transmutation (Ritual) Classes: Cleric, Paladin Casting time: 1 Bonus Action Range: Touch Duration: 1 Minute Components: V, S, M Material cost: Holy Symbol, Sprinkling of Holy Water, Weapon with Metal Striking Surface Description: The metal of a weapon you are holding is blessed with holy might, gleams with a mirror finish, is unable to be tarnished by non-magical means and radiates a good aura. For the duration, you can use your spellcasting ability instead of Strength for attack and damage rolls on melee attacks using this weapon, and your weapon attacks deal an extra 1d8. The weapon also becomes magical, if it isn't already and all damage dealt by it becomes radiant. The spell ends if you cast it again or if you let go of the weapon. At Higher Levels. When you cast this spell using a spell slot of level 2 or higher, increase the damage by 1d8 for each level beyond firs
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Conspiracy Theory Level: 3 School: Necromancy Classes: Warlock Casting time: Action Range: 120 Feet Duration: Concentration, Up To 1 Minute Components: S, M Material cost: A Raven's Feather Description: You call upon the ravens' power, bringing forth a tornado of magical ravens from beneath you. Following your command, the conspiracy of ravens swarms your target. All creatures within a 5-foot radius around you must make a Dexterity saving throw, or take 1d6 necrotic damage. The conspiracy then attacks a target, dealing 1d8 necrotic damage on each one of your turns that concentration is maintained. As an action, you can change targets. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell deals an additional 1d6 damage, and conspiracy deals an additional 1d8 damage. At 5th level and higher, the conspiracy becomes an area of effect centered around the target, dealing 1d6 in a 5ft. area, increasing by 5ft. for every level above 5th
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Construct Homunculus Level: 1 School: Transmutation Classes: Artificer, Wizard Casting time: 1 Hour Range: 5 Ft. Duration: Instantaneous Components: V, S, M Material cost: a tiny statue resembles a homunculus, a bats wing, a cats eye, 1 gp jewel, a blood drop, which spell consumes all components Description: Few can find a good familiar that they can trust, and even fewer can find one's that are able to remain connected at all times. When casting this spell, you transform the spell components into a golem(timcanpy)-like familiar. At Higher Levels. When you cast this spell using a spell slot of level 2 or higher increase humunculus size by one category
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Consume the Fallen Level: 4 School: Necromancy Classes: Druid, Wizard Casting time: 1 Action Range: Self (50-Foot Radius) Duration: 10 Minutes Components: S Description: You spread life-sapping spores through the air within the radius, stealing the fleeting life force of those who fall in battle. Whenever a Medium or larger creature falls unconscious within the radius, you regain 10 hit points. Whenever a Small creature falls unconscious within the radius, you regain 5 hit points. You regain no hit points from creatures smaller than Small. If a target makes death saving throws, it is considered to have automatically failed one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing increases by 4 per creature for each slot level above 4th.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Consumptive Malice Level: 9 School: Necromancy Classes: Warlock, Wizard Casting time: 1 Hour Range: 800 Feet Duration: Instantaneous Components: V, S, M Material cost: A tooth from a wight, a boar's hoof, a slab of beef infected with mad cow, and a smoky quartz crystal worth at least 5,000 GP which the spell consumes Description: Upon completion of this spell, you reduce your hit point maximum by 30 until you complete a long rest and create a dread wind within a 100-foot radius sphere centered on a point that you can see that is in range. Every creature within this radius must make a Constitution saving throw or take 10d10+20 necrotic damage, or half as much damage on a successful saving throw. Celestials and fiends within this area are immune to this damage. Any Medium or Large creature killed by this damage rises as a zombie with temporary hit points equal to your total level. These zombies are hostile to all creatures that are not also zombies. Additionally, these zombies are marked with a curse that causes any Medium or Large creature that they kill to also be raised as a zombie that also bears the curse
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Contained Apocalypse Level: 9 School: Evocation Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action, At Least (See Below) Range: 150Ft Duration: Instantaneous Components: V, S, M Material cost: an arcane focus worth at least 15gp, which the spell consumes Description: point to an area on the plane you are on, and annihilate all matter in that area, creating a hole in the world. All matter in a 2ft sphere originating at a point within range stops existing. If this sphere is larger than a creature within it, that creature dies. If it is inside a creature larger than it, that creature takes 4d10 force damage and must make a constitution save or be sent to the Astral Plane. The sphere becomes a hole in whatever plane you cast it in, leading to the Astral Plane. If you cast this on the Astral Plane, it becomes a Sphere of Annihilation. If you choose, you can increase the casting time to increase the sphere's radius. 1 minute increases the radius to 5ft, and each additional minute doubles it (2 minutes 10ft, 3 minutes 20ft, Etc.) You may make a number of creatures equal to up to your spellcasting ability modifier exempted from the instant death effect of this spell, instead being drawn safely into the Astral Plane. The death effect of this spell ignores protection against instant death, such as the Death Ward spell, as it erases creatures it kills from existence. A creature killed this way cannot be brought back to life by anything short of direct divine intervention by a deity of great power. At Higher Levels. If by some artifact or boon, you cast this spell at 10th level, it destroys the entire plane of existence you are on, killing all creatures, deities, and anything else on that plane you don't exempt. (Really?
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Contained Horrors Level: 9 School: Necromancy Classes: Cleric, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 120 Feet Duration: 1 Minute Components: V, S, M Material cost: a pinch of ectoplasm Description: You create a 5-foot-radius mass of screeching ghosts on an unoccupied point you can see within range. As a bonus action on your turn, you may move the mass 40 feet in one direction to another unoccupied point you can see within your range. Any creatures the mass moves through must make an Intelligence saving throw. A target takes 12d8 psychic damage on a failed save and is frightened of you for the duration of the spell, or they take half as much damage on a successful save and are not frightened of you
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Continual Light/Darkness Level: 3 School: Transmutation Classes: Artificer, Cleric, Wizard Casting time: 1 Minute Range: 180 Feet (60-Foot Radius) Duration: Until Dispelled Components: V, S Description: You create a 60-foot radius sphere of your choice of never-ending light or darkness emanating from a point you choose within range. This effect spreads around corners. Completely covering the source of the effect with an opaque object, such as a bowl or a helm, blocks it completely until removed. If an area of magical light and magical darkness of identical level overlap, they cancel out within the overlapping area. Light. The area is filled with magical bright light. It suppresses any magical darkness of 3rd level or lower that it overlaps with, and it counts as direct sunlight for the purposes of Sunlight Sensitivity or other effects that are sensitive to daylight. Darkness. The area is filled with magical darkness. It suppresses any magical light of 3rd level or lower that it overlaps with.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Continuous Frosty Ray Level: 3 School: Evocation Classes: Wizard Casting time: 1 Action Range: Self(60-Foot Line) Duration: Concentration, Up To 1 Hour Components: V, S, M Material cost: a blue gemstone worth at least 50 gp Description: An icy beam of blue-white light shoots away from you in a direction that you choose, in a line 60feet long and 1 foot wide. Any creature that is in the line or steps into it must make a Constitution saving throw, taking 6d 8 cold damage on a failure,or half as much damage on a success. Additionally,a creature that fails the save is frozen and has its speed reduced to 0 feet for the duration. A frozen creature can make a Strength check, freeing itself on a success. Any objects in the line are automatically frozen. A creature that attempts to touch a frozen object takes 1d8 cold damage. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 per slot level above 3rd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Control Air Level: 4 School: Transmutation Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 300 Feet Duration: Concentration, Up To 10 Minutes Components: V, S, M Material cost: a pinch of dust Description: Until the spell ends, you control any freestanding air inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As a bonus action on your turn, you can repeat the same effect with a different center, direction and/or targets or choose a different one. Redirect Wind. You cause the air in the area to move in a direction you choose, from one point to another within the cube, even if this wind has to blow over obstacles, up walls, or in other unlikely directions. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the wind have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. The air in the area moves as you direct it, but once it moves beyond the spell's area, it continues to move in the orginal direction you chose until the spell ends or you choose a different effect. Any creature in the wind's path, if it is strong and when this option is cast, must succeed on a Constitution saving throw, or be pushed 15 feet to the wind's direction, and fall prone. Defenestrating Sphere. You create a 30 feet radius sphere of extremely compressed air centered somewhere within range. You compress the air inside the sphere to the point it bursts, creating an extremely loud thunderous sonic boom, that can be heard up to 300 feet away. Every creature inside the sphere must make a Constitution saving throw. If it fails the saving throw it takes 4d8 thunder damage, is deafened for 1 minute, and is pushed 20 feet away from the center. If it succeeds, it only takes half damage. Tornado. You cause a tornado to form in the center of an area within range. The tornado forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object within 25 feet of the vortex when it is cast is pulled 10 feet toward it. A creature can walk away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature is 10 feet from the vortex and it starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 force damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to walk away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. When an object or creature is caught in the vortex, it takes 2d8 bludgeoning damage; this damage also occurs at the beggining of its' turn, each round it remains in the vortex. Accelerating Gale. Up to two allies that you can see within range are enveloped in fast whirlwinds, allowing them to be as swift as the wind. For the duration and they have the following benefits: +1 bonus on melee and ranged attack rolls Speed increased by 10 feet Damage rolls from melee and ranged attacks deal 1d8 extra force damage In addition, the attack gains benefits based on whether it is melee or ranged: Melee. The attack's reach is tripled, but it counts as both a melee weapon attack and a ranged spell attack if it is made outside the weapon's normal reach. Ranged. The attack ignores disadvantage caused by long-range, being underwater, or the effects of wind, and the weapon returns to one of your free hands at the end of your turn if it has the thrown property. Constricting Currents On your command, the air forms into bands of swirling wind, much like shackles, around one huge or smaller creature, or up to 3 medium or smaller creatures that you can see within range. It must make a Strength saving throw. If it fails the saving throw it is restrained and lifted 10 feet into the air. A creature can make a Strength saving throw at the end of each of its turns. On a successful save, the creature breaks free and is not longer affected by the spell. To keep the creatures restrained, you must use your action on each of your turns. As a bonus action, on your turn, you can move a single creature affected by this spell 20 feet through the air. The creature moves slowly, and maintains the height of 10 feet above the ground. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher the damage increases by 1d8/1d6 for each slot level above 4th.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Control Elements Level: 0 School: Conjuration Classes: Druid Casting time: 1 Bonus Action Range: 30 Feet Duration: 1 Hour Components: V, S Description: You can mold fire, wind, water, life, and earth. This spell can control all nature, and can be used offensively or in other more creative ways. You may mold naturally occurring aspects of the element of your choosing, allowing you to reshape or move no more than 1 square foot of plant, stone, soil, and ice, water, fire, air, or allowing you to deal 1d4 damage of your chosen element type (lightning, fire, cold, necrotic, acid). This damage increases by 1d4 at level 5 (2d4), level 11 (3d4), and level 17 (4d4
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Control Living Skeleton Level: 3 School: Enchantment Classes: Bard, Sorcerer Casting time: 1 Action Range: 30' Duration: Concentration, 10 Minutes Components: V, S, M Material cost: four strings attached to the ends of two crossed sticks Description: Control the internal skeleton of a living creature. The creature gets a saving throw on strength each round to regain control of its skeleton. The creature still has control over their lips, tongue, eyes and magical breath, but all bones are under the control of the caster. The creature can still cast spells it knows with no somatic component. Any breath or verbalized attacks are at a disadvantage. The creature goes where the caster wants and does what the caster wants at half speed, and with disadvantage. If the caster tries to make the creature do anything that is dangerous to itself, it gets an additional saving throw as a reaction. This spell not affect undead, gods, demi-gods, or creatures with legendary actions.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Control Person Level: 5 School: Enchantment Classes: Bard, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 60 Feet Duration: Concentration, Up To 1 Minute Components: V, S Description: You attempt to beguile a humanoid that you can see within range. It must succeed on a Charisma saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Charisma saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 9th level, the duration is concentration, up to 24 hours
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Control Polarity Level: 3 School: Transmutation Classes: Artificer, Wizard Casting time: 1 Action Range: 60Ft Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: a magnet Description: You alter the polarity of two targets, forcing them toward or away from each other. When you cast the spell, choose two targets within range that are at most 30ft from each other. The targets can be creatures or objects that aren't being worn or carried. If one of the targets is an object that weighs 1000lbs or more, it automatically succeeds the saves caused by this spell. Choose one of the following effects to apply to the targets: Attract. The targets must succeed a Strength saving throw, or be pulled towards each other, colliding at the center of their separation. On a successful save, a target is not moved. For every 10ft the targets move, they take 1d6 bludgeoning damage upon collision. A target must repeat the save at the beginning of its turn or be pulled towards its polar opposite if they are still within range. While polarized, it is difficult terrain for the targets to move away from each other while within 30ft of one another. Repel. The targets must succeed a Strength saving throw, or be pushed away from each other. On a successful save, a target is not moved. For every 10ft the targets move, they and whatever is in their path take 1d6 bludgeoning damage upon collision. target must repeat the save at the beginning of its turn or be pushed away from its polar opposite if they are still within range. While polarized, it is difficult terrain for the targets to move towards each other while within 30ft of one another. The DM may add or alter the collision damage of this spell depending on the nature of the objects that are colliding. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance between the targets increases by 10ft and the weight limit increases by 200lbs.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Control Sunlight Level: 3 School: Evocation Classes: Cleric, Paladin Casting time: 1 Action Range: 120 Feet Duration: Concentration, Up To 1 Minute Components: V, S Description: A burst of pure sunshine forms at a point you choose within range and emits bright light in a 20-foot radius sphere, surrounded by an additional 20 feet of dim light. When the ball of sunshine first appears, all creatures within the area of bright light must make a Constitution saving throw to avoid becoming blinded until the start of their next turn. At the end of a creature's turn in the area of bright sunlight they take 2d6 radiant damage. As a bonus action you can move the ball of light 20 feet in a single direction. The area of bright sunlight affects creatures with sunlight sensitivity. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Control Undead Level: 7 School: Necromancy Classes: Cleric, Warlock, Wizard Casting time: 1 Action Range: 60 Feet Duration: 30 Days Components: V, S Description: You target an undead creature in range. The creature must make a Wisdom saving throw; It has disadvantage on this saving throw if its Intelligence score is 10 or less, and it automatically fails if its intelligence score is 5 or less. On a failed save, the target is brought under your mental control. While an undead is under the control of this spell, and within 1 mile of you, you may telepathically issue commands to it which they follow to the best of their ability. If no commands are given, it will defend itself against hostile creatures. During combat, the undead rolls for its own initiative. You decide what actions it takes and where it may move. Undead controlled by this spell cannot be freed by means other than a necromancy wizard's Command Undead feature, or another spellcaster casting control undead or other appropriate spell of 7th level or higher. This spell has no effect on creatures with legendary actions. The spell ends at the end of the duration, or when the undead is destroyed, or when control of it is taken away. At Higher Levels. When you cast this spell using an 8th level spell slot, the duration increases to 1 year. When you cast this spell using a 9th level spell slot, the spell lasts until dispelled or countered, or until the undead is destroyed.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Convalescence Level: 3 School: Conjuration Classes: Bard, Cleric, Druid, Paladin Casting time: 1 Minute Range: 30 Feet Duration: Instantaneous Components: V, S, M Material cost: an opal worth at least 250 gp Description: A wave of warm, blue healing energy washes over a creature within range, healing its wounds. The target recovers hit points equal to 4d10 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher the healing increases by 1d10 for each spell level above 3rd. If you cast this spell using a spell slot of 7th level or higher, you may sacrifice 1d10 points of healing to end one condition on the target
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Copy Book Level: 0 School: Conjuration (Ritual) Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard Casting time: 1 Minute Per 50 Pages Range: Touch Duration: Instantaneous Components: M Material cost: pages of paper worth 5 SP per 50 pages in the original book Description: Creates a copy of a text or book (spellbooks and other magical items excluded). Depending on how many pages are to be copied material and casting time is needed. eg a 250 page book takes 2,5 GP worth of paper and 5 minutes time to copy
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Coral Blast Level: 0 School: Evocation Classes: Druid, Sorcerer, Wizard Casting time: 1 Action Range: 90 Feet Duration: Instantaneous Components: V, S Description: You hurl a sharp chunk of neurotoxin-laced coral at a creature or object within range. Make a ranged spell attack against the target. If you are underwater, this roll never has disadvantage. On a hit, the target takes 1d6 slashing damage. If the target is a creature, it must make a Constitution saving throw or take an additional 1d6 poison damage. The poison and slashing damage of this spell both increase by 1d6 when you reach 5th level (2d6/2d6), 11th level (3d6/3d6), and 17th level (4d6/4d6)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Corazon's Tiny Glyph Level: 1 School: Abjuration Classes: Artificer, Bard, Cleric, Wizard Casting time: 1 Minute Range: Touch Duration: Until Dispelled Or Triggered Components: V, S, M Material cost: an opal worth at least 50 gp Description: When you cast this spell, you inscribe a small glyph, no larger than a few inches wide, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose an object, that object must remain in its place; if the object is moved more than 5 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph glows dimly and requires a successful Wisdom (Perception) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You may specify for your glyph's trigger condition to either ignore you, ignore everyone but you, or to ignore nobody. You may have a number of these active glyphs no greater than your spellcasting ability modifier (minimum one). If you create a new glyph while you are already at the maximum, the oldest one is dispelled without effect. When you inscribe the glyph, choose explosive runes or a spell glyph. Explosive Runes. When triggered, the glyph erupts with magical energy in a 10-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 2d6 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of 1st level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of an explosive runes glyph increases by 1d6 for each slot level above 1st. If you create a spell glyph, you can store any spell of up to 2nd level
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Corpse Explosion Level: 2 School: Necromancy Classes: Cleric, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 60 Feet Duration: Instantaneous Components: S Description: As you snap your finger, a dead creature within range explodes with necrotic energy. Each creature in a 15-foot-radius sphere centered on the dead creature must make a Dexterity saving throw. A target takes 2d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a creature to 0 hit points with this spell, the creature explodes, repeating the same effect as this spell. If an undead creature is affected by this spell or its explosion, then it must succeed Constitution saving throw or explode, repeating the same effect as this spell a number of times equal to half its CR (a minimum of 1 time). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Corroding Strike Level: 0 School: Evocation Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 30 Feet Duration: Instantaneous Components: V, M Material cost: a weapon Description: Calling forth from the land around you. Your weapons wreaths itself in acid as you strike As part of the action used to cast this spell, you must make a attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects and takes extra damage equal to your spellcasting modifier as Acid damage. The spell’s damage increases by 1d8 when you reach 5th level (1d8 + your spellcasting modifier), 11th level (2d8 + your spellcasting modifier), and 17th level (3d8 + your spellcasting modifier)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Corrosive Aura Level: 4 School: Conjuration Classes: Warlock Casting time: 1 Action Range: Self Duration: Concentration, Up To 1 Minute Components: V Description: A corrosive green mist pours off from you in an aura with a 10 foot radius. The area within the aura is lightly obscured. Each creature within the aura when it appears must make a Constitution saving throw. A target takes 4d8 acid damage on a failed save, or half as much damage on a successful one. Any creature that moves within the aura for the first time on a turn or ends its turn there must also make this saving throw at that time. At Higher Levels. When you cast this spell using a spell slot of 5th or higher the damage increases by 1d8 for each slot above 4th
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Corrosive Bile Level: 2 School: Conjuration Classes: Artificer, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self(20 Feet) Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: a ration, consumed by the spell Description: You begin to hurl, as you create a 20 foot long, 3 foot wide beam, which melts just about everything it touches. Something that enters or starts their turn in the beam must make a Dexterity saving throw, or take 1d10 acid damage. Additionally, any non-magical objects caught in the beam will begin to degrade. If the object isn't being worn or carried, it destroys a 1-foot cube of it. If the object is being worn or carried by a creature, a failure of the above Dexterity save incurs the following effects. If the object touched is either armor or a shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held weapon, it gains a permanent and cumulative -1 penalty to attack and damage rolls. A weapon that drops to -5 is destroyed. As an action, you may change the direction of the beam. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for every level above 2nd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Corrosive Flame Level: 1 School: Evocation Classes: Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 60 Feet Duration: Concentration, Up To 1 Minute Components: V, S Description: Invoking the chaotic nature of fire, you set a single target within range ablaze with ethereal green flames by snapping your fingers. On cast, the target takes 1d4 fire damage and is set ablaze. At the start of their next turn, they must make a Constitution saving throw to put out the flames, or take 2d4 fire damage. Each turn the target fails to put out the flames causes them to burn more intensely, adding an additional 1d4 fire damage per turn. The fire persists for the duration unless extinguished with a successful saving throw. At Higher Levels: The spell's initial damage and initial burn increases by 1d4 for every level this spell is cast above 1st.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Corrosive Hands Level: 1 School: Evocation Classes: Wizard Casting time: 1 Action Range: Self (15 Foot Cone) Duration: Instantaneous Components: V, S Description: Corrosive liquid sprays and damages targets and metal objects As you hold your hands together forming a cup pointed outwards, a thin spray of corrosive liquid shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 acid damage on a failed save, or half as much damage on a successful one. The acid also corrodes any metallic objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2 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: Countertrip Level: 1 School: Abjuration Classes: Sorcerer, Warlock, Wizard Casting time: 1 Reaction Range: 60 Feet Duration: Instantaneous Components: S Description: You interrupt a creature in the process of casting a cantrip. The creature's spell automatically fails, and has no effect
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Cover Level: 3 School: Abjuration Classes: Bard, Cleric, Sorcerer, Warlock, Wizard Casting time: 1 Reaction, Which You Take When A Nonhostile Creature You Can See Within 60 Feet Is Targeted By An Attack Or A Harmful Spell Range: 60 Feet Duration: Instantaneous Components: V, S, M Material cost: a pearl worth at least 100 gp Description: In a flash of light, you and the targeted creature switch places. You gain 10 temporary hit points, which last until the start of your next turn, and become the new target of the attack or spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you gain 10 additional temporary hit points for each slot level above 3rd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Crabbo's Grasp Level: 0 School: Conjuration Classes: Cleric, Druid, Sorcerer Casting time: 1 Action Range: 15 Feet Duration: 1 Round Components: S Description: At your summons, a multitude of earthen claws the size of a lobsters attempt to grasp at a grounded creature within range. The target must succeed on a Strength saving throw or become restrained until the start of your next turn
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Crackle With Power Level: 1 School: Evocation Classes: Sorcerer, Wizard Casting time: 1 Action Range: 120 Feet Duration: Instantaneous Components: V Description: You draw in the power of the Strixhaven snarl, channeling all your energy into fiery prowess. Make a ranged spell attack against a target within range. On a hit, the target takes 2d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st, and you may choose an additional target for each slot level above 1st.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Craftsmanship Level: 1 School: Transmutation (Ritual) Classes: Wizard Casting time: 1 Minute Range: Self Duration: 8 Hours Components: V, S Description: Craft non-magical items with greater speed. When crafting a non-magical object, you may spend an additional 50 gp per day toward completion of the item. Alternately, you may craft two items with a combined cost of no more than 25 gp in a single day. You must be proficient with the relevant crafting tools to gain this benefit
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Crash and Burn Level: 2 School: Evocation Classes: Sorcerer, Wizard Casting time: 1 Action Range: 30Ft Duration: Instantaneous Components: V, S Description: When you cast this spell choose a creature or point that you can see within range. You launch yourself forward in a line to the point you selected with a blast of fire, each creature caught in the line must make a Dexterity saving throw or take 5d6 fire damage, half on save. Once you reach the point you selected, you take 2d4 Bludgeoning damage from the force of the blast. At Higher Levels. When you cast this spell using a spell slot of 3 or higher the damage increases by 1d6, the range of the spell also increases by 10 feet for every 2 slots higher than 2. The damage you take increases by 1d4 for every spell slot above 2 used to cast this spell