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Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Dragon Knight Level: 9 School: Conjuration Classes: Sorcerer, Warlock, Wizard Casting time: 1 Minute Range: 90 Feet Duration: Concentration, Up To 1 Hour Components: V, S, M Material cost: a few scales from a snake or lizard Description: You summon an elemental spirit that takes the form of a dragon of challenge rating 10 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) which it was already inclined to do anyway, such as eating people or burning things with its breath weapon. Any other commands require you to make a Charisma (Deception, Intimidation, or Persuasion) check opposed by the dragon's Wisdom (Insight) check. On a failure, it ignores you and does what it pleases for that round instead (even summoned dragons are annoyingly strong-willed). If you don't issue any commands to the dragon, it acts according to its nature on each of its turns. 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.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Dragon Rage Level: 5 School: Enchantment Classes: Sorcerer Casting time: Bonus Action Range: Self Duration: 1 Minute Components: V, S, M Material cost: A dragon's scale Description: Channeling the might of dragons, you augment your physical might. While this spell is active, you gain the following benefits: You add twice your strength modifier to damage rolls of melee attacks You may wield one two-handed and/or heavy weapon in one hand with no disadvantage to your attack rolls. You cannot dual wield two of these weapons, however. You gain temporary hit points equal to your Strength modifier + your sorcerer level. You gain resistance to nonmagical bludgeoning, piercing and slashing damage, as well as one damage type of your choice from acid, fire, cold or lightning. If you are already resistant to these damage types, you gain immunity, even if the damage is magical. If you are counted as a dragon or have Draconic Bloodline as your sorcerous origin, your movement speed increases by 10 ft. and dragon's breath's breath attack can be a 30 ft. cone or a 30 ft. long, 5 ft. wide line. However, this spell is very physically taxing. You cannot concentrate on spells while this spell is active (with the exception of claws of the dragon and dragon's breath.) If you end this spell early, you gain one level of exhaustion. You have disadvantage on all Wisdom and Intelligence saving throws. Choose from acid, cold, fire or lightning. You gain vulnerability to this damage type. This cannot be the same damage type as you chose for your resistance. You must wait one round before casting this spell again
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Dragon Rage, Variant Level: 5 School: Enchantment Classes: Sorcerer Casting time: Bonus Action Range: Self Duration: 1 Minute Components: V, S, M Material cost: A dragon's scale Description: Channeling the might of dragons, you augment your physical might. While this spell is active, you gain the following benefits: You add twice your strength modifier to damage rolls of melee attacks You may wield one two-handed and/or heavy weapon in one hand with no disadvantage to your attack rolls. You cannot dual-wield two of these weapons, however. You gain temporary hit points equal to your Strength modifier + your character level. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage, as well as one damage type of your choice from acid, fire, cold, or lightning. If you are already resistant to these damage types, you gain immunity, even if the damage is magical. However, this spell is very physically taxing. You cannot concentrate on spells while this spell is active. If you end this spell early, you gain one level of exhaustion. You have disadvantage on all Wisdom and Intelligence saving throws. Choose from acid, cold, fire or lightning. You gain vulnerability to this damage type. This cannot be the same damage type as you chose for your resistance. You must wait one round before casting this spell again
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Dragon Rend Level: 1 School: Evocation Classes: Sorcerer Casting time: 1 Action Range: Self (30-Foot Cone) Duration: Instantaneous Components: V, S Description: You rip through the air with magically-manifested dragon claws, evoking gales of wind to cut through foes. A creature in range must succeed on a Dexterity saving throw, taking slashing damage equal to 2d6 + your Strength modifier on a failed save. If you are concentrating on claws of the dragon when you cast this spell, the target will take half of the damage rolled instead of none on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Dragon Rises from the Sea Level: 3 School: Evocation Classes: Artificer, Warlock, Wizard Casting time: 1 Action Range: Self (60-Foot Line) Duration: Instantaneous Components: V, S, M Material cost: a martial melee weapon worth at least 1 gp Description: As you swing the weapon used in casting this spell, you conjure massive waves of energy. You create three 60 foot long, 5 foot wide lines. Any creature within a line must make a Dexterity saving throw, or take 3d6 magical slashing damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it deals 1d6 more slashing damage for every level above 3rd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Drain Level: 5 School: Necromancy Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: Instantaneous Components: V, S Description: Make a melee spell attack against one creature. The target takes 4d8 necrotic damage on a hit, and you gain hit points equal to the damage dealt. This spell has no effect on undead or constructs. At higher levels. When you cast this spell using a spell slot of 6th level or higher, it deals an additional 1d8 damage for each spell slot above 5th.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Drain Smite Level: 1 School: Necromancy Classes: Paladin Casting time: 1 Bonus Action Range: Self Duration: Concentration, Up To 1 Minute Components: V Description: You imbue your weapon with your faith so that it leaches life from your target. The next time you hit a creature with a melee weapon attack during the spell's duration, life energy is sapped from the target. The target must succeed on a Constitution saving throw or take an additional 1d12 necrotic damage, or half as much damage on a success, and you regain hit points equal to the necrotic damage dealt. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for every two slot levels above 1st.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Drain Warmth Level: 1 School: Necromancy Classes: Druid, Shadowcaster, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 60 Feet Duration: Instantaneous Components: S Description: Your hands reach out and shiver with a dark and cold force, the target must make a constitution saving throw or take 4d4 cold damage on a failed save and lose resistance to cold damage if they have resistance, or half as much on a successful one. This spell does not work on constructs, undead or targets who are currently under the effect of extreme heat. At Higher Levels. When you cast this spell using a spell slot of 2th level or higher, the amount of damage is increased by 2d4 cold damage. If you have mastery of the Coldness of Night path, and you regain hit points equal to half the amount of damage dealt. if the target fails the saving throw.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Draining Fungus Level: 1 School: Conjuration Classes: Druid Casting time: 1 Action Range: 10 Feet Duration: 1 Minute Components: S, M Material cost: a fragment of rotten skin Description: Implant spores into a creature within the range of this spell. The target must succeed a Constitution saving throw, or suffer an infection that gradually damages it and heals you. For the duration of this spell, the infected creature suffers 1 poison damage at the beginning of each of its turns. At the end of this spell's duration, or when the infected creature is reduced to 0 hit points — whichever happens first — you regain a number of hit points equal to the damage inflicted by this spell. When this occurs, you can use your reaction to instead cause another creature that isn't undead or a construct within a range of 30 feet to regain an equal number of hit points instead of you. The target of this healing can choose to make a Wisdom saving throw, negating the effect of this healing if it succeeds. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, its poison damage increases by 1 for every two slot levels above 1st
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Draw Blood Level: 2 School: Necromancy Classes: Cleric, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 60 Feet Duration: Instantaneous Components: V, S Description: You point at a wounded creature that you can see within range and command its blood to surge forth. If the target's current hit points are equal to or less than half of its maximum hit points, it must make a Constitution saving throw. On a failed save, the target takes 3d10 necrotic damage as blood sprays from its wounds, or half as much damage on a success. The spell fails and is wasted if the target has more than half of its maximum hit points, or if the target does not have blood or an equivalent vital fluid. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Drawmij's Scent Mask Level: 2 School: Illusion Classes: Druid, Ranger, Sorcerer, Wizard Casting time: 1 Action Range: Touch Duration: 30 Minutes Components: V, S, M Material cost: a scentless flower Description: One creature you touch is rendered scentless and cannot be tracked by smell. This spell can be cast on a creature that attacks through scent, such as a skunk or troglodyte. That creature may make a Constitution saving throw. On a failure, it cannot use this attack
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Dreams, Nightmares, and Fantasies Level: 0 School: Enchantment Classes: Cleric, Druid, Warlock, Wizard Casting time: 1 Reaction Range: Self, Touch Duration: Special Components: V, S Material cost: Night Description: Harnessing the essence of enchantment, you put yourself or any other creature to sleep. The creature must make a constitution save with a DC equal to half your level(the creature may choose to fail). On a success, nothing happens. On a failure, the creature falls asleep. If it is already asleep, then it automatically fails the save. When the creature falls asleep, it must make a wisdom save contested against your spell save DC. On success, it experiences sweet and wonderful dreams and wakes up feeling extremely refreshed and energized. On a failure, it rolls a d100. The number rolled decides which of the following effects takes effect: 1-30: The failure is instead treated as a success. 31-40: The creature experiences horrifying nightmares, suffering 3d10 non-lethal psychic damage every hour. 41-50: The creature experiences dreams of terrible hardships, sorrows and tragedy, receiving two levels of exhaustion on walking up. 51-60: The creature experiences dreams of happiness, wealth and good luck, receiving automatic success on the next three saving throws it makes upon waking up. 61-70: The creature is transported to a random plane of existence upon waking up. 71-80: The creature experiences prophetic dreams that allow it to know the future of the next three hours of events after waking up. 81-90: The creature experiences visions of aberrant world, resulting in an indefinite madness upon waking up. 91-95: The creature switches souls with a random creature, with the chance of shifting souls with someone the creature knows being high. 96-99: The creature experiences the life history of another random creature. The another creature in question may or may not already be dead. 100: The creature experiences phantasms that manifest in reality while the creature dreams of them. These phantasms continue to exist even after the creature wakes up. The spell ends when the affected creature wakes up.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Dreamworld Level: 9 School: Illusion Classes: Sorcerer, Warlock, Wizard, Bard Casting time: 1 Round Range: Self (15 Foot Cube) Duration: Instantaneous Components: V Material cost: Must sacrifice 50,000 gold equivalent rare gem or metal; if the player does not have this, they sacrifice 5 points of Wisdom and Constitution. Description: By reciting a passage from an old, forgotten text, every humanoid with a 15-foot cube centered on the caster is rendered Unconscious. They then must roll a Wisdom save the first round they are asleep and every other round after that; if the humanoid's Wisdom is less than 16, it automatically fails this save. If a creature succeeds this save, it wakes up. Affected creatures which fail their save take 2d4 psychic damage per hour while unconscious, in addition to 2d4 Psychic damage immediately when affected.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Dredge Level: 6 School: Transmutation (Ritual) Classes: Sorcerer, Wizard Casting time: 10 Minutes Range: 60 Feet Duration: Instantaneous Components: V, S, M Material cost: a golden skeleton key worth at least 500gp, which the spell consumes Description: You resurrect buildings of the long-forgotten past. Choose a structure that you can see within range; it doesn't have to completely fit within the spell's range. You restore that structure to its original form. In order to complete this spell, the caster must have blueprints, a map, or several significant elements of the original structure in their possession. The furniture and contents of the structure will not be restored, but all constructions within the structure - including doors, stairways, and static battlements like walls - will be restored. If another structure exists in the place of the resurrected structure, the existing structure will be pushed physically out of the way by the materials of the resurrected structure as they are pulled from the ground or materialized (in the case that those materials are now absent). What constitutes a "structure" is up to GM fiat; realistically, at least 50% of a foundation or at least 50% of walls should still exist for an existing construction to be called a "structure." This is to prevent the caster from recreating a building using a portable part of that building.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Drill Beam Level: 3 School: Evocation Classes: Wizard Casting time: 1 Action Range: Self (60-Foot Line) Duration: Instantaneous Components: V, S, M Material cost: a bit of twisted metal Description: A beam of pure energy forming a line that is 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in that line must make a Dexterity saving throw. A creature takes 4d8 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 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: Drive the Battlefield Crazy Level: 5 School: Divination Classes: Cleric, Paladin Casting time: 1 Action Range: 120 Feet, Self (20-Foot Radius) Duration: Instantaneous Components: V, S, M Material cost: Tarot card The Fool Description: You can cast this spell by shouting the name of your deity while holding the tarot card. By doing this an area around you (20 feet radius) becomes difficult terrain and the lands adjacent to the caster receive an acid wave causing 2d10 of damage. As part of this action you can choose up to 9 targets, they must perform a DC wisdom resistance check (10 + Proficiency bonus + wisdom modifier) and be within 120 feet of you, if they fail the test they must attack the closest allies. If one of the targets dies, you can spend 1 bonus action and a first level spell slot, to choose a new target, this can be done up to twice.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Drizonym's Spectral Dagger Level: 1 School: Conjuration Classes: Artificer, Bard, Cleric, Sorcerer Casting time: 1 Bonus Action Range: 150 Feet Duration: Instantaneous Components: V, S, M Material cost: A small chunk of raw iron Description: You conjure a slim spectral dagger made of spectral energy and hurl it with deadly precision. Make a ranged spell attack against a target within range, dealing force damage equal to 1d10 + your Dexterity modifier (minimum 1) on a hit. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by an amount equal to 1d10 + your Dexterity modifier again for every slot level above 1st.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Drop the Bass Level: 0 School: Conjuration Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Bonus Action Range: 60 Ft Duration: Up To 1 Hr. Components: V, S, M Material cost: Electric Guitar Description: With the scream of a power chord, two fiery portals open within 60 feet of the caster, summoning two speakers the size of the caster. The speakers have a fly speed of 30 feet and can hover. The speakers give advantage on any Performance check (electric guitar) and allows the caster to add their proficiency bonus to any Persuasion or charmed attempt using the guitar as a medium. Alternatively, the speakers allow the caster to send out 15 feet cones of sound with their vicious licks to deal 1d8 thunder damage to an enemy. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Drop the Myc Level: 1 School: Conjuration Classes: Bard Casting time: 1 Action Range: 90 Feet Duration: 1 Minute Components: V, S Description: A thick layer of mycelium forms on the ground in a 30-foot square starting from a point within range. A low, dissonant humming sound emanates from it. For the duration, this fungus turns the ground in the area into difficult terrain. You can magically detect and pinpoint the origin of any vibrations within the area, such as a creature walking or an eldritch blast hitting the ground. Additionally, the mycelium speeds up the decomposition of any corpses within the area, disguising the corpse under more fungus. Anyone trying to uncover a decomposed body can attempt an Intelligence (Investigation) check made against your spell save DC to reveal the corpse. This decomposition has no effect on the time limits of any reanimation or resurrection spells.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Drought Level: 6 School: Transmutation Classes: Cleric, Wizard Casting time: 10 Minutes Range: 1 Mile Duration: 1 Month Components: V, S, M Material cost: a staff Description: As part of casting this spell, you plant the staff in the ground for a moment, creating a repelling force that prevents any sort of weather from dropping a single drop of precipitation in the spell's radius for the duration. You may use your bonus action to end this spell at any time. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius increases by 1 mile for each slot level above 6th.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Druidhome Level: 8 School: Conjuration Classes: Druid Casting time: 1 Hour Range: 60 Feet Duration: Permanent Components: V, S, M Material cost: the heart wood of an oak tree at least 100 years old Description: You create an area inaccessible to anyone but you and your compatriots at the heart of a wilderness. A druidhome is equally a place and a representation of the druid’s spirit. Good-aligned druids’ groves are bright, with lush grass, immortal trees, and populated with good fey and creatures appropriate to the climate and terrain. Evil-aligned druids create groves thick with dangerous thorns, dying trees, and dangerous fey creatures. Once cast, this spell creates a hidden grove with a radius of 60 feet. The entrance is usually a tight tangle of vines or thorns or a dense copse of trees. The druidhome is only accessible by the druid who created it or those the druid names or invites into the druidhome. Anyone attempting to enter a druidhome without permission becomes lost and eventually make their way back to where they started after 1d4 hours of wandering. At the center of the grove is an enormous central tree that produces fruit year round. The fruit is edible, and is identical to a goodberry. This tree may always be the destination of a tree stride spell you cast regardless of the type of tree you enter or the distance involved. A spring bubbles and feeds a small pond of drinkable water. The small grove attracts a number of like-minded fey and other creatures, such as nymphs, dryads, satyrs, and blink dogs. Evil druids may find that their druidhome attracts hags and other evil creatures. These creatures are not under the druid’s control, but they recognize the druid’s ownership of their abode and protects the druidhome from invaders. The druid may choose to expel any creature as an action, requiring the creature to make a Wisdom saving throw. On a failure, the creature is expelled from the druidhome and cannot reenter it for 1 month. Each subsequent casting may enlarge the druidhome by an additional 20 feet. Although a druidhome may be any size, it functions as an extra-dimensional space and takes up no space on the Material Plane. Two or more druids may work together, casting the spell to create a larger and more substantial druidhome. For each druid involved in the creation of a druidhome another central tree grows, and each druid shares an equal claim to the druidhome as a whole. When the ownership of a druidhome comes into dispute, druids war against each other and the survivors gain control of the entire region
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Durnash's Flames Level: 5 School: Evocation Classes: Warlock Casting time: 1 Reaction, Which You Take When A Creature Within 60 Feet Of You That You Can See Takes Damage Range: 60 Feet Duration: Instantaneous Components: V, S Description: The creature that took damage is wracked with flames of intensity proportional to its pain. The target must make a Constitution saving throw. It takes fire damage equal to the triggering damage on a failed save, or half as much damage on a successful one
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Earth Barrier Level: 1 School: Abjuration Classes: Druid Casting time: 1 Reaction, Which You Take When You Are Hit By An Attack Range: 10 Feet Duration: 1 Minute Components: V, S Description: You call forth a pillar of earth and stone in an unoccupied, 5-foot cube within range when you would be hit by an attack. The barrier is immobile and has an AC of 10 and 27 hit points. The barrier can act as total cover to creatures adjacent to it. If this cover causes the attack to miss, the barrier takes the damage instead
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Earth Glide Level: 8 School: Transmutation Classes: Druid, Sorcerer, Wizard Casting time: 1 Action Range: Touch Duration: Concentration, Up To 1 Minute Components: V, S Description: The affected creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. A creature you touch will be able to move through the ground at will as if moving in open space. The creature is unaffected with the lack of air and breathe normally while the spell is active. The target's burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. If the creature is still in the ground when the spell deactivates, the creature is expelled from the ground towards the nearest open space and must make a Constitution saving throw. On a failed saving throw, take 6d6 force damage and are stunned for 3d4 rounds. On a successful saving throw, take half damage and are not stunned. A move earth spell cast on an area containing the affected creature flings the creature back 30 feet beyond the ground they were in. The creature must make a Constitution saving throw. On a failed saving throw, take 3d6 force damage and are stunned for 2d4 rounds. On a successful saving throw, take half damage and are not stunned.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Earth Rune Level: 3 School: Transmutation Classes: Druid, Wizard, Sorcerer Casting time: 1 Action Range: Self Duration: Concentration, Up To 1 Minute Components: V, S Description: You channel the primordial power of nature and a rune depicting a mountain appears on your body. You gain the following benefits for the duration: You ignore difficult terrain caused by uneven ground. You reduce any falling damage you take by 10. You have advantage on ability checks and saving throws made against being knocked prone. The first weapon attack you make each turn deals 2d6 additional bludgeoning damage
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Earth Shatter Level: 6 School: Evocation Classes: Cleric, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Self (50-Foot Cone). Duration: Instantaneous Components: V, S Material cost: Must be in Stormy conditions to cast Description: You summon a massive lightning bolt to empower your weapon before striking the ground at your feet. All creatures in a 60 cone from you must make a Strength saving throw or take 10d6 force and 5d6 thunder damage and be knocked prone. Objects and buildings take double damage from this spell
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Earth Spike Level: 0 School: Evocation Classes: Druid Casting time: 1 Action Range: 30 Feet Duration: Instantaneous Components: S Description: You manifest a spike of earth to hurl at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Earth's Crush Level: 1 School: Transmutation Classes: Druid, Ranger, Sorcerer, Wizard Casting time: 1 Action Range: 30 Feet Duration: Instantaneous Components: S Material cost: both hands Description: If you are on or under ground level, you can place both your hands on the ground and send a magic pulse to command it to mold itself as two walls and crush your objective. If your objective is a creature, it must make a dexterity saving throw or receive 3d6 bludgeoning damage and it gets caught up between the walls, losing all its speed until the end of it's next turn, when the spell ends. If the saving throw succeeds, it only receives half the damage and doesn't get caught up. At Higher Levels. When you cast this spell using a spell slot of 2th level or higher, the spells' damage increases by 1d6, for each slot level above 1st. Inspired by "mold earth" while looking at "catapult".
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Earthen Bullet Level: 0 School: Transmutation Classes: Druid, Sorcerer, Wizard Casting time: 1 Action Range: 60 Feet Duration: Instantaneous Components: V, S Description: Choose a point you can see on a surface of loose earth within range. There, a small patch of earth swirls briefly before hurling a clod of hardened dirt and stone towards a creature or object within 30 feet. Make a ranged spell attack against the creature or object. On a hit, the target takes 1d6 + 2 points of bludgeoning damage. At Higher Levels. The spell's damage increases by 1d6 + 2 when you reach 5th level (2d6 + 4), 11th level (3d6 + 6), and 17th level (4d6 + 8)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Earthen Onslaught, Dagger Level: 0 School: Evocation Classes: Bard, Cleric, Druid, Sorcerer Casting time: 1 Action Range: 15 Feet Duration: Instantaneous Components: S, M Material cost: Dagger Description: Choose an unoccupied space within 5 feet of a target, you rush to that space (you do not provoke Attack of opportunity) then slam all your might into the target, the target makes a strength save against your spell DC or is smashed by you, taking 1d10 bludgeoning damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10) and 17th level (4d10)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Earthen Onslaught, Handaxe Level: 0 School: Evocation Classes: Bard, Cleric, Druid, Sorcerer Casting time: 1 Action Range: 5 Feet Duration: Instantaneous Components: S, M Material cost: a handaxe Description: You spin around, attacking all creatures within 5 feet of you. Each target in this range must succeed on a Dexterity saving throw or take 1d6 slashing damage. At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Earthen Onslaught, Mace Level: 0 School: Evocation Classes: Bard, Cleric, Druid, Sorcerer Casting time: 1 Action Range: 5 Feet Duration: Instantaneous Components: S, M Material cost: Mace Description: You hurl all your might into a downward thrust against a target in range, they make a constitution save against your spell DC or take 1d8 bludgeoning damage, their speed is reduced by half until the start of their next turn, and they cannot make reactions until the start of their next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Earthen Onslaught, Quarterstaff Level: 0 School: Evocation Classes: Bard, Cleric, Druid, Sorcerer Casting time: 1 Action Range: 30 Feet Duration: Instantaneous Components: S, M Material cost: Quarterstaff Description: You slam your staff into the earth below you, raise up a chunk of earth, then hurl it at an opponent, make a ranged spell attack against a target in range, if you hit they take 1d6 earth damage and all targets within 5 feet must make a dexterity save against your spell DC or take the same damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Earthen Prison Level: 5 School: Conjuration Classes: Druid Casting time: 1 Action Range: 90 Feet Duration: Instantaneous Components: V, S Description: You conjure a grasping vine from the earth that snatches your target and drags the creature beneath the earth. This vine makes a single melee attack against a target within range using your spell attack modifier. If this attack hits, the target is restrained and dragged beneath the earth. A target restrained in this way cannot see above the earth, cannot speak, and cannot breathe. A creature restrained by the vine can use its action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself and pops out of the earth
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Earthen Servant Level: 1 School: Conjuration Classes: Bard, Druid, Wizard Casting time: 1 Action Range: 30 Feet Duration: Varies Components: V, M Material cost: sand, dirt, rock, gravel, clay, or mud which is then consumed Description: You summon a small creature made out of earth, specifically the kind of earth you used to summon it. You can only summon one Earthen Servant at a time. The Earthen Servant rolls its own initiative and acts on its own on its turn and is friendly to you and will carry out your commands to the best of its abilities. On each of your turns, you can use a Bonus Action to manually command the Earthen Servant if the creature is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Any of its actions that require a saving throws, refers to the caster's spell save DC. Once given an order, the creature continues to follow it until its task is complete. After 1 hour, it crumbles back into the material it was made from. Your Earthen Servant can also be dismissed early as a bonus action. It has the statistics of the Earthen Servant creature in addition to these bonuses depending on what material they are made of. HP: (+2 if sand,+1 if dirt, +6 if rock, +3 if gravel, +1 if clay, +0 if mud.) AC: (+2 if sand,+0 if dirt, +3 if rock, +1 if gravel, +0 if clay, +1 if mud.) Movement Speed: (+10 if sand,+15 if dirt,+0 if rock, +5 if gravel, +10 if clay, +15 if mud.) Str: (+0 if sand, +0 if dirt, +2 if rock, +1 if gravel, +1 if clay, +0 if mud.) Dex: (+2 if sand, +1 if dirt, +0 if rock, +1 if gravel, +0 if clay, +1 if mud.) Con: (+0 if sand, +1 if dirt, +2 if rock, +1 if gravel, +0 if clay, +1 if mud.) Int: (+1 if sand, +0 if dirt, +1 if rock, +1 if gravel, +2 if clay, +1 if mud.) Wis: (+0 if sand, +0 if dirt, +2 if rock, +1 if gravel, +1 if clay, +0 if mud.) Cha: (+1 if clay) The Earthen Servant also gains access to these additional actions: Turf toss: Ranged weapon attack: (Dexterity Modifier) to hit, range 30/60 feet., one target. If sand: 1d4 + Dexterity modifier bludgeoning damage and the target must make a Dexterity saving throw, becoming blinded on a failed saving throw. At the start of each of it's turns, it can redo the saving throw. On the fourth failed attempt, it succeeds instead. If dirt or mud: 1d4+1 + Dexterity modifier bludgeoning damage and the target must make a Constitution saving throw, becoming blinded on a failed saving throw until the end of its next turn. If gravel/clay: 1d6+1 + Dexterity modifier bludgeoning damage If rock: 1d8+1 + Dexterity modifier bludgeoning damage At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the Earthen Servant's Hitpoints by 32 (4d10 + 4) increase all its stats by 2, AC by 1 and damage dice by 1. it's size becomes medium, now lasts for 24 hours and now has Resistance of non-magical bludgeoning, slashing, or piercing damage. When cast using a 5th level spell slot, increase all its stats by 4, AC by 2, hit points by 50 (7d10 + 8), and the number of damage dices by 2. Your Earthen Servant now lasts for 1 Week and now has Multiattack (two turf tosses, two slams, or 1 turf throw and 1 slam). When cast using a 7th level spell slot, increase all its stats by 8, AC by 3, hit points by 72 (10d10 + 12), and the number of damage dices by 3. Its size becomes large. Your Earthen Servant now lasts for 1 Month. When cast using a 9th level spell slot, increase all its stats by 16, AC by 4, hit points by 104 (14d10 + 20), and the number of damage dices by 4. Its size becomes huge. Your Earthen Servant now lasts until dismissed or reduced to 0 Hitpoints
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Earthshatter Level: 0 School: Evocation Classes: Artificer, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 60 Feet Duration: Instantaneous Components: V, S Description: You use your abilities to cause a point within range to shatter, causing a loud boom that shakes the bodies of those within 5 feet of the point. Creatures in the area must succeed on a Constitution saving throw, taking 1d4 thunder damage on a failed save. At Higher Levels. The spells 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: Ebb And Flow, Dagger Level: 0 School: Evocation Classes: Bard, Cleric, Druid, Sorcerer Casting time: 1 Action Range: 10 Feet Duration: Instantaneous Components: S, M Material cost: Dagger Description: You create a tether of water to your dagger then throw it at a target in range, then return it attacking for a second time, make two ranged spell attacks against a single target in range, each hit deals Water damage. The spell’s damage increases when you reach higher levels. At 5th level, the attack deals an extra 1d4 damage to the target, at 11th level (2d4) and 17th level (3d4)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ebb And Flow, Handaxe Level: 0 School: Evocation Classes: Bard, Cleric, Druid, Sorcerer Casting time: 1 Action Range: Self (Cone 15 Feet) Duration: Instantaneous Components: S, M Material cost: Handaxe Description: You create a chilling wave in the form of an axe, all targets within range must each make a constitution save or take 1d6 Water damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ebb And Flow, Quarterstaff Level: 0 School: Evocation Classes: Bard, Cleric, Druid, Sorcerer Casting time: 1 Action Range: Self (30 Foot Cone) Duration: 1 Minute Components: V, S, M Material cost: Quarterstaff Description: As you raise your staff a wave of refreshing energy washes over all allies in range, each ally receives a number of temporary hit points equal to your spellcasting modifier. This spell’s temporary hitpoints increases by 1d4 when you reach 5th level (1d4), 10th level (2d4) and 17th level (3d4)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ebb And Flow. Mace Level: 0 School: Evocation Classes: Bard, Cleric, Druid, Sorcerer Casting time: 1 Action Range: 30 Feet Duration: Instantaneous Components: V, S, M Material cost: Mace Description: You slam your mace into the ground as a film of water rushes to a target in range, water rises at the target location to encompass the target, they must make a strength save or take 1d8 Water damage and are moved up to 10 feet in any direction of your choice. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 1th level (3d8) and 17th level (4d8)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Echoes Level: 4 School: Illusion Classes: Bard Casting time: 1 Action Range: 100 Feet Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: a tiny tin gong or cymbal Description: Choose one creature you can see within range. For that creature, every sound is amplified and reverberates with distressing loudness. The creature must make a Constitution saving throw. On a failure, the creature is deafened and has disadvantage on all attack rolls and ability checks. A creature immune to the deafened condition automatically succeeds on its saving throw. At the end of each of its turns, and each time it takes damage, the target can make another Constitution saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Echoes of Agony Level: 3 School: Necromancy Classes: Warlock, Wizard Casting time: 1 Action Range: Self (15-Foot Radius) Duration: Concentration, Up To 10 Minutes Components: V, S, M Material cost: A shard of black quartz Description: Gathering negative energy from a darker plane, you intensify the pain and misfortune that befalls your foes. This negative energy suffuses an area within a 15-foot radius, spreading around corners. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. A creature that enters the area for the first time on a turn or starts its turn there must make a Constitution saving throw. On a failed save, they are afflicted with a dark curse for the duration. Any time a creature affected by this curse takes damage, they take an additional 2d6 necrotic damage. A creature cannot be afflicted by more than one instance of this curse at a time. A remove curse or similar spell cast at a level greater than or equal to the level at which this spell was cast ends the effect of this curse on its target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 3rd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Echolocate Level: 0 School: Divination Classes: Artificer, Bard, Druid, Warlock, Wizard Casting time: 1 Bonus Action Range: Self Duration: Instantaneous Components: V Description: You utter a bat-like screech into the surrounding area, audible to a range of 150 feet. Until the beginning of your next turn, you have blindsight within a 60-foot cone. This area of effect can't pass through walls or other blocking materials.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Eclipse Level: 8 School: Illusion Classes: Cleric, Druid, Warlock, Wizard Casting time: 1 Action Range: Self (100-Foot Radius) Duration: Concentration, Up To 10 Minutes Components: V, S, M Material cost: 1 ounce of stardust, powdered moon rock, or meteorite fragment Description: You can create the massive image of a solar eclipse occurring directly overhead. Each creature within a 100-foot radius of you must make a Wisdom saving throw at the beginning of each of their turns. On a successful save, they ignore it. On a failed save, they look directly at it and become blinded for 1 minute. If they are already blinded, they don’t need to make the Wisdom saving throws, but can attempt to make a Constitution saving throw ending the effect on a success. If the effect ends, either naturally or otherwise, they must continue to make Wisdom saving throws again as long as eclipse continues. In addition, all creatures in the radius must make a Dexterity saving throw or take 1d12 radiant or necrotic damage (your choice)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Eclipse Life Level: 9 School: Evocation Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 150 Feet Duration: Instantaneous Components: V, S, M Material cost: a steel sphere 6" across, which the spell consumes, and a diamond bowl filled with alchemist's fire and worth at least 1,000 gp Description: You target a creature you can see within range, attempting to draw out its life force and bind it to the steel sphere used casting. The target must make a Charisma saving throw. On a failed save, target is paralyzed until the start of its next turn and steel sphere vanishes, appearing adjacent to the target and exploding in a blast of magical force; this blast is a sphere centered on the target with a radius in feet equal the target's Constitution modifier (minimum 1) times 15. Each creature within this area, including the target, must make a Dexterity saving throw, taking 1d12 force damage for each Hit Die the target has on a failed save, or half as much on a success
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Eco Dolor Level: 7 School: Transmutation Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Turn Range: 120 Feet Duration: Concentration, Up To 1 Turn Components: V, S Description: You select one living creature and create a small copy of the target in your hand and remain concentrated, unable to do anything other than use your movement to keep able to see the targuet (if you lose vision of the targuet the spell fail), at the beginning of your next turn you need to do an action to "pop" the small copy of the target that was in your hand (in case the "pop" doesn't happen, the spell restarts, forgetting the damage from the previous turn, and storing the damage from that turn to increase in the next), the target receives again all the damage caused to it since you cast the spell (all damage caused is considered magical for upcoming resistances), the target has to make a Constitution saving throw if was successful the damage is cut by half. At Higher Levels. When you cast this spell using a spell slot of 8th level you can select up to 3 living creatures for the spell. Using a spell slot of 9th level you can select up to 5 living creatures for the spell.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Eidolon Level: 9 School: Conjuration Classes: Wizard Casting time: 1 Action Range: Touch Duration: Indefinite Components: V, S Material cost: 1 lb unbaked clay, 100 gp of diamond dust per hit die expended (see below), consumed in spellcasting Description: This spell, once cast, creates an identical duplicate of a target creature. In order to do so, you must "lock" hit die equal to either half the hit die of the target if they have class levels, or 2/3rds it's challenge rating otherwise. These locked hit die cannot be used to regain health during a short rest, do not get returned during a long rest, and cannot be used for further spells that lock hit die. You must lock at least one hit die. This spell cannot be used to target creatures without self-awareness or intelligence, or creatures who would force you to lock hit die greater than your current amount available. If you duplicate a willing creature, it knows all information that the original creature knew, plus all information you know. If you duplicate an unwilling creature, it can make a Wisdom save at advantage; on a success the duplicate only knows information you know. Once you've cast the spell, the duplicate obeys your orders, and will be considered to be Charmed by you, even if the original creature is immune to Charmed effects. Dismissing the duplicate is a one minute ritual that will refund you your locked hit die. However, if the duplicate is destroyed, you are not immediately refunded your locked hit die, and they return at a rate of one hit die per week. If you duplicate a creature that can cast spells, it only has up to one spell slot per spell slot level, up to 7th only, but you can give it spell slots you have so it may cast spells. You can use a Wish spell to negate the hit die cost of this spell, but doing so grants the duplicate it's own soul, making it a self-aware entity distinct from you or the original creature
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Eilistraee's Moonfire Level: 1 School: Evocation (Ritual) Classes: Druid, Warlock Casting time: 1 Action Range: 40 Feet Duration: 10 Minutes (Self) Components: V, S Description: This spell creates a globe of moonlight, 1 foot in diameter, that orbits around you within your space. It sheds bright light to a distance of 10 feet, and dim light for an additional 15 feet. You may have the globe take on any color you wish when you cast the spell. On your turn, you may use a bonus action to command the globe to do one of the following: Reduce its intensity, causing the globe shed only dim light to a distance of 10 feet. Revert it back to its normal intensity. Fly back to your position and return to following you wherever you move. Fly up to 40 feet in any direction, passing through openings as small as 1 inch. The globe cannot move further than 40 feet away from you. Make a melee spell attack against a creature adjacent to itself, dealing 2d6 cold damage on a hit. Once this attack resolves, the spell ends
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Eilistraee's Moonfire, Variant Level: 2 School: Evocation Classes: Cleric Casting time: 1 Action Range: Self Duration: 1 Hour Components: V, S, M Material cost: A moonstone worth at least 50 gp Description: You conjure a beacon of light, either onto your person or hovering beside you in benign orbit. The beacon is under your control and is incorporeal. It sheds moonlight with a brightness and color of your choice. For brightness, you may choose either dim light with a radius of 5 to 10 feet, or bright light with a radius of anywhere from 5 to 30 feet, with dim light extending for the same distance thereafter. The brightness is not capable of blinding a creature. The color of the light can be chosen from white, soft blue, pale green, or silver. As a bonus action on your turn, you can will the beacon to do any (or all) of the following actions: Change the light's intensity, choosing from the options above. Change the light's color, choosing from the options above. Move from your person to your orbit or back. Being in your orbit has the beacon hover beside you in your space, making illumination easier but concealment extremely challenging. You can freely move your orbiting beacon within your space (no action required). Move up to 40 feet in any direction, passing through openings as small as 1 inch. The beacon must be within 120 feet of you, and it winks out if it exceeds this distance, ending the spell. If you and the beacon occupy the same space, you can have it enter or leave your orbit, hovering where you left it (no action required). If the beacon ever enters an area of magical darkness created by the darkness spell, both this spell and the darkness spell are dispelled.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Eldritch Armor Level: 2 School: Abjuration Classes: Sorcerer, Warlock Casting time: 1 Action Range: Self Duration: 8 Hours Components: V, S, M Material cost: an iridescent beetle elytra Description: Developed by Imperial Wardens, this spell allows you to summon a piece of glowing heavy armor that surrounds your body. If you are already wearing medium or heavy armor, this spell fails. You gain a +3 bonus to AC for the duration. The AC bonus is reduced by 1 each time you are hit by an attack: thus after the third attack hits you, the spell ends.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Eldritch Burst Level: 0 School: Evocation Classes: Bard, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 120 Feet Duration: Instantaneous Components: V, S Description: You launch an invisible blast towards a target. Target a creature within range, on a hit, they take 1d6 force damage. If you dealt more than 3 damage with this attack, every creature within 5 feet of the target (not including the target) must make a Dexterity saving throw or take 1d4 force damage. This spell's initial damage increases by 1d6 and bonus damage increases by 1d4 when you reach 5th level (2d6 and 2d4), 11th level (3d6 and 3d4), and 17th level (4d6 and 4d4)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Eldritch Cannon Level: 9 School: Evocation Classes: Warlock Casting time: Instantaneous Range: Self (120-Foot Line) Duration: Duration: Instantaneous Components: V, S, M Material cost: a rod of emerald worth at least 200pp Description: A huge beam of crackling energy streaks from you forming a line 120 feet long and 10 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 20D12 force damage on a failed save, or half as much damage on a successful one. The force destroys any objects in the area that aren’t being worn or carried
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Eldritch Legerdemain Level: 0 School: Transmutation Classes: Warlock Casting time: 1 Action Range: 20 Feet Duration: Up To 1 Hour Components: S Description: You manifest a minor magical feat summoned from the realm of dreams. You create one of the following magical effects within range: You create illusionary writing (static or animated) which can appear on any surface in range, and be no larger than two square feet. The writing can be in any language you know, and can seem to be written in ink, blood, seeping ichor, or glowing letters. You render invisible a single unattended object within range. The object must be no more than eight inches on a side and weigh no more than 1 pound. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You summon a very minor creature in range, which can be no larger than a mouse. This creature has only 1 hit point, no effective attacks, and no traits or features just it's movement speed. It lasts until you dismiss it or you summon another creature. You create a nonmagical trinket or an illusory image in your hand that persists until the end of your next turn. You instantly light or snuff out a candle, small campfire, torch, or lantern in range with witches' fire; a purple, indigo, or green flame. You can choose it to produce neither smoke nor heat. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. A non-instantaneous effect produced by this spell lasts for up to one hour
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Eldritch Portent Level: 6 School: Divination Classes: Cleric, Warlock, Wizard Casting time: 1 Minute Range: Self Duration: 24 Hours Components: S, M Material cost: An item warped or touched by an elder god Description: You make contact with a great old one, and try to extrapolate knowledge of the future from it. Make a DC 20 Intelligence saving throw: On a failed save, your mind fractures from the stress of touching a higher being, dealing 3d6 psychic damage to you. You also suffer from a random long-term madness effect until either the madness expires[1] or until you finish a long rest. On a successful save, you come away with knowledge of the future. Roll 2d20 and choose one of the results to become a portent die. Until the end of the duration, you can expend this portent die to replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the portent die's result. You must choose to do so before the roll is made, and you cannot replace a die roll with a portent more than once per turn. The spell ends once the portent die is expended, or when the duration expires. If you try to cast this spell while you already have a portent die from a previous casting, you automatically fail the saving throw. Portent Replacement. If you have a class or subclass feature that grants you a similar effect, such as the Divination wizard's Portent feature, you can opt to replace the result of a portent die from that other feature with the result of the portent die in this spell. If you do, you have advantage on the saving throw. Warlock Patron. If you are a warlock with a Great Old One patron, you can deliberately contact your patron using this spell. Contacting your patron instead of any other elder god using this spell grants you advantage on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you roll one additional d20 for each slot level above 7th. You still choose only one roll to be the portent die. If you cast this spell using a spell slot of 9th level, the potency of the connection allows you to directly dictate fate. Instead of rolling d20s for the portent die, you may outright choose any result from 1 to 20 for the portent die.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Eldritch Rebuke Level: 1 School: Evocation Classes: Sorcerer, Warlock, Wizard Casting time: 1 Reaction, Which You Take In Response To Being Damaged By A Creature Within 60 Feet Of You That You Can See. Range: 60 Feet Duration: Instantaneous Components: V, S Description: You point your finger, and the creature that damaged you is momentarily surrounded by pure cosmic energy. The creature must make a Dexterity saving throw. It takes 2d10 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Eldritch Strikes Level: 0 School: Evocation Classes: Warlock Casting time: 1 Action Range: Self (5 Foot Radius) Duration: Instantaneous Components: S, M Material cost: a melee weapon worth at least 1 sp Description: Dark energy focuses into your weapon and hastens your strikes, releasing it upon an creature in range. Make a spell attack. On a hit, the target takes 1d10 force damage. At Higher Levels. The spell lets you make more attacks when you reach higher levels: two at 5th level, three at 11th level, and four at 17th level. You can direct the attacks at the same target or at different ones. Make a separate attack roll for each attack. These attacks happen all at once.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Elemental Ammunition Level: 1 School: Transmutation Classes: Artificer, Ranger Casting time: 1 Action Range: Touch Duration: 8 Hours Components: S, M Material cost: a piece of ammunition Description: You imbue a number of pieces of ammunition with elemental energy. When you cast this spell choose one of the following damage types; fire, cold, lightning, acid, poison, or thunder. Then, choose one of the following options. Single Shot. Touch one piece of ammunition. The next time this piece of ammunition hits a target before the spell ends, add an additional 3d8 damage of the chosen element to the damage roll. Multishot. Touch three pieces of ammunition. The next time any of these pieces hit a target before the spell ends, add an additional 1d8 damage of the chosen element to the damage roll. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage from the single shot option increases by 1d8 and the number of pieces of ammunition for the multishot option increases by 1 for each slot level above 1st.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Elemental Arrows Level: 1 School: Transmutation Classes: Ranger Casting time: 1 Bonus Action Range: Touch Duration: Concentration, Up To 1 Hour On Quiver Or Up To 1 Minute On A Single Arrow Components: V, S Description: You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d4 of a random elemental damage (use a d6 to determine the element of acid, cold, fire, lightning, poison, or thunder damage) or you can use 1 action to cast the spell to do 1d6 elemental of your choice. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when eight pieces of ammunition have been drawn from the quiver. If you concentrate on one shot the next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition transforms into an elemental arrow. Make the attack roll as normal, The target takes 2d6 of a random elemental damage (use a d6 to determine the element of acid, cold, fire, lightning, poison, or thunder damage)or you can use 1 action to cast the spell to do 2d8 elemental of your choice on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 1d4 damage when it is element random, 1d6 damage when it is an element specified on a failed save, or half as much damage on a successful one. The piece of ammunition then returns to its normal form. At Higher Levels. For quiver: When you cast this spell using a spell slot of 2nd level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 1st. For a single arrow: When you cast this spell using a spell slot of 2nd level or higher, the damage the spell increases by 1d6 to random, 1d8 to specified for each level above 1st, the AOE goes up to 1d6 to random, 1d8 to specified on 2nd spell slot, 3rd spell slot and higher adds extra 1d6 to random, 1d8 to specified.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Elemental Beckoning Level: 0 School: Conjuration Classes: Sorcerer Casting time: 1 Action Range: 30 Feet Duration: Instantaneous Components: V, S Description: From the palm of your hand opens a small portal to the plane of Elemental Chaos, summoning an unpredictable blast of energy to maim a creature within range. Make a ranged spell attack against the target and roll a d6. On a hit, the target takes 1d12 damage of a type on the list below, determined by the d6 roll. Acid Cold Fire Force Lightning Thunder This spell's damage increases by 1d12 at 5th level (2d12), 11th level (3d12), and 17th level (4d12)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Elemental Blade Level: 2 School: Evocation Classes: Druid, Paladin, Ranger, Wizard Casting time: 1 Bonus Action Range: Self Duration: Concentration, Up To 10 Minutes Components: V, S, M Material cost: a twig Description: You create a weapon of ice, fire, or lightning in your hand. The weapon is similar in appearance to a short sword and lasts for the duration of the spell. If you let go of the blade, it disappears, but you can evoke it again as a bonus action. As an action you can make a melee spell attack using the weapon, and on a hit, the target takes 3d6 damage of the either cold, fire, or lightning depending on the elemental type of the weapon. A weapon made of ice sheds bright light for a 5-foot radius and dim light of an additional 5 feet; a weapon made of fire sheds bright light for a 10-foot radius and dim light of an additional 10 feet, and a weapon made of lightning sheds bright light for a 20-foot radius and dim light of an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can change the appearance of the weapon into that of 2 short swords that each inflict 3d6 of the chosen elemental damage or a great sword that inflicts 6d6 of the chosen elemental damage
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Elemental Blessing Rune Level: 4 School: Abjuration Classes: Artificer, Bard, Wizard Casting time: 1 Action Range: 50 Feet Duration: Concentration, Up To 10 Minutes Components: V, S, M Material cost: stone with an elemental rune on it or drawing the symbol of the rune in sand/air Description: You choose a willing creature within range and bless them with an elemental rune. You choose a damage type from fire, cold, thunder, acid, lightning, or poison and grant the creature immunity to all damage of that type for the duration of the spell. In addition, the affected creature deals an 1d4 damage of the selected damage type with successful melee attacks. At Higher Levels. When you cast this spell using a spell slot of 6th level, the duration increases by 12 seconds and the damage increases by 2d4. When you cast this spell using a spell slot of 8th level, the duration increases by 24 seconds, the damage increases by 3d4 and the caster can change the damage type of this blessing at will on their turn, but only once per turn.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Elemental Blow Level: 0 School: Evocation Classes: Wizard Casting time: 1 Action Range: Self (10Ft Cone) Duration: Instantaneous Components: V, S Description: You cast a 10 foot cone of elemental damage against creatures. When you cast this spell you decide which type of damage it deals. If it deals Acid, Poison, or Cold damage then the targets must succeed on a Constitution saving throw (against your spell save DC) or take 1d6 of the specified damage and cannot take reactions until the start of their next turn. If the the damage type that is dealt is Fire or Lightning, then the targets must succeed on a Dexterity saving throw (against your spell save DC) or take 1d6 of the specified damage and cannot take reactions until the start of their next turn. You chose between fire, cold, lightning, acid, or poison damage At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Elemental Bolt Level: 2 School: Evocation Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 60 Feet Duration: Instantaneous, See Text Components: V, S, M Material cost: an 8-sided prism Description: You fire a bolt of raw elemental energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 damage of a damage type of your choice of acid, cold, fire, force, lightning, poison, psychic, or thunder. In addition, if the attack hits, the target suffers an additional effect based on the damage type chosen. Acid If the target is wearing armor, it must succeed on a Dexterity saving throw or the armor takes a 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. Penalties inflicted by this disappear after 1 hour. Cold You may create an ice pillar in an unoccupied space within 10 feet of the target. The pillar is 1 foot wide, 10 feet tall, and 1 foot thick. The pillar has AC 10, 10 hit points, vulnerability to fire damage, and immunity to cold, poison, and psychic damage. The pillar disappears after 1 minute. Fire The target takes 1d6 extra fire damage. Force The target must succeed on a Strength saving throw or be knocked prone. Lightning The target must succeed on a Constitution saving throw or be paralyzed until the end of their next turn. Poison The target must succeed on a Constitution saving throw or be poisoned for 1 minute. Psychic The target must succeed on a Wisdom saving throw or take 2d6 extra psychic damage. Thunder The target must succeed on a Wisdom saving throw or be frightened for 1 minute. 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: Elemental Edge Level: 0 School: Transmutation Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Bonus Action Range: Touch Duration: 1 Minute Components: V Description: Your spell sends traces of your magic into the edge of a weapon and causes its physical properties to be changed in some way. Upon casting this spell, the damage type of the current weapon you're wielding instantly changes based on your chosen edge. The weapon must be capable of dealing damage and able to be placed in your inventory. You may dismiss this cantrip as a bonus action during your turn. When this cantrip is cast on a different weapon, it will immediately end the effects on the previous weapon. Flame Edge: The weapon takes on a low ember, causing its edge to become red-hot. The damage type of the weapon is now Fire damage. Cold Edge: The weapon frosts over and becomes ice cold to the touch. The damage type of the weapon is now Cold damage. Shocking Edge: The weapon begins to produce small arcs of electricity. The damage type of the weapon is now Lightning damage. Air Edge: The weapon vibrates with a low hum. The damage type of the weapon is now Thunder damage. Forceful Edge: The weapon pulsates with an unseen energy. The damage type of the weapon is now Force damage. Toxic Edge: The weapon glows with a sickly green light and smells faintly of almonds. The damage type of the weapon is now Poison damage. Biting Edge: The weapon's surface becomes caustic, reacting violently with other substances. The damage type of the weapon is now Acid damage. Psionic Edge: The weapon begins to produce an unnerving aura. The damage type of the weapon is now Psychic damage. Holy Edge: The weapon glows with the light of a shooting star. The damage type of the weapon is now Radiant damage. Evil Edge: The weapon begins to produce a deathly aura. The damage type of the weapon is now Necrotic damage. Regardless of what edge is cast when you attack with this weapon, you can use your spellcasting ability modifier, instead of Strength or Dexterity, to attack and damage rolls. The weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage (if it already isn't), and the weapon's damage die will increase by one step (ex: If the weapon affected by this spell is a shortsword, the damage die will increase from 1d6 to 1d8). At higher levels the damage die increase by an additional step at 5th level, 11th level, and 17th level. One-handed: 1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12 -> 2d6 -> 2d8 -> 2d10 Two-handed: 1d8 -> 1d10 -> 1d12 -> 2d6 -> 2d8 -> 2d1
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Elemental Hex Level: 2 School: Transmutation Classes: Artificer, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 120 Feet Duration: 1 Hour Components: V, M Material cost: A body part treated with preservatives worth at least 5gp, such as a shrunken head or mummified claw Description: You utter a foul incantation that weakens a target-within-range's resolve against a certain type of damage. The target must make a Wisdom saving throw, becoming vulnerable to your choice of one of the following damage types on a failed save: acid, cold, fire, lightning, poison, or thunder. Objects automatically fail this saving throw. This spell has no effect if the target is immune to the selected damage type. If the target is resistant to the selected damage type, they instead lose that resistance for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level, you may target an additional creature for every level above 3rd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Elemental Maelstrom Level: 5 School: Evocation Classes: Wizard Casting time: 1 Action Range: 160 Feet Duration: Instantaneous Components: V, S, M Material cost: a tiny glass sphere, sulfur, powdered amber, and an adder’s stomach Description: You hurl a sphere of crackling elemental energy that blossoms into a storm of energy at a point within range. Each creature within a 20-foot radius of that point must make a Dexterity saving throw, taking 2d6 acid plus 2d6 cold plus 2d6 fire plus 2d6 lightning damage on a failed save, or half as much damage on a success. At Higher Levels. When you cast this spell with a spell slot of 6th level or higher, the spell deals an additional 1d6 acid, cold, fire, or lightning and an additional 1d6 acid, cold, fire, or lightning damage for each slot level above 6th. The two elements you choose for each slot level cannot be the same
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Elemental Strike Level: 1 School: Evocation Classes: Wizard Casting time: 1 Bonus Action Range: Self Duration: 1 Minute Components: V, M Material cost: A weapon Description: The next time you hit a creature with a weapon attack during this spell duration, your weapon is imbued with the magical energy of the element of your choosing. You may choose from Fire, Cold, Lightning or Thunder. The attack damage type is that of the weapon used and the element of choice and does an additional 1D6 damage of the elemental type. The target must succeed on a Constitution saving throw at the beginning of its next turn. On a failed save, it feels the effects of the element chosen (See effects below). On a successful save, the effects of the spell end. A creature with a vulnerability to the elemental type automatically fails the saving throw. Fire The target is set alight and burns for an additional 1D6 fire damage at the beginning of each of its turns unless the fire is put out. Cold The target's movements speed is reduced by half for their next turn and its place in the initiative queue is set to last. Lightning The target is stunned slightly and can not move or make attack actions on their next turn. Thunder The target is disorientated, their next attack action has disadvantage and all ability checks have disadvantage until the end of their next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, add 1D6 to the spells damage, for each spell slot above 1st Level
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Elemental Weapon, Variant Level: 2 School: Evocation Classes: Druid, Ranger, Sorcerer, Wizard Casting time: 1 Bonus Action Range: Self Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: a weapon or natural weapon Description: You condense on your hand pure elemental power, in a shape of solidified energy. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. At the start of each of your turns, you can change the chosen damage type or the shape of the weapon, for the duration of the spell, without requiring an action. You can shape the weapon as any simple or martial weapon of your choice made of the chosen element. This weapon will be considered to be a regular weapon of the chosen shape, and you are proficient with. The damage is the same regardless of the form of the weapon, 2d6 damage from the chosen type, but the elemental weapon will have the properties of the chosen form. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. A ranged weapon will magically create a piece of elemental ammunition each time you make a ranged attack, ignoring the reload property of weapons. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d6
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Elemental Wrath Level: 6 School: Evocation Classes: Sorcerer, Wizard Casting time: 1 Action Range: Self Duration: Instantaneous Components: V, S Description: You unleash a powerful burst of energy. Choose cold, fire, lightning, or thunder damage. Each creature in a 60-foot radius of you must make a dexterity saving throw. A creature takes 10d8 damage on a failed save, or half as much damage on a successful one. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Elfin Wave Level: 7 School: Conjuration (Ritual) Classes: Druid, Wizard Casting time: 1 Action Range: 60 Ft. Duration: 1 Minute Components: V, M Material cost: A golden ring Description: A wall of water sweeps down the water source you chose as your target. It extends 10 feet beyond the water source. If a creature enters the wave or starts it's turn inside it, it must make a Dexterity saving throw (vs your spell save DC) or take 10d6 force damage and be pushed along 50 feet. You can shape the crest of the wave to whatever you want, i.e horses, spears, even fire! The wave does 1d10 extra damage of the type that the shape would have. Spears-piercing, horses-bludgeoning, fire-slashing, etc. These shapes normally only do bludgeoning, piercing, or slashing damage, unless the DM rules otherwise. A creature who is hit may make a Strength (Athletics) or Dexterity (Acrobatics) check or get pushed along the wave for 50 feet more. The creature can save at the beginning of each of its turns. The wave parts around you and up to 7 other designated creatures. At Higher Levels. When you cast this spell using a spell slot of 8 or higher, the extra damage increases by 1d10 for each spell slot above 7
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Elonia's Glamour Level: 1 School: Illusion Classes: Bard, Wizard Casting time: 1 Action Range: Touch Duration: 3 Hours Components: V, S, M Material cost: a pinch of ruby dust and a pinch of chalk dust Description: You subtly change the appearance of yourself or one other humanoid, making that person more or less attractive. This does not make that person look like someone else. Rather, for the positive version, makes the target’s eyes appear to sparkle, their skin clearer and smoother, their teeth straighter and whiter, and their hair thicker and more lustrous; or for the negative version, makes the person seem lackluster and unkempt. An unwilling target may make a Wisdom saving throw to resist. While the positive version of this spell is active, the target has advantage on all Charisma ability checks designed to illicit a positive reaction. While the negative version of this spell is active, the target has disadvantage on all Charisma ability checks
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Elusive Level: 3 School: Conjuration Classes: Druid, Ranger, Sorcerer, Warlock, Wizard Casting time: 1 Bonus Action Range: Self Duration: Concentration, Up To 1 Minute Components: V Description: Once per round, either as a bonus action or as a reaction to an attack or spell, you can teleport up to 10 feet. You can take the reaction after an attack or spell result has been determined, before damage is rolled. If the space you teleport to is occupied, you and the occupant take 2d6 bludgeoning damage
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ember Blast Level: 0 School: Evocation Classes: Sorcerer Casting time: 1 Action Range: Self (15-Foot Line) Duration: Instantaneous Components: V, S Description: You thrust your hand forward, shooting out multiple blasts of flame. All creatures in a line 5 foot wide and 15 foot long must succeed on a Dexterity saving throw. On a failed save, a target takes 1d8 damage if within 5 feet, 1d6 if within 10 feet and 1d4 if within 15 feet. You can create one additional 15-foot line when you reach the 5th level (for a total of two 5-foot per 15-foot lines), two when you reach the 11th level (for a total of three) and three at 17th level (total of four).
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Ember Strike Level: 0 School: Evocation Classes: Cleric, Druid, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 30 Feet Duration: Instantaneous Components: V, M Material cost: a weapon Description: Drawing from the air around your weapon, it lights aflame as you strike. You touch a weapon that you are wielding and it begins to glow yellow and white with heat. As part of casting this spell, you make a weapon attack with this weapon, which deals additional fire damage equal to 1d6 plus your spellcasting modifier on a hit. If you roll a 1 with this attack, the spell backfires, dealing the same fire damage to yourself and forcing you to drop the weapon. At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6+your spellcasting modifier), 11th level (3d6+your spell casting modifier), and 17th level (4d6+your spell casting modifier)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Emberbolt Level: 0 School: Evocation Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: Instantaneous Components: V, S Description: Focus and swing with fire flying through the gaps in your fingers. Sometimes you just need to punch something with fire. Like a shotgunned version of fire bolt, this blast from the caster's hand dissipates quickly, but burns hotter than a normal fire bolt when cast. The caster makes a melee spell attack against a single target, if it hits it does 1d12 fire damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Emerald Splash Level: 3 School: Evocation Classes: Bard, Sorcerer, Wizard Casting time: 1 Action Range: Self (20-Foot Cone) Duration: Instantaneous Components: V, S Description: A blast of water and emeralds comes from your hands in a 20-foot cone in the direction you face. Each creature caught within that cone must make a Dexterity saving throw. A target takes 6d6 piercing damage on a failed save and half as much on a successful save. The emeralds damage any object they come in contact with that aren't being carried or worn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 or the range increases by 10 feet for each spell slot level above 3rd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Emit Spores Level: 0 School: Evocation Classes: Druid, Sorcerer, Wizard Casting time: 1 Action Range: 5 Feet Duration: Instantaneous Components: S, M Material cost: any mushroom Description: You emit a cloud of toxic green and purple spores. Each creature in range, other than you, must make succeed on Constitution save or take 1d6 poison damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Empowered Level: 2 School: Transmutation Classes: Cleric, Druid, Paladin, Sorcerer Casting time: 1 Bonus Action Range: Self Duration: Concentration, Up To 1 Minute Components: V, S Description: While in combat, you tap into your inner strength, and this heightened focus makes you more capable in physical challenges. For the duration you have advantage on Dexterity and Strength ability checks, and your weapon attacks deal an additional 1d4 damage.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Empowering Sacrifice Level: 0 School: Necromancy Classes: Druid, Sorcerer, Warlock, Wizard Casting time: 1 Bonus Action Range: Self Duration: 1 Round Components: V, S, M Material cost: a sharp fragment Description: As your blood pulsates out of your body, and the pain rushes over, you recite a profane enchantment that turns these feelings into brute arcane power. You take 1d4 necrótic damage and become vulnerable to radiant damage until the beginning of your next turn. In return, the next spell you cast within the duration deals extra damage equal to 1d4 plus your spellcasting ability modifier. Creatures that don't possess blood cannot cast this spell.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Emyhr's Rhyme Level: 3 School: Enchantment Classes: Bard Casting time: 1 Bonus Action Range: 30 Feet Duration: 1 Minute Components: V Description: You recite a puzzling, cryptic rhyme and force a creature you can see within range to ponder it for some time. If the target can hear and understand you, it must make an Intelligence or Wisdom saving throw (your choice). On a failed save, the target's Intelligence and Wisdom scores are swapped for the duration. An affected creature can use an action on its turn to repeat the saving throw, ending the spell on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Me? We.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Enchant Item Level: 3 School: Transmutation (Ritual) Classes: Bard, Cleric, Druid, Paladin, Wizard Casting time: 1 Minute Range: Touch Duration: Instantaneous Components: V, S, M Material cost: an emerald pendant with a rune of creation emblazoned on it Description: You touch one object that was meant to be crafted as a magic item. A casting of this spell adds 3d20+15 gold to the output of crafting. For non-consumable items of rare or rarer rarity, this spell is required to make the item magical unless higher levels spells or magically charged material components are used to do so. If that object has not been crafted to be a magic weapon, the spell fails. If that object has had a spell cast on it that solely targets that object and requires concentration, the effect instead remains for the full duration. This spell cannot enchant artifacts. Note: This spell is made for the magic crafting system of the Lospiri setting
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Enchantment of the Wind Level: 2 School: Evocation Classes: Druid, Sorcerer, Wizard Casting time: 1 Bonus Action Range: Self Duration: 1 Round Components: S Description: Until the start of your next turn, wind swirls around you, acting as an extension of your own body. For the duration of the spell, you add 30 feet to your reach when you attack with a melee weapon or unarmed strike, as well as determining your reach for Opportunity Attacks. Additionally, when you hit a creature with a melee weapon or unarmed strike, you deal magical wind damage equal to 2d6 plus the to the amount of damage the weapon attack would otherwise deal. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each two slot level above 2nd.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Endless Null Level: 9 School: Abjuration Classes: Sorcerer, Warlock Casting time: 3 Minutes Range: 300 Feet Duration: Instantaneous Components: V, S, M Material cost: A magic item worth 10,000 GP or more Description: Design Note: This spell uses the Enhanced Existence Magic Overhaul homebrew ruleset. As a result, it is meant to be 10th level magic, and is ALL classes of magic at the same time. See the ruleset for clarification on what that means before calling the spell overpowered. Please? (hold value 8) The caster targets a single creature that it can see within 300 feet and begins doing odd gestures as though possessed and muttering words in incomprehensible languages. The creature is then consumed in a 60 foot cone of chromatic energy. If this creature is a construct,undead, or aberration, it is destroyed instantly. If the creature is a fiend or celestial, it is turned into a normal human, taking on characteristics similar to its original form. If it is any other type of creature it stays the same. The target loses all magical ability and cannot regain it by any means other than direct contact with a greater deity. It also gains a disadvantage against all spell saving throws and cannot be affected by magical buffs of any sort and cannot attune to any magic items
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Endless Sleep spell) Level: 6 School: Enchantment Classes: Bard, Druid, Sorcerer, Warlock Casting time: 1 Day Range: Touch Duration: Special Components: V, S, M Material cost: A diamond worth at least 500 gp for each target Description: The souls of any willing creature are transported away from their bodies and and each soul is then stored within a different diamond. Their bodies appear to be dead except that they aren't rotting. They stay in the dead like state until the diamond that houses their soul is destroyed (AC23 64 HP immunity to nonmagical damage, Primary caster can destroy them as a bonus action) which then awakes the caster whose soul is in it. While in the death like state the bodies can't be harmed in any way. You can also choose to store your body and soul in the diamonds.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Endrian Slash Level: 0 School: Evocation Classes: Artificer, Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 5Ft Duration: Instantaneous Components: V, S, M Material cost: a melee weapon Description: Make a melee weapon attack. On a hit, you deal the weapon's normal damage plus an additional 1d4 force damage. At Higher Levels. This spell's damage increases by 1d4 at 5th (2d4), 11th (3d4), and 17th (4d4) level.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Endure Elements Level: 1 School: Abjuration (Ritual) Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard Casting time: 1 Action Range: Touch Duration: 8 Hours Components: V, S Description: Protection from normal environmental hazards. You can target up to 6 willing creatures. A creature protected by endure elements suffers no harm from being in a hot or cold environment. It automatically succeeds on all saving throws made to resist the effects of Extreme Cold and Extreme Heat weather conditions.* The creature’s equipment is likewise protected. This spell doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. *See weather conditions in chapter 5 of the Dungeon Master's Guide (pages 109 to 110)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Enemy Insight Level: 0 School: Divination Classes: Sorcerer, Wizard Casting time: 1 Action Range: 30 Feet Duration: Instantaneous Components: V, S Description: Choose a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, you gain a general idea of the creature's combat capabilities as compared to your own. At the DM's discretion, you may learn about other pertinent capabilities. The target gains no inherent knowledge that you cast the spell, or that it was being targeted by your spell. Once you cast this spell on a specific creature, regardless of the saving throw outcome, that creature becomes immune to your enemy insight spell for 24 hours
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Energizing Smite Level: 3 School: Evocation Classes: Paladin Casting time: 1 Bonus Action Range: Self Duration: Concentration, Up To 1 Minute Components: V Description: The next time you hit a creature with a melee weapon attack before this spell ends, the weapon sends electrifying energy through the target's body, and the attack deals an extra 3d8 lightning damage to the target. Additionally, the target must succeed on a Constitution saving throw or be stunned 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: Energy Beat Level: 1 School: Evocation Classes: Cleric, Paladin Casting time: 1 Action Range: Self Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: a mirror made of silver or gold worth at least 50 gp Description: You create a mote of radiant light that hovers above your head. It lasts for the duration. When the mote appears, you make a ranged spell attack against a creature of your choice within 30 feet of you. On a hit, the target takes 1d8 radiant damage. Until the spell ends, you can use a bonus action on each of your turns to repeat this attack against the same target or a different one
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Energy Burst Level: 6 School: Evocation Classes: Bard, Cleric, Sorcerer Casting time: 1 Action Range: Self (45-Foot Radius) Duration: Instantaneous Components: V, S Description: You unleash a wave of bright searing energy all around you. Each creature of your choice within a 45-foot-radius sphere centered on you must make a Constitution saving throw. It takes 10d4 radiant damage on a failed save, or half as much damage on a successful one. This energy passes through walls or any other obstacles in its path before stopping 45 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d4 for each slot level above 6th
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Energy Drain Level: 9 School: Necromancy Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 25 Feet Duration: Instant Components: V, S Description: Drains hit points equal to hit dice. You fire a ray of necrotic energy at the target. If it fails a Constitution save, it loses hit points equal to the maximum number of its hit dice multiplied by 1D6 and the caster gains temporary hit points equal to half the result. If it succeeds, divide the end result in half and the caster does not gain temporary hit points. If the target's hit points is reduced to 0 from this spell, the target dies. These hit points can only be restored at the end of a long rest or by the effect of a Greater Restoration spell
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Energy Drain, Variant Level: 1 School: Necromancy Classes: Warlock Casting time: 1 Reaction Range: 10 Feet, Self Duration: Instantaneous Components: S Description: As a reaction, At the cost of a 1st level spell slot your palm expels and negate the damage from an attack that deals magical and non-magical elemental damage types. you can then chose to either attack or absorb the energy. Attack: You make a melee spell attack at a target of your choice within 10ft of you, on a hit you deals 1d6 of the damage type you negated. Absorb: You regain expended spell slots that have a combined level that is equal to or less than half your warlock level (rounded up), and none of the slots can be 6th level or higher.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Energy Immunity Level: 5 School: Abjuration Classes: Cleric, Druid, Ranger, Sorcerer, Wizard Casting time: 1 Action Range: Touch Duration: Concentration, Up To 1 Hour Components: V, S Description: Choose one of the following: Acid, cold, fire, lightning, or thunder. For the duration, the willing creature you touch has immunity to damage of this type.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Energy Rupture Level: 8 School: Evocation Classes: Bard, Sorcerer, Wizard Casting time: 1 Action Range: Touch Duration: 1 Minute Components: V, S Description: You create a mystical field of energy absorption around a creature, which then ruptures out from them once it reaches critical mass. The target of this spell gains resistance to acid, cold, fire, lightning, posion, and thunder damage. In addition, when the spell ends, the energy erupts out from them. Every creature in a 20-foot radius sphere of the creature, excluding the creature, must make a Dexterity saving throw. On a failed save, they take force damage equal to the total amount of acid, cold, fire, lightning, poison, and thunder damage dealt to the target of the spell during the duration of the spell. On a successful save, they take half as much damage. The target of the spell can, as an action, release the energy early, ending the effect of the spell.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Energy Strike Level: 0 School: Evocation Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 5 Feet Duration: Instantaneous Components: V, M Material cost: a weapon Description: Using willpower alone, you condense the space around your weapon as you attack. Make an attack with a weapon you are holding against one creature within the spell's range. On a hit, the target takes additional force damage equal to your spellcasting ability modifier. The spell’s damage increases by 1d8 when you reach 5th level (1d8 + your spellcasting modifier), 11th level (2d8 + your spellcasting modifier), and 17th level (3d8 + your spellcasting modifier)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Enervation, Variant Level: 5 School: Necromancy Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 25 Feet Duration: Instant Components: V, S Description: You fire a ray of necrotic energy at a creature within range and attempt to drain its life away. If it fails a Constitution saving throw, it loses hit points equal to the maximum number of its hit dice multiplied by 1d4, if it succeeds, divide the end result in half. If the target's hit point maximum is reduced to 0 from this spell, the target dies. These hit points can only be restored at the end of a long rest or by the effect of a greater restoration spell or similar magic
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Enhanced Darkness Level: 3 School: Evocation Classes: Sorcerer, Warlock, Wizard Casting time: 1 Action Range: 60 Duration: 1 Hour Components: V Description: A 60-foot-radius of magical darkness spreads out from a point you choose within range. The sphere is pitch-black, and turns any light within an extra 60 feet into low-light. If you choose a point on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 3rd level or lower, the spell that created the light is dispelled.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Enhanced Durability Level: 1 School: Abjuration Classes: Paladin, Warlock, Wizard Casting time: 1 Action Range: Touch Duration: Concentration, Up To 1 Minute Components: V, S, M Material cost: iron filings Description: You touch one willing creature. For the next minute, the target has a bonus +2 to AC, and gains 4 temporary hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target gains an additional 10 temporary hit points for each slot level above 1st.
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Enhanced Permanency Level: 9 School: Evocation Classes: Bard, Cleric, Sorcerer, Wizard Casting time: 1 Hour Range: Self Duration: Concentration, Up To 1 Minute Components: V, S Description: Design Note: This spell uses the Enhanced Existence Magic Overhaul homebrew ruleset. As a result, it is meant to be 10th level magic, and is ALL classes of magic at the same time. See the ruleset for clarification on what that means before calling the spell overpowered. Please? (Hold Value 5) After casting this spell, the next spell you cast before this spell ends has its duration magically enhanced to become permanent and without concentration. The spell you choose cannot be a spell that is explicitly damaging or healing (Including Hit Point Maximum and Temporary Hit Points) in any way (Except by a continuous area you have no control over, such as Cloudkill), and cannot already be permanent or Until Dispelled by default. Spells that have a permanent version don't need to meet the requirements of that version to be made permanent this way. You cannot make cantrips permanent. You cannot make spells with a defined number of uses for the effect permanent. This includes things like asking a set number of questions or speaking a set number of words (Commune, Commune with Nature, Sending, Etc.). A creature that knows this spell only knows how the spells they already know would interact with it. A Druid wouldn't know how Fly interacts with it, for example. They can, however, make an educated guess at the DM's discretion, especially for anything obvious like Fly. Spells that affect an area always appear as Necromancy (Along with whatever school of magic they already are) when showing up on spells like Detect Magic, and can be affected by spells that affect Necromancy. Permanent spells hit by a Dispel Magic, Antimagic Field, etc. that could normally end them do so temporarily, until the Permanent spell would no longer be affected. The exceptions to this are spells that result in permanent non-magical effects, such as shapeshifting spells (The spells themselves are magical, the effects they produce are magically made natural by the Enhanced Permanency). Finally, spells made permanent that can require spell saves always use the spell save DC you had when you cast the spell, even if that changes later. Shapeshifting Nonsense[edit] Spells that shapeshift a creature into another creature (Including Alter Self) alter their true form to cause this to happen, meaning it can't be reverted because there's nothing to revert (And spells that shapeshift the creature all behave as if their new true form is the form to revert to when they expire). Spells that shapeshift a creature's true form this way never affect that creature's personality, languages, ability to speak, Intelligence, Wisdom, or Charisma scores, or their features and traits that aren't related directly to their race. This means a creature affected this way can still cast spells, use items (Assuming they aren't far tinier than reasonable for the item), etc. Spells that shapeshift a creature have all that creature's equipment fall off without damage if it is shapeshifted in a way that dramatically changes their size or shape. Otherwise, the equipment is still worn or carried if it can be. For any spell that isn't a shapeshifting spell, a creature or area can only be affected by one permanent spell at a time. Trying to make another spell permanent for either causes the one affecting them to end (Except for shapeshifting). This also means Enhanced Permanency can be used to dispel any permanent spell that isn't a shapeshifting one, simply by choosing the spell to dispel before yours ends (Instead of making a spell permanent). Spells that create or summon creatures still end, but only when the creature dies. Any spell that allows creatures to make a save against it multiple times to end it still ends if they succeed, unless stated otherwise in this spell description. If the new true form of a creature drops to 0 hit points, the creature is knocked unconscious as their normal form would be. A creature with their true form changed this way doesn't revert if they die, as for all intents and purposes they are that creature now. Interactions With Other Spells[edit] Certain other spells cannot be made permanent this way. These spells are Antilife Shell, Antimagic Field, Augury, Bane, Bless, Blink, Command, Compulsion, Confusion, Crown of Madness, Dimension Door, Divination, Divine Word, Dominate Monster, Dominate Person, Dream, Enthrall, Etherealness, Faerie Fire, Globe of Invulnerability, Grasping Vine, Greater Invisibility, Gust of Wind, Hold Monster, Hold Person, Holy Aura, Leomund's Tiny Hut, Major Image, Mass Suggestion, Misty Step, Otiluke's Resilient Sphere, Otto's Irresistible Dance, Pass Without Trace, Phantom Steed, Plane Shift, Power Word Stun, Project Image, Ray of Enfeeblement, Sanctuary, Sending, Shield, Shield Of Faith, Silent Image, Slow, Stone Shape, Tasha's Hideous Laughter, Teleport, Time Stop, Warding Bond, Wish, Zone of Truth. In addition, some spells can only be made permanent this way by casting them on one creature. These spells are Beacon of Hope, Calm Emotions, Charm Person, Color Spray, Create Undead (Stays under your control), Fear, Water Breathing, Water Walk, Finally, some spells work differently as described below when cast this way. Only spells described below that deal damage can be made permanent by this spell. Contagion Has the target save once, making the disease permanent if they fail, until something removes the disease. Greater Restoration or higher magic removes the disease, and it also ends if the target dies. Control Water You control water within a 100 feet cube around you instead of picking a 100 foot cube within range. Create Food and Water You can cast the spell once a day without spending a spellslot. Daylight Can only be used to make an object shine with the Daylight effect. Demiplane This version of the spell can only be used to create a Demiplane. However, afterwards, you can cast Demiplane without using a spellslot, but only to reach the Demiplane you make with this casting of the spell. Dominate Beast If it fails the save, the target remains Charmed even if it takes damage, and makes no more saves to end the spell. Eyebite Single target, asleep effect only, still ends if awakened but only by magic or damage. Fog Cloud A strong wind still disperses the spell, but only until the wind is gone. Goodberry Berries are exactly the same but don't spoil after a day. Hypnotic Pattern Single target only, still ends if it takes damage or someone uses their action to snap the target back to reality. Invisibility Spell still ends if the target attacks or casts a spell. Mage Armor Spell still ends if the target don's armor or you dismiss it. Maze Single target remains in maze until it escapes. Mind Blank Self only. Mirror Image Duplicates can still be destroyed by a hit on them. Mislead Still ends if you attack or cast a spell. Mordenkainen's Magnificent Mansion Once you cast the spell in a spot, you can cast the spell in that specific location without using a spellslot or having the material components normally required to cast the spell. When you cast the spell this way, it's duration is Until Dispelled, regenerating used resources and damaged rooms every 24 hours from when you cast it, and this applies to every time you cast it at that specific location. Move Earth You control earth within a 40 feet cube around you instead of picking a 40 foot cube within range. Passwall Creates a mundane passage but otherwise behaves identically. Plant Growth Both versions of Plant Growth can be made permanent. IF the longer version is made permanent, it fails every 4 years, before returning after that year's end. The area affected this way cannot be made to grow anything during that year. Sleep Works identically to Eyebite except with the hit point limit and different range. Stinking Cloud Works identically to Fog Cloud except with the dangers of the Stinking Cloud spell. Only the cloud is permanent, not any harmful effects it causes. Tenser's Floating Disk Still ends if it's weight limit is exceeded or you move too far away. Unseen Servant Acts as if the caster got the Boon of the Servant. Wall of Force In any configuration, the spell cannot encompass creatures or objects on its own, and is still destroyed by Disintegrate. Web Webs created last until destroyed, but regrow in an hour after being destroyed. Spectral spiders can be seen nesting in the area of the web. Wind Walk Single target. Lasts until the target reverts once. Disclaimer[edit] The above list only takes into account the spells in the PHB for D&D 5e. The DM determines how spells act that aren't from this set, thought they should try to follow the above rules and understand why something is banned (or not banned) on the list (I.E., if it's obviously broken or blatantly unfair to a creature, such as Greater Invisibility or Slow, or if it doesn't make sense to be permanent, such as Stone Shape, since the effects are lasting anyway)
Write a spell for the 5th edition of the Dungeons & Dragons game.
Name: Enhancement Level: 0 School: Transmutation Classes: Artificer, Bard, Cleric Casting time: 1 Bonus Action Range: Touch Duration: 1 Minute Components: V, S, M Material cost: 1 Metal Weapon Description: The Metal Weapon you are holding becomes imbued with your magical power, increasing the Damage die of a Metal Weapon by one size to a maximum of a D12, you can use your spellcasting ability instead of your normal modifier for the attack and damage rolls of melee attacks using that weapon. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.