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Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Fire Spin
Level: 1
School: Evocation
Classes: Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (10-Foot-Circle Centered On Yourself)
Duration: Instantaneous
Components: V, S
Description: You outstretch your arms to either side, bursts of fire pour from your hands as you spin in place. Each creature within a 10-foot-circle centered on yourself must succeed on a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much on a failed one. The fire ignites any flammable objects in the are that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Fire Splash
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 40 Feet
Duration: Instantaneous
Components: S
Description: You hurl an exploding bolt of fire at a point within range. Each creature within 5 feet of that point must succeed on a Dexterity saving throw or take 1d6 fire 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: Fire Spray
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (30-Foot Line)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A burning fan
Description: You extend your hand forward and project a constant stream of fire and sparks, forming a line with 5-foot wide and 30-foot long. You need to spend an action to move up to your movement speed while the spell is active, and a bonus action to turn to a different direction. At the start of each of your turns, you choose a direction to point your hand at. A creature when it enters the spell’s area for the first time on a turn or starts its turn there takes 2d6 fire damage. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Fire Tornado
Level: 7
School: Evocation
Classes: Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a hand of Sulphur
Description: A swirling tornado of fire appears in a 20-foot-radius sphere centered on a point within range. As a bonus action on the turn you summoned the fire tornado and each turn thereafter, you may move the fire tornado 15 feet.
When the tornado appears, each creature in it must make a Constitution saving throw. A creature takes 4d8 fire damage and 4d8 slashing on a failed save or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
If a creature inside the tornado fails three saving throws and does not have resistance or immunity to fire damage, they gain a level of exhuastion due to the excruciating heat |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Fire Volley
Level: 5
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You shoot a bolt of fire at a creature or object that you can see within range. Make a ranged spell attack against the target. If the attack hits, the creature takes 8d8 fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 2d8 fire damage at the start of each of its turns.
As an action on each of your turns until the spell ends, you can hurl another bolt of fire |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Fire Whip
Level: 1
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You create a magical whip of fire that can be used to lash out at your foes. Make a melee spell attack against a creature within 20 feet of you. On a hit, the target takes 2d4 fire damage. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell will do an additional 1d4 fire damage on a hit for each slot level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Firebeads
Level: 3
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a string of beads
Description: A series of fiery beads spring from your hand, darting across the battlefield to explode upon six different points within range; each point must be at least 10 feet away from every other point. Each creature in a 10-foot-radius sphere centered on each point you choose must make a Dexterity saving throw, taking 2d6 fire damage on a failed save or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates one additional bead for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Firebrand
Level: 0
School: Conjuration
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Until The End Of Your Next Turn
Components: V, S, M
Material cost: a small piece of red chalk
Description: You throw a small shining ball of fire at a creature within range that brands it with your mark. Make a ranged spell attack against the target. On a hit, the target takes 1d6 fire damage and is branded until the end of your next turn. While it is branded, the target takes an extra 1d4 fire damage every time it takes fire damage. If you cast this spell on a creature that is already branded, its current brand lasts until the end of your next turn, but it does not gain another brand.
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: Firecracker
Level: 0
School: Evocation
Classes: Artificer, Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S, M
Material cost: a pinch of powdered magnesium
Description: You launch a dazzling flurry of colorful magical flecks at an opponent. These flecks hang around the target, exploding successively over the next few seconds and creating sounds that can be heard up to 100 feet away. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d6 thunder damage, and it can't take reactions until the start of its next turn.
This spell's damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6), and 17th level (4d6). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Fires of Entanglement
Level: 5
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: When you cast this spell, vines of fire jump out of the ground and wrap themselves around anything in a 20-foot square around the starting point. For the duration they turn the area into difficult terrain and do 1d6 fire damage to everything in the range that starts their turn in the range.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the fires die down. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Firestaff
Level: 5
School: Transmutation
Classes: Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: You transmute a normal wooden staff into a shaft of fire. You touch a nonmagical staff or straight wooden improvised weapon such as a broomstick. It becomes a magic weapon with a +2 bonus to attack rolls and damage rolls, and it deals an extra 1d6 fire damage to any target it hits. In addition, the staff sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the extra fire damage increases to 2d6. When you use a spell slot of 8th level or higher, the extra damage increases to 3d6 |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Firewater
Level: 0
School: Transmutation
Classes: Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S, M
Material cost: a few grains of sugar and a raisin
Description: You touch a volume of water up to 1 pint, and it changes into an equal volume of flammable liquid similar to alcohol. A 1 pint flask of firewater can be splashed, thrown or poured on the ground – and ignited – as though it were a flask of oil (PHB p. 152) Firewater can also be ignited with lightning damage.
When the duration of the spell ends, the liquid – and any fire caused by it – evaporates completely.
The volume of water that can be transmuted increases to 2 pints at 5th level, 4 pints at 11th level, and 1 gallon at 17th level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Fitzgeralts' Inverse Mender
Level: 0
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: S
Material cost: a swipe of the finger or hand), M (a razor blade
Description: You create a small, razor sharp distortion in the fabric of space and fling it at a target with the intent of separating the target into two pieces. Make a ranged spell attack against a creature or object within range. On a hit, a cut is made in the target, dealing force damage. The size of the cut and the damage dealt depends on the range the spell is cast from the target: 1d12 damage and a cut up to 8 inches across at a range at or within 5 feet; 1d8 damage and a cut up to 4 inches across at a range between 6 and 10 feet; and 1d4 damage and a cut up to 2 inches across at a range between 11 and 15 feet.
Leveling. The spell's damage dice each increase by one at 5th, 11th, and 17th level. The size of the cuts made also increases proportionally.
Origin. Originally devised by the wizard Fitzgeralts as a simple reversion of the algorithm of the mending cantrip, others soon realized its practicality. However, it has seen limited usage by more "serious" wizards due to it's creator's rather damaged image and eccentric personality.
See Also[edit]
Stone of Protection, another one of Fitzgeralts' magical invention |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Fitzmyr's Sage Hands
Level: 1
School: Conjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self, 30 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: 2 spectral, floating hands appear around you and float counter-clockwise around you for the duration. The hands last for the duration, or until you dispel them as an action or lose concentration. These hands immediately teleport back to you if they are moved more than 30 feet from you.
These hands are similar in nature to the "magehand" cantrip, but with several notable exceptions.
-These hands can hold melee weapons with the light property, however cannot use any magical property within them (if the weapons are magical, the damage is magical)
-Equipping these hands with weapons takes an action, however each hand is equip on the same action (as long as you have the weapons for it)
-As an action, you may send out half the hands currently flitting around you (rounded down) from this spell to make attacks or interact with an object. If you chose to make attacks, the damage and attack modifier is based off of your spell casting modifier.
-If you take the attack action, the hand moves 30 feet to attack, and proceeds to teleport back to you, all on the same turn.
-If you have the "War Caster" feat, or any feat that allows for the use of spells as opportunity attacks, you can use your sage hands to make the attack. Additionally, any feat which involves the weapons that are being wielded (eg defensive duellist) still apply even if the weapon is being wielded by a sage hand.
Aside from these notable exceptions, You can use the hands to manipulate objects, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet at a time. The hands can't activate magic items, or carry more than 10 pounds. The hands cannot accumulate weight.
At Higher Levels. When you cast this spell using a spell slot of Second level or higher, you summon an additional sage hand per spell level to assist you.
Ruling Corrections in the respect of this spell.
1) If you are not proficient in the weapon, you cannot add your proficiency to the attack roll of the weapon (unless otherwise stated in the description of the weapon)
2) Attacks with 1 handed ranged weapons are only made at disadvantage if the target is within 5 feet of the caster, NOT the weapon
3) Yes, you can throw weapons using the hands, though it is not always recommended; given the 1 action reload
4) If, somehow, you can concentrate on 2 instances of this spell, you still cannot send out more sage hands than permitted by the highest level of this spell cast.
5) The duel wielder feat does not allow for these weapons to be equip with non-light weapons. You also cannot wield "2 handed" light weapons (if your game has them). However, if your game has a light shield/buckler option, then go ahead and wield it (again, you need to be proficient in it AND you can only benefit from 1 shield at a time)
6) In terms of feats, this spell benefits from all of these feats: sharpshooter (though the weapons cannot make an attack with the -5 +10), War Caster, and Crossbow Expert, Telekinetic.
7) Reloading of a hand crossbow requires at least one hand, be it sage or otherwise, to be free to perform that action |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Five Sided Shelter
Level: 4
School: Conjuration (Ritual)
Classes: Paladin, Cleric, Warlock
Casting time: 10 Minutes
Range: 20 Feet
Duration: Instananeous
Components: V, S, M
Material cost: a stone pebble, a pinch of dirt or sand, a handful of grass or feathers, a sprinkling of water, a wood chip, a few wooden spinters, & a holy symbol of the Five Faced King
Description: You summon a 5 sided cabin, that rolls together from the various available materials that best match the selected components for the spell. it has a 20ft high ceiling, & at the point of the structure, is made of 2 10ft wide walls, which in turn are connected to 2 more 10 ft wide walls, & the building is completed by one 20ft wide wall (opposite of the point of the pentagon).
The interior has a wooden appearance and gives off a slight maple fragrance, while the exterior has a cobblestone appearance. The space is clean, dry, and has very modest furnishings. There is a soft flower scented & grass-like carpet & 2 lanterns that light up with glowing moss once tapped. Tapping the lanterns again makes the moss stop glowing. It is able to comfortably house up to 8 medium sized creatures. There are 4 bunk-beds including pillows and blankets, 1 desk, 1 table, and 8 fold-able chairs, a small fireplace, & a pump to extract clean water (up to 1d4 gallons), from what is assumed a nearby well.
There are 4 lion emblems (2 female & 2 male) on the drapes, facing inside the cabin, over the 4 windows to the building. Each of the windows are framed in one of the colors red, green, blue, or yellow, & the lion emblem on the drapes match the frame of the window. There is a male black lion emblem on the door, that is also facing inside the cabin, which matches the door frame. Spell and magical effects cannot enter or exit the structure, as they are neutralized by the warding lion emblems.The door and windows can only be opened or closed by the caster or someone they invited into the space. All other creatures & objects are repelled once all doors & windows are closed.
Additionally, as long as the caster of the spell is within the cabin, the following bonus effects also apply:
1 lion head emblem will growl if an unapproved/hazardous creature comes within 50ft of the shelter
2 lion head emblems will growl if an unapproved/hazardous creature comes within 40ft of the shelter
3 lion head emblems will growl if an unapproved/hazardous creature comes within 30ft of the shelter
4 lion head emblems will growl if an unapproved/hazardous creature comes within 20ft of the shelter
5 lion head emblems will growl if an unapproved/hazardous creature comes within 10ft of the shelter
The emblem closest to the location of the potential breach will flash briefly, if the approaching creature makes an attempt to gain entry to the shelter |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Fizban's Fabulous Fashion
Level: 0
School: Transmutation
Classes: Bard, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S
Description: This cantrip allows you to alter an outfit or armor into something a bit more appropriate to the region.
Upon casting this spell, touch one outfit or armor. You can alter its cut, color, and style in any way you wish, within reason, and as appropriate to the type of clothing or armor you're modifying. This spell cannot change the type of outfit or armor from one type to another; all it can do is change its look and appearance into that of any fashion normally available to it. A monk's outfit cannot be altered into fine clothing, nor can a suit of leather armor be changed into a chain shirt.
If used in conjunction with a Disguise Kit, disguise self, or similar trickery, this spell grants you advantage on any roll related to the disguise |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flame Blast
Level: 4
School: Evocation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 100 Feet
Duration: 6 Seconds (1 Round)
Components: V, S
Description: You create a giant runic circle on the ground centered on a point of your choice that charges up before causing a violent upwards explosion of flames. You create a 30 feet radius circle on a surface, the circle spreads around corners, however, it may only affect an area as big as the surface it is located on, at the start of your next turn the circle erupts and all creatures on an area up to 30 feet above the runic circle must succeed on a Dexterity saving throw or take 10d6 fire damage, taking half as much damage on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flame Charge
Level: 2
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: a melee weapon
Description: Your body is launched forward with magical force, and your weapon is lit with magical flame as you strike all creatures in your path. Upon casting this spell, you move up to 30 feet in a straight line (this does not count as your move for the turn). You can move through the spaces of other creatures, and this movement does not provoke opportunity attacks, but you cannot end this movement in another creature's space.
As part of casting this spell, you can make one melee weapon attack against all creatures whose spaces you move through, as well as one creature within 5 feet of the space your movement ends if you haven't otherwise attacked that creature. On each hit, your melee weapon inflicts its normal damage plus 1d8 fire damage. Any flammable objects worn or carried by the target are ignited and set on fire in a blast of heat.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d8 for each slot level above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flame Charge, Variant
Level: 3
School: Conjuration
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self, Up To 30 Feet Line
Duration: Instantaneous
Components: V, S
Description: You cloak yourself in flame and rush forward in a up to 30 feet long line. Each creature that you pass through must make a Strength saving throw. On a failed save, the target takes 3d6 fire damage, 2d6 bludgeoning damage and is knocked prone. On a successful save, the target takes only half as much damage and is not knocked prone. You don’t provoke opportunity attacks by using Flame Charge.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d6 for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flame Cloak
Level: 1
School: Abjuration
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You hurl yourself into a cloak made of fire. Every creature that ends its turn within 5 feet of you must succeed on a Constitution saving throw or take 1d8 fire damage, or half as much on a failed one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flame Edged Bolts
Level: 0
School: Transmutation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Minute
Range: Touch
Duration: 1 Hour
Components: M
Material cost: Ash
Description: You spend a minute casting the spell over a bundle of arrows or bolts equal to or less than your Spellcasting modifier to enchant them with the wrath of fire. This ammunition, when shot, adds the caster's spell modifier to their damage as fire damage. When these bolts or arrows strike a target, they explode violently, making their recovery impossible.
Only ammunition equal to your spell modifier can be enchanted at a time and any additional ammunition enchanted dispells the enchantment on the previous ammunition unless the total number of currently enchanted ammunition is equal to or less than your spell modifier.
At Higher Levels. When you cast this spell at higher levels, the amount of additional fire damage increases by 1d8 at 5th level, 2d8 at 11th level, and 3d8 at 17th level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flame Mastery
Level: 2
School: Evocation
Classes: Druid
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: Make a ranged spell attack. On a hit, the target takes 1d10 fire damage and 1d6 additional fire damage at the start of each of it's turns until it uses an action to put the fire out or enters an area full of liquid. If there is a flame within 10 feet of the target, you can instead make this attack as a bonus action, extinguishing the flame in the process |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flame of Life
Level: 1
School: Necromancy
Classes: Cleric, Druid, Paladin, Sorcerer, Warlock
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You revitalize a creature by creating fire within your palm and planting it within their core. The creature regains hit points equal to 1 plus your spellcasting modifier, and loses a level of exhaustion.
This spell can affect constructs and undead, but cannot affect plants.
Elemental Discipline. A Way of the Four Elements monk may spend 2 ki points to cast this spell if they know the Fangs of the Fire Snake discipline. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flame Ring
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Special, See Text
Duration: 1 Round
Components: V, M
Material cost: a weapon
Description: You make a weapon attack that rings the target in flames. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the weapon's melee attack reach, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in rings of flame until the start of your next turn. If the target willingly moves before then, it immediately takes 1d6 fire damage, and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 fire damage to the target, and the damage the target takes for moving increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flame Shot
Level: 0
School: Evocation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S, M
Description: The caster forms a small ball of pure heat energy, morphing it into an arrow, a small spear, or a dagger and fires it at a single target. On hit, it deals 1d4 piercing and 1d4 fire damage. This spell can set flame to any flammable object that is not being worn.
At Higher Levels. Both of the spell’s damage increases by 1d4 when you reach 5th level (2d4 piercing and 2d4 fire), 11th level (3d4 piercing and 3d4 fire), and 17th level (4d4 piercing and 4d4 fire). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flame Spiral
Level: 2
School: Evocation
Classes: Sorcerer
Casting time: 1 Action
Range: 10 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a twisted angelica root
Description: A helix of fire surrounds you, whipping nearby foes. Every creature of your choice in range must make a Dexterity saving throw. A target takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
For the duration, if a creature starts its turn within 10 feet of you, you can use your reaction to force it to make another Dexterity saving throw. A target that fails this save takes 2d6 fire damage on a failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial fire damage increases by 1d6 for each slot level above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flame Step
Level: 3
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet (10-Foot Sphere)
Duration: Instantaneous
Components: V, S
Description: You teleport yourself to an unoccupied space you can see within range. When you appear in that space, flames erupt, scorching the surrounding area. Each creature other than you within a 10-foot radius sphere of your destination must make a Constitution saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one.
You can bring along objects as long as their weight doesn’t exceed what you can carry.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flame Swathe
Level: 3
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Round
Components: V, S, M
Material cost: a tiny golden bell
Description: When cast, a small burst of fire appears at a point you choose within range that swirls around whilst priming itself for detonation. A 10-foot sphere blast radius around the point is visually indicated with a harmless ephemeral aura. At the beginning of your next turn, the fire momentarily vanishes before blossoming into a 10-foot radius explosion of flames, inflicting fire damage equal to 4d12 + your spellcasting modifier to every creature caught in the blast that fails a Dexterity saving throw, or half as much damage on a successful one. Both the aura and the fire spread around corners. The fire ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12. When you use a spell slot of 7th level or higher, the damage instead increases by 2d12 |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flame Tongue
Level: 1
School: Divination (Ritual)
Classes: Druid, Sorcerer, Warlock
Casting time: 1 Minute
Range: 30 Feet
Duration: 10 Minutes
Components: V
Description: You gain the ability to speak with flame, which relate to you who or what has been within their light radius. The flame relates complete descriptions if asked.
You can speak with natural or magical flame. If a pile of ash is reignited, it is treated as if it had died and ben resurrected. It cannot remember events that have occurred while it was ash.
You can make requests of the flame, such as to not burn specific objects or to attempt to launch an ember at a certain object. Flame cannot do anything it would not be able to do otherwise, such as move or animate itself |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flames of Destruction
Level: 4
School: Evocation
Classes: Sorcerer
Casting time: 1 Action
Range: 80 Feet
Duration: Instantaneous
Components: V, S
Description: When you cast this spell, you shoot erratic flames out of your hands. Each creature of your choice within range must succeed on a Dexterity saving throw or take 5d6 fire damage. In addition, this spell deals double damage to objects and structures
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of fire damage increases by 1d6 |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flames of Hephaestus
Level: 9
School: Evocation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous, Or Concentration, Up To 1 Hour
Components: V, S
Description: A ray of fire bursts from your hand, engulfing a target you can see within range, dealing XD12 fire damage. X is equal to the amount of hit dice the target has. The target can use an action to attempt to put out the flames. They must succeed on a Dexterity check which DC equals your spell save DC. If they become engulfed in water, they have resistance to the fire damage and advantage of the Dexterity check. Another way of using this would be to smelt something magical, so this spell is required for multiple legendary magic item crafting recipes. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flames of the End
Level: 0
School: Evocation
Classes: Warlock, Wizard
Casting time: 1 Bonus Action
Range: Special
Duration: Concentration, Until Dispelled
Components: V
Description: You summon the silver-black flames of the end that occupies the chaos between the roots of the immemorial tree on your body. You can extend the flames upto a 5×X foot radius with your body as the center where X is half your level. A creature that starts or ends it’s turn in range of the flames takes 1d10 necrotic damage or regains 1d10 hit points(your choice) at the start and end of every turn. Non-magical objects(including water, fire, soil.etc) that come into contact with these flames are instantly disintegrated into dust.
At Higher Levels. At 5th level the damage and hit points regained becomes 2d10. At 11th level it is 3d10 and 4d10 at 17th level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flare Blade
Level: 0
School: Evocation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action, Channelable
Range: Touch
Duration: Up To 24 Seconds
Components: M
Material cost: A Sword
Description: You begin channeling this spell as an action and continue to channel this spell every turn until a maximum of 24 seconds have passed or beforehand for reduced damage. You cannot move from place while channeling but you can turn, this spell fails if all eligible targets move out of range but you still suffer its negative effects if applicable. When attacking, make a melee spell attack that deals weapon damage + 1d8 fire. This damage die increases by 1 every one of your turns this spell is channeled and deals half the damage it deals rounded up back to its user as fire damage if it has been channeled for over two of your turns. For example, a sorcerer uses this cantrip and attacks immediately, dealing weapon damage + 1d8 but a sorcerer who channels this spell for 2 turns and then attacks deals weapon damage + 3d8 and hits for 18. The sorcerer then takes 9 damage. If this spell is cast at maximum charge, the spell violently explodes and deals damage to your target and all adjacent targets to it.
Damage Progression:
Turn 1, the turn it is cast: weapon damage + 1d8
Turn 2, does not do recoil damage yet: weapon damage + 2d8
Turn 3, does recoil damage: weapon damage + 3d8
Turn 4, cannot be channeled further, does recoil damage and area damage: weapon damage + 4d8
Note: A round is a total of 6 seconds and every one of your turns is what you can do in those 6 seconds. This spell has a maximum channel time of 4 of your turns or 24 seconds.
This spell is meant to be a reference to Roy's neutral B from Super Smash Brothers. (Roy's our boy)
At Higher Levels.
The damage of this cantrip increases by 1d8 at 5th level (weapon damage + 2d8, max 5d8), 11th level (weapon damage + 3d8, max 6d8), and 17th level (weapon damage +4d8, max 7d8) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flare Blitz
Level: 0
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: Your body is coated in flames, as you launch yourself spiraling towards your target. Choose one creature you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 fire damage. After a hit, you land in an empty space within 10 feet of your target.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flare Counter
Level: 0
School: Evocation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Self, Touch
Duration: Instantaneous
Components: M
Material cost: A Sword
Description: You enter a parry stance for one turn as your sword is covered in fire, you cannot move from place and you parry any melee attack, but not if the attack is made with advantage. If an attacker targets you with a melee attack, you can instantly counter their attack, taking no damage from the attack and dealing weapon damage + 2d4 fire damage. Once you parry an attack, the spell ends. If this spell is cast multiple times in a row, it begins to damage the user. It deals damage equal to your spellcasting modifier if cast twice in a row, double if three times in a row, so on and so fourth.
Note: This spell is meant to be a reference to Roy's Down-B from Super Smash Brothers. I understand the power of a guaranteed counter against melee attackers which is why there is high ramp up recoil damage if cast in a row to punish potential spam of this spell.
For example: a spell modifier of 5 deals 5 damage on the second consecutive cast, 10 on the third, 20 on the fourth, and so on.
At Higher Levels. When you cast this spell at a higher level it deals weapon damage + 3d4 at 5th level and deals Spellcasting modifier + 1d6 recoil damage if cast in a row, weapon damage + 4d4 at 11th level and spellcasting modifier + 2d6 recoil damage if cast in a row, and weapon damage + 5d4 damage at 17th level and spellcasting modifier + 3d6 if cast in a row. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flare Shot
Level: 0
School: Evocation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Round
Components: V, M
Material cost: a ranged weapon worth at least 5 cp
Description: You shoot a projectile from the weapon used in the spell's casting and make a ranged attack with it against one creature within 30 feet of you. On a hit, the target suffers the attack’s normal effects, and it becomes dazed by the sudden flare of light in its face until the start of your next turn. For the duration, the target and one additional creature within 5 feet can't take reactions.
At 5th level, the ranged attack deals an extra 1d6 fire damage to both targets. Both damage rolls increase by 1d6 at 11th level (2d6) and 17th (3d6) level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flare Wave Explosion
Level: 3
School: Evocation
Classes: Paladin, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: Flare Wave Explosion is an immensely strong shinsu technique that allows one to transfer a shock of shinsu through vibrations from oneself to a targeted object, vibrating the target's inner shinsu and destroying it from within. It's considered to be a dangerous technique that destroys everything in contact within the user's body while leaving them completely unharmed.
Make a melee spell attack, strike the target with your palm, on a hit the target takes 7d8 force damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d8 per spell slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flareball
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a pinch of powdered succotash and cayenne
Description: You create two balls of fire that hurl toward targets within range. You can hurl them at one target or 2.
Targets must make a Dexterity saving throw for each ball. A target takes 3d6 fire damage from each ball on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage for each ball increases by 1d6 for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flash Freeze
Level: 9
School: Transmutation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a large gemstone worth at least 5,000 GP, a pint of water
Description: You point at a creature within range, and they are immediately frozen in a large block of ice. The ice block is large enough to completely encompass the target. The target takes 8d8+10 cold damage
at the beginning of each of their turns, and the beginning of each of the caster's turns. The target can make a Strength check to attempt to escape (DC25). On a failed save, they take 5 cold damage, and on a passed save, they free their hands and head. They can continue to make Strength checks to free their upper torso, lower torso, or legs. When all body parts have been freed, the spell ends. While the spell is active, the target may be shoved up to 40 feet in any direction, bouncing off of walls in its path. Should the target collide with a creature or object, they must make a Dexterity save. If failed, said creature or object takes 2d6 bludgeoning damage and half as much cold damage. On a passed save, they take half as much damage. The ice block has an AC of 12 and 60 hit points. Should these hit points deplete completely, the creature inside the ice dies instantly. The ice also takes fall damage, should it slide off of a ledge |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flash Powder
Level: 0
School: Conjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Round
Components: V, S
Description: You create a burst of powder that explodes, confusing and harming a creature within range. The target must succeed on a Dexterity saving throw or take 1d4 force damage and suffer disadvantage on the first attack roll it makes before the end of your next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flash Step
Level: 2
School: Transmutation
Classes: Wizard
Casting time: 1 Action
Range: 60
Duration: Instantaneous
Components: V, S
Description: Teleport to each location of up to three Arcane Runes and attack, then return to your original position.
There must be at least one Arcane Rune on a target within range to cast this spell. You don’t have to be able to see the target/targets only know where they are. You alter your physical substance in reality, bending time and space, and warp away from your current location and are teleported to the location of an Arcane rune of your choice. You appear 5 feet from the creature with the Arcane Rune (if there is no free space around them, you appear above them without falling) where you may make a single attack.
As this attack is unexpected you are considered to be hidden and therefore gain advantage. The attack itself is also affected by this spell and the target takes an additional 1D6 force damage. After the first target is attacked you repeat the teleport and attack again until you have hit up to three targets with an Arcane Rune. If a target has more than 1 Rune you still teleport to a new location within 5 feet of the target and attack again. The Arcane Rune at each location disappears the instant it is used.
After you have made the three attacks you return to your original location where you are placed in a Lethargic state. Any attack made against you has advantage whilst you are in this state and any spells of concentration that were in effect end. On your next tune you cannot perform any actions or move but you are no longer Lethargic.
At Higher Levels. When you Cast this spell using a spell slot of 3rd Level or higher, the damage is increased by 1D6 for each spell slot above 2nd Level.
See Spell Arcane Runes (5e Spell |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flash Sweat
Level: 1
School: Abjuration
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: 10 Minutes
Components: V, S
Description: You produce a burst of localized heat, drenching you in sweat. For the duration of the spell, you become resistant to fire damage, and are immune to the effects of extreme heat.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 1 hour. When you cast this spell using a spell slot of 4th level or higher, you may either increase the duration to 8 hours or become immune to fire damage rather than resistant |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flask of Holding
Level: 0
School: Conjuration
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action.
Range: Self
Duration: 1 Minute
Components: V, S
Description: This spell creates a canteen that is connected to a small pocket dimension that can exclusively hold liquids. The canteen has the dimensions of a normal canteen. You can retrieve or store 5 pints each time you cast this spell, and you'll always know the exact amount in your canteen. Storing liquids requires the mouth of the canteen to touch the source of the liquid, which will then be placed inside. The liquid remains in the pocket dimension even after the spell ends and is spilled around you when you die. This flask can only hold one type of liquid at a time and the total volume cannot exceed 32 pints. If you try to exceed this limit, the liquid contained in it will be lost. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flaskbang
Level: 3
School: Transmutation
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Round
Components: S, M
Material cost: a flask of strong alcohol worth at least 5gp, which this spell consumes
Description: You charge a flask of liquor in your hand with unstable arcane energy, and lob, roll, or skip it to a point on the ground within range. The flask detonates at its destination with a blinding flash and a deafening boom which can be heard up to 300 feet away. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw. If it fails, the target is blinded and deafened for the duration.
Creatures that fail their save by 5 or more also fall prone.
Creatures that fail their save by 10 or more become stunned for the same duration. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flatten Self
Level: 2
School: Transmutation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: A drop of paint
Description: Your body contorts, as you become flat as a pancake. You gain the following.
You can move along solid surfaces without a climbing speed or risk of falling down.
You can squeeze through any gaps wider than a quarter of an inch.
Any affect that would forcibly move you now propels you four times as far |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flay
Level: 9
School: Necromancy
Classes: Warlock
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A black diamond worth at least 500 gp, consumed
Description: You enchant a melee weapon that deals piercing damage and that you are proficient in. The weapon becomes imbued with necrotic energy. When you make a successful melee attack with the weapon, you can activate the spell on the target as a reaction. Once activated, the spell lasts for the duration or until you lose concentration.
While the weapon is embedded in the target, it takes an additional 6d6 necrotic damage at the start of each of its turns. The target can attempt to remove the weapon by making a Strength saving throw (DC equal to your spell save DC). If the target succeeds, the spell ends. If the target fails, it takes an additional 6d6 necrotic damage as the weapon is removed.
Additionally, while the spell is active, the target has disadvantage on all attack rolls, ability checks, and saving throws. The target is overwhelmed by pain, causing its actions to be hindered and its focus to waver.
This spell cannot effect constructs, undead, or creatures without skin. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Fleeing Spirits
Level: 5
School: Necromancy
Classes: Warlock
Casting time: 1 Action
Range: Self (10-Foot Radius)
Duration: 1 Round
Components: V, S
Description: When a young warlock returned from a session with the Great Old Ones, he found himself sitting in a circular void, surrounded by the spirits of the dead. As soon as he moved to touch them, they roared and stormed upwards, shaking the ground and burning his flesh.
When cast, a circular void 10 feet in radius appears beneath the caster, and spirits of the damned rush out dealing 8d6 necrotic damage.
At higher levels: when you cast this spell with a level 6 spell slot or higher it adds 1d6 necrotic damage for every spell slot over 5th level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Fleeting Distraction
Level: 0
School: Enchantment
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You briefly distract a creature within range using your words and gestures. They must succeed on a Wisdom saving throw or have disadvantage on the first attack roll they make before the end of your next turn.
This spell can target an additional creature when you reach 5th level (two creatures), 11th level (three creatures), and 17th level (four creatures). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flesh Clone
Level: 5
School: Necromancy
Classes: Warlock
Casting time: 1 Hour
Range: Touch
Duration: Until Dispelled
Components: V, M
Material cost: an empty vial
Description: While speaking an intricate incantation, you cut yourself or another creature and fill the vial full of blood, taking 1d4 piercing damage that can’t be reduced in any way. You must then continue casting the spell for the rest of the hour or the blood be unusable for the spell. You may not have more than one Flesh Clone spell in effect per creature at a time. The number of Flesh Clone spells in effect may not exceed your spell-casting ability modifier.
At any time after the spell has been cast, you may destroy the material component by smashing the vial on the ground. If the creature whose blood sample that you took is at 0 hit-points, dead, or otherwise incapacitated, a copy of that creature is created. The copy is a construct who is exactly like the sample creature at the time the blood sample was taken, retaining memories, spell slots, personality, abilities, etc. at the time of sampling. You DO NOT control the copy. The copy does not have a soul and will be perceived by creatures with True-sight in shades of gray.
The copy has half the number of hit-points of the sample creature(minimum of 1) and its hit-point maximum is reduced by 1d10 every hour. When its hit-points are reduced to 0, it turns into a small pool of blood and the spell ends. Also, the copy takes a -4 penalty to all Attack rolls, Saving Throws, and Ability Checks. If the sample creature returns from the dead, or regains consciousness, the copy is instantly destroyed and the spell ends.
Although the copy is a construct, it can be possessed, for example by the Magic Jar spell. If the copy is then possessed, it is perceived by creatures with True-sight in color. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flesh Mending
Level: 5
School: Abjuration
Classes: Cleric, Druid
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 8 Hours
Components: V, S
Description: You call upon your restorative powers and help wounds close and knit itself allowing for proper healing and avoidance of any permanent damage. This may also help with mending bones.
This spell may also help regrow limbs slowly, depending on the severity of the damage, the process may take anywhere from minutes, hours, days or weeks. If a limb is in the process of being regrown or healed it'll take a few sessions for it to grow back completely. This may be done as light work during long rests, but may only focus on this task alone and nothing else. If the limb is hurt in any way while still in the process of being healed, the spell ends and permanent damage may still occur to the limb.
This spell only works on organic living creatures. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flesh to Bees
Level: 6
School: Transmutation
Classes: Druid, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a lump of honeycomb
Description: You call forth the essence of bees within a target that is in range that you can see. If the target's body is made of flesh, the creature must make a Constitution saving throw. It takes 8d10 necrotic damage on a failed saving throw, or half as much on a successful one. If this spell causes the creature to drop to 10 or fewer hit points, it must make another Constitution saving throw. On a failed saving throw, it is restrained as its flesh begins to materialize into bees. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to a swarm of bees and dies. This swarm uses the same statistics as the swarm of wasps and acts as an ally for 1 minute after which the swarm disperses. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to a swarm of bees.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Statistics found on page 339 of the 5th Edition Monster Manual |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flesh to Jelly
Level: 5
School: Transmutation
Classes: Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a cube of gelatin
Description: You attempt to turn one creature that you can see within range into jelly. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, the creature has its speed halved for the duration as its flesh begins to become semi-solid. On a successful save, the creature isn't affected and the spell ends.
A creature slowed by this spell is subject to a Constitution saving throw at the end of each of its turns. If it successfully saves against this saving throw three times during the duration, the spell ends. If it fails this saving throw three times during the duration, it is turned to jelly until the spell ends. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
A creature turned to jelly has a speed of 10 feet, unless its speed is normally less than 10 feet. It gains immunity to slashing damage, and its AC becomes 8. It if is not wearing armor, it can squeeze through spaces as narrow as 1 inch without squeezing. All of its weapon attacks deal half damage.
If you maintain your concentration on this spell for the entire possible duration, the creature is turned to jelly until the effect is removed by the greater restoration spell or similar magic |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flight of Fire
Level: 2
School: Evocation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Up To 10 Minutes, Until An Action Other Than Movement Is Taken
Components: S, M
Material cost: A feather from any bird, set aflame
Description: You thrust out your arms and flames burst from the undersides of your arms, propelling you into the air. You gain a flight speed of 60 ft which can only be used for movement actions, if any other action is taken, the spell affect goes away. If you are still in the air when the affect goes away, you will fall however far up you were. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Fling Self
Level: 1
School: Transmutation
Classes: Artificer, Bard, Paladin, Ranger, Warlock
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: V, S
Description: You fling yourself with considerable force, launching up to 60 feet in any one direction — which can be one that takes you up or down through the air — before losing momentum. If you make impact with a creature or object along the path before you reach its end, you and the target both take 2d6 bludgeoning damage from the force. A creature on your path can make a Dexterity saving throw to avoid getting hit.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance flung increases by 60 feet and the damage dealt to you and the target each increase by 2d6 for each slot level above 1st.
Warrior Magic. A fighter with the Eldritch Knight subclass may learn this spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Floating Figment
Level: 0
School: Transmutation
Classes: Wizard, Bard
Casting time: 1 Free Action
Range: Touch
Duration: Concentration, Up To 10 Minutes
Components: S
Description: You suspend multiple items in the air, as if the items are unaffected by gravity. This affects any objects of your choice you are holding, such as weapons, shields, spellcasting focuses, tools, etc, allowing for spellcasting that involves the hands of the caster; or items up to 30 ft away. While concentrating on this spell, you can make melee and physical attacks and cast spells so long as they don't also require concentration.
You cannot use these items, as they are simply suspended in the air. You may use another free action to grab these items again, ending the spell. If an item is moved, they fall to the ground and the spell ends on that specific item |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Floor of Ice
Level: 1
School: Transmutation
Classes: Bard, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 10 Minutes
Components: V, S, M
Material cost: Approximately 1 oz of water
Description: Choose an area of solid terrain or water surface you can see within range. Up to four 5 foot-square sections of this terrain become iced over, with sharp icicles protruding upward randomly across the surface. These sections become difficult terrain. If a creature starts its turn in the affected terrain or enters it on their turn, it must succeed on a Dexterity save or fall prone and take 1d4 piercing damage. Each time a creature moves more than 5 feet through this terrain while not prone, it must repeat the saving throw or suffer the same effects.
Nearby intense or magical heat will melt the ice after 1 round.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, for each spell level above 1st you may either increase the piercing damage by 1d4, or increase the area of effect by two additional 5-foot square sections |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Floormaster's Grasp
Level: 3
School: Transmutation
Classes: Warlock
Casting time: 1 Action
Range: 10 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You transform part of your body into a giant, clawed, violet-black hand to grab hold of a creature in range. The target must be no more than one size category larger than you. When you first cast this spell, make a melee spell attack against the target. On a hit, the target is grappled by you, and the escape DC is equal to your spell save DC. While this grapple persists, the target takes 4d6 bludgeoning damage at the start of each of its turns. As a bonus action, you can crunch or slam the target to any point within range, forcing it to move there, ending the grapple and inflicting 4d6 bludgeoning damage plus 4d6 necrotic damage. If you fail to initially hit with this melee spell attack, or the grapple ends, your concentration ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the necrotic damage by 1d6 for every slot level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Floortilting
Level: 2
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You alter gravity's effect on a creature within range so it pulls in a direction horizontal to you. The target must make a Strength saving throw. On a failed save, it is flung in the direction you chose, falling up to 30 feet horizontally. If the target hits a creature or object, the target stops falling and both it and the creature or object hit take 1d6 bludgeoning damage for every 10 feet the target fell. A creature that would be hit by the target can use its reaction to make a Dexterity saving throw, avoiding being hit and allowing the target to continue falling on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flounder
Level: 6
School: Abjuration
Classes: Bard, Cleric, Druid, Paladin
Casting time: 1 Bonus Action
Range: 60 Feet
Duration: Up To 1 Minute
Components: S, M
Material cost: a sheet of paper or parchment
Description: You retroactively imbue a target creature with rejuvenating energy for up to 1 minute. During this time, if the target creature would be put below 1 hit point, they instead get put to 1 hit point, and consume this energy, healing them for 10d6 hit points. If the target isn't reduced below 1 hit point for the full duration, the spell ends, healing them for half as many hit points instead.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the heal amount is increased to 15d6 hit points instead. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flowing Undead Wrath
Level: 1
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (15-Foot Cube)
Duration: Instantaneous
Components: V, S, M
Material cost: a vial of blood
Description: You raise tortured souls from some forsaken source. All creatures within 15 feet of you must make a Wisdom as tortured souls and spoiled blood inexplicably spurt out from the ground. On a failed save, the creature takes 2d4 necrotic or psychic damage, your choice as to which damage type is dealt and is inhabited by a soul, taking 1d4 of the chosen damage until it moves 30ft from the caster. On a successful save, the creature takes half damage. Whatever the outcome of the saving throw, all creatures except for yourself are left drenched in blood.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage from both effects increases by 1d4 for each spell slot above 1st level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flurry of Magic
Level: 4
School: Transmutation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Round
Components: V, S, M
Material cost: a piece of gilded jewelry
Description: For 1 round, you or a creature you touch may use an action to cast 5 cantrips that they could normally cast with 1 action. Character level is ignored, with all cantrips cast as if by a 1st level character. The affected creature may also spend 3 cantrips to cast a known 1st-level spell without using a spell slot as part of the same action, provided they have it prepared if the character is of a class that must prepare spells.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of cantrips increases by 2 for each slot level above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flurry of Strikes
Level: 1
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: S
Description: When you hit a creature with a melee weapon attack, you can cast this spell to make a second attack. This second attack can be made against the same creature, or against any other creature within reach. The attack is considered magical, for the purposes of overcoming resistance and immunity to non-magical damage.
At Higher Levels. When you cast this spell using a 2nd- or 3rd-level spell slot, you can make two attacks with this spell. When you cast it using a 4th- or 5th-level spell slot, you can make three attacks. When you cast it using a spell slot of 6th level or higher, the number of attacks increase to four. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flux Grenade
Level: 2
School: Transmutation
Classes: Ranger
Casting time: 1 Action
Range: 60 Feet (10 Foot Radius)
Duration: Instantaneous
Components: S, M
Material cost: A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast
Description: You can throw a magical grenade that can attach to a target. You make a ranged spell attack. If it hits a target the grenade sticks and they take an additional 1d4 lightning damage, the target also takes 3d8 lightning damage upon detonation at the start of your next turn. Each target that the grenade is not attached to with in the radius must succeed on a Dexterity saving throw against your spell casting DC. A target takes 3d8 Lightning damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Flux Wall
Level: 6
School: Abjuration
Classes: Wizard
Casting time: 1 Turn
Range: 60 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: You condense the flow of time in a 40ft by 20ft plane, creating a nearly-unpassable wall. Inanimate objects moving slower than 100ft per turn are unable to pass through the wall. Creatures can spend an action and use all of their movement to pass through the wall, taking 2d8 force damage for each crossing. Creatures you choose are able to pass through the wall as if it wasn't there. Projectiles moving through this deal half damage after going through it |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Fly Eye
Level: 3
School: Divination
Classes: Bard, Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (30-Foot Radius)
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a spectacle lens
Description: You cover the space surrounding your head with invisible sensors that act as eyes. For the duration, you can see in 360 degrees around you, and you have advantage on any saving throws and skill checks that rely on the sense of sight. Creatures cannot sneak up on you without total cover or by magical means. You may be able to see into areas of cover as declared by the GM. Additionally, you can see past creatures within 30 feet of you as if they were not there |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Focus Flame
Level: 0
School: Evocation
Classes: Sorcerer
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You create a small bolt of impaling fire, which when combined with a second bolt, massively explodes in power. Make a ranged spell attack against a target within range, dealing 1d4 fire damage on a hit. Next round, if you hit the same creature with this spell, it instead deals 1d12 fire damage.
At Higher Levels. This spells damage increases by one die at 5th(2d4 and 2d12), 11th(3d4 and 3d12), and 17th(4d4 and 4d12) level. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Focused Shout
Level: 0
School: Enchantment
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Components: V
Description: You enchant a shout directing it with great force at a single target. The target must succeed on a con saving throw or take 1d12 thunder 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: Fog Bank
Level: 3
School: Conjuration
Classes: Artificer, Bard, Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 40 Feet
Duration: Concentration, Up To 2 Minutes
Components: V, S, M
Description: You create a 20-foot-radius, 20-foot-high cylinder of fog centered on a point within range. The fog then quickly spreads out: for a number of times equal to the spell slot level used you can - while you are concentrating on this spell - increase the radius by 5 feet at the start of your turn . It's area is either lightly obscured or heavily obscured (your choice). It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. If you drop concentration, the fog fades at the start of your next turn. The fog spreads around corners and falls to the ground.
When you cast this spell, you can choose one effect to add to the fog.
Dampening. Sounds do not carry further than 10 feet in the fog.
Seeing. As long as you are concentrating on this spell, you know the location of all creatures inside the fog.
Hallucinogens, M: a mushroom. Every creature that starts its second turn in a row in the fog must make a wisdom saving throw, becoming incapacitated on a failure. Taking damage ends this effect. Other creatures can use an action to wake up the incapacitated creature.
Fire Combustion, M: a snuff of gunpowder. If an open flames enters or is started in the fog, the fog explodes, dealing 5d6 fire damage to all creatures in it. The fog then disperses at the end of the casters next turn. The fog can only explode once.
Healing Mist. At the start of its turn, a creaure in the mist is stabilized and is healed 1d6 every other turn, starting from the second turn the mist was cast.
Acid Mist. At the start of its turn, a creature in the mist must make a takes 2d6 acid damage.
Inhibiting Mist (Minimum Spell Slot Level 6). Once whilst concentrating on this spell, you can use an action to force every creature in the mist to make a constitution saving throw, becoming paralyzed on a failure. A creature can make this saving throw again at the end of their turn, ending the effect on a succes.
Mirage Arcane (Minimum Spell Slot Level 7). When the fog clears after the full duration, the area previously covered by it is under the effect of a mirage arcane spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial radius and the spread speed increase by 10 feet for each slot level above 3rd. The damage of the fire combustion explosion and the healing from the healing mist increase by 1d6 per spell slot level above 3rd.
Starting from 5rd level normal wind does not dispel the fog anymore. Only wind originating from equally high level spells or the dispel magic spell does. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Font of Anguish
Level: 3
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a drop of the caster's blood
Description: Chanting vile words in a long-dead tongue, you tear a portal through dimensions to a land of forsaken souls. This portal is a 15-foot radius sphere centered on a point within range. Pale mist leaks from the dimensional rift, obscuring the area, and formless shapes drift within, seeming to grasp and drag at objects and creatures in the area. The area is considered difficult terrain, and any creature that enters the area for the first time on a turn or starts its turn there must make a Strength saving throw or take 4d8 necrotic damage and be pulled to the center of the area, or as close as possible. On a success, the affected creature takes half damage and is not moved. A creature that is already in the center of this area has disadvantage on this saving throw, and on a failure becomes restrained for the duration, or until they succeed the saving throw.
The spell ends if you end your turn more than 60 feet away from the center point of the portal.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the damage by 1d8 for each slot level above 3rd, and increase the radius by 5 feet for every two slot levels above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Fool's Gold
Level: 4
School: Illusion
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 8 Hours
Components: V, S, M
Material cost: a powdered piece of iron pyrite
Description: You touch a pile of up to 150 copper coins or an object made out of copper, brass, or bronze that weighs less than 1 pound, you turn them into gold. When the spell has expired, they revert back to normal. If one of these altered items is touched with a piece of iron, it has a 25 percent chance of instantly reverting back to normal.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the resultant gold objects will not revert if touched with iron |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Fool's Speech
Level: 3
School: Illusion
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Minute
Range: Touch
Duration: 1 Hour
Components: V, S, M
Material cost: a small bone whistle
Description: You touch up to eight willing creatures. Creatures affected by this spell gain the ability to speak in a secret language that is incomprehensible gibberish to all other creatures.
Fool's speech language is indecipherable even with language-translating magic such as comprehend languages or tongues, though such magic will be able to detect that fool's speech is being used |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Forbidden Knowledge of the Ancients
Level: 9
School: Divination
Classes: Wizard
Casting time: 1 Minute
Range: Self
Duration: 1 Hour
Components: V, S, M
Material cost: A skull of a recently slain humanoid, consumed by the spell
Description: You call upon the nature of horrid wizards long past, seeking both their guidance and power. For the duration, your Intelligence and Wisdom increase by 4, to a maximum of 24. However, after the spell ends, you gain two levels of exhaustion. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Force
Level: 0
School: Evocation
Classes: Bard, Cleric
Casting time: 1 Action
Range: Self (5 Foot Radius)
Duration: Instantaneous
Components: V, S
Description: You recount the simplest divine tale known: One of a humble man's anger against the world. You channel this miracle outward into a burst of force that knocks nearby creatures back. Each creature within 5 feet of you must make a Strength saving throw; On a failed save, a creature is pushed back 5 feet directly away from you and is knocked prone.
At Higher Levels. As you get comfortable with this spell, you can eventually recant it more quickly. Beginning at 7th level, you may cast Force as a bonus action |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Force Armor
Level: 1
School: Abjuration
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: 24 Hours
Components: V, S
Description: You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its spellcasting ability modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Force Arrow
Level: 0
School: Evocation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: A thrown weapon or piece of ammunition
Description: As a part of casting this spell, make a ranged weapon attack. On a hit, the target takes an additional 1d8 force damage.
At Higher Levels. The additional damage of this spell 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: Force Beam
Level: 3
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: A brilliant beam of pure energy shoots from your hand towards a target within range.
If the target fails a Dexterity saving Throw, it takes 4d10 Force damage. Success means the target only takes half damage.
This spell automatically destroys a Medium or smaller nonmagical object. If the target is a Large or larger object, this spell drills through a 5-foot-cube portion of it. A magic item is unaffected by this spell.
Special This spell can be cast as a reaction if you are within 30 feet of an intended target of a similar spell cast by an enemy magic user. If cast in this fashion, the opposed spells impact each other in glorious display midway between the two spellcasters. Immediately, and on each successive round thereafter that both magic users maintain concentration, each makes an opposed damage roll. Whichever one rolls highest damage moves the point of impact 10 feet towards his opponent.
The spell ends if you use your action to do anything else. You may move freely while maintaining the spell, but the point of impact, if in contest, follows you. Your movement can only shorten the distance between you and the point of impact, never lengthen it.
Anything unfortunate enough to be at the point of impact between the two spellcasters must make Dexterity saving throws as normal. All creatures within 5 feet of the point of impact must also make a Dexterity saving throw, but only against 2d10 Force damage. Again, success means half damage is taken.
At Higher Levels. When you cast this spell using a spell slot of 4 or higher, damage to the primary target increases by 1d10 for each slot level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Force Cannon
Level: 0
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S, M
Material cost: pinch of dust
Description: A swirling ball of air forms in your hand which can be fired at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force 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: Force Lightning
Level: 6
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A shard of fulgurite stained with blood
Description: With a manic cackle, you stretch forth your hands and launch an agonizing beam of lightning toward a target within range. The lightning arcs from its target to another target within 20 feet, and can arc from any target to any other valid target a total of 5 times. A target may only be subjected to this effect once per casting of this spell. All targets must succeed a Constitution saving throw or take 7d10 lightning damage, taking half damage on a successful saving throw.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 per slot level above 6th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Force Nova
Level: 3
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: 5 Feet
Duration: Instantaneous
Components: V, S
Description: You stamp the ground beneath your feet and a burst of energy expands outwards. Each creature within range must make a Strength saving throw. On a failed save, a creature takes 6d6 force damage and is pushed up to 10 feet away from you and is knocked prone. On a successful save, a creature takes half as much damage and isn't pushed away from you or knocked prone.
If a creature is flying when you cast this spell they automatically fail the saving throw and they take an additional 1d6 force damage. A large creature that fails its save is only pushed half as far.
In addition, any unsecured objects within range when the spell is cast are pushed up to 10 feet away from you.
At Higher Levels. When you cast this spell using a spell slot of 4th Level or higher, the damage is increased by 1d6 for each spell slot above 3rd. When you cast this spell using a spell slot of 6th level or higher the distance a creature is pushed increases to 30 feet |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Force Streak
Level: 0
School: Evocation
Classes: Sorcerer, Druid, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: a ranged weapon and ammunition both worth at least 1 sp
Description: You brandish the weapon used in the spell’s casting and make a ranged attack with it against one creature within the range of your weapon (long-ranged penalties still apply). On a hit, the target suffers the weapon attack’s normal damage dice, but the damage type will be force. Also, the target is pushed 5 feet in any horizontal or vertical direction. If they are within the air, you can choose to push them downward as well.
At Higher Levels. At 5th level, you deal an extra 1d8 force damage on a hit and the target is pushed +5 feet more. The extra force damage increases by another 1d8 and the push increases by +5 feet at 11th level (2d8 and 15 feet) and 17th level (3d8 and 20 feet). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Force Surge
Level: 3
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: Self (30-Foot Cone)
Duration: Instantaneous
Components: V, S
Description: You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.
In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Force Wave
Level: 5
School: Evocation
Classes: Paladin
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V
Description: You strike the ground, creating a burst of force energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 force damage, as well as 5d6 bludgeoning damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Force Whip
Level: 0
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Minute
Components: S
Description: You create a magical whip in your hand that can be used to defend yourself. This functions as a normal whip that you are proficient with, but it deals force damage instead of its normal damage type. You can treat it as a light weapon.
If this weapon leaves your touch, it instantly disappears and this spell ends.
This whip's damage increases by 1 when you reach 5th level (1d4 + 1), 11th level (1d4 + 2), and 17th level (1d4 + 3) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Forced Movement
Level: 5
School: Enchantment
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Sight
Duration: Concentration, Up To 5 Minutes
Components: S, M
Material cost: A living life form of with less than 20 hit points
Description: You flex your hand as if about to clench it into a fist. You force one creature up to a size larger than you to suddenly move in a way of your choosing this can only be done only once per turn or on a reaction as long as concentration is being held. The target makes a saving throw in each category. For each failed save you can pick one movement from each category.
Ability Score
Effect
Strength
The target makes one melee or thrown weapon attack of your choosing at a target of your choice.
Dexterity
The target make one ranged or thrown weapon attack of your choosing at a target of your choice.
Constitution
The target takes double damage from the next attack launched at them and rolls a save with disadvantage and is hit with advantage as they are pinned to a surface, or the target takes on a condition of your choosing (excluding frightened, charmed, invisible, petrified or poisoned).
Wisdom
The target forcefully looses a proficiency, of your choosing, that they once had as their memory of it is wiped.
Intelligence
The target makes one spell attack of your choosing at a target of your choice.
Charisma
The targets memory of you is blurred and replaced with one that makes them either be frightened, intimidated or charmed by you |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Forceful Breeze
Level: 0
School: Transmutation
Classes: Druid, Sorcerer
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: S
Description: You make a complex arm movement, causing a very specific area of wind around you to increase in speed to overwhelm a target. Make a ranged spell attack against the target. On a hit, the target takes 1d8 wind damage[1] and is pushed 5 feet in a direction of your choice. This spell’s damage and the distance the target is pushed when hit is increased when you reach the 5th (2d8, 10 feet), 11th (3d8, 15 feet), and 17th levels (4d8, 20 feet) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Forceful Flash
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: A ball of magical energy hurtles toward a creature you can see within range, detonating in a flash of bright light. The target must make a Dexterity saving throw, or take 1d6 radiant damage and the next attack made against it has Advantage.
The 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: Forceful Hand
Level: 0
School: Evocation
Classes: Wizard, Sorcerer
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Minute
Components: V, S
Description: You surround one or both of your hands with gloves of transparent force until the start of your next turn, granting several benefits until then.
You can safely touch, manipulate, and even feel otherwise dangerous objects. The gloves of force shield your hand(s) from acid, cold, fire, electricity, poison, sharp points, and bladed edges.
Whenever you make an unarmed strike, you can substitute a melee spell attack. On a hit, this melee spell attack inflicts force damage equal to 1 + your spellcasting modifier.
If you have a hand free, and are not wielding a shield or otherwise gaining a similar bonus to your AC, you gain a +1 bonus to your AC.
If you take the Dodge action, you can interpose your hand(s) in such a way that you gain resistance to force damage.
Starting from 5th level, the melee spell attack derived from this spell instead inflicts force damage equal to 1d4 + your spellcasting modifier. This damage increases by 1d4 when you reach 17th level (2d4 + spellcasting modifier) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Forceful Strike
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 5 Feet
Duration: Instantaneous
Components: V, S
Description: Magic coats your weapon, giving it a more forceful strike. As a part of this cantrip, make a melee attack on a recharge 3, 4, 5, 6. If the attack hits, add your spellcasting modifier bonus force damage to the attack. The damage increases to two times your spellcasting modifier bonus at level 5, three times your spellcasting modifier bonus at 11, and four times your spellcasting modifier bonus at level 17 |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Forcewave
Level: 2
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You launch an invisible wave of force that slams into a creature in range. The target must succeed on a Strength saving throw, taking 3d12 force damage and getting knocked prone on a failed save.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d12 for each spell slot level above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Foreseeing Shield
Level: 7
School: Divination
Classes: Warlock, Wizard
Casting time: 1 Hour
Range: Touch
Duration: 8 Hours
Components: V, S, M
Material cost: a golden wire wrapped around the ear of the target during casting
Description: Upon casting this spell, the target gains 3 Foreseeing Shields which remain with them for the duration of the spell. When successfully hit by an attack, the target of this spell may use their reaction, expending a Foreseeing Shield in the process, causing the attack to miss instead.
At Higher Levels. When you cast this spell using a spell slot of 9th level, you may instead select three creatures within 10 feet of you to benefit from the effects of this spell |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Forge Radiance
Level: 0
School: Transmutation
Classes: Artificer, Cleric, Druid, Sorcerer
Casting time: 1 Bonus Action
Range: Touch
Duration: Concentration, Up To 30 Minutes
Components: V, M
Material cost: a drop of mercury and a gold leaf
Description: You materialize on the tip of your fingers a fragile tiny mote of light. The mote can be shaped at any time by anyone who holds it, and it can take the form of any tiny object. The object still is made of pure light and it emits bright light in a 5 feet radius and dim light for an additional 5 feet. If you choose to make a dagger, an arrow, or similar objects you can attack with it, destroying it as soon as it hits a hard surface. In that case, the weapon or ammunition damage type becomes radiant.
If you cast this spell under direct sunlight (no clouds) its area of bright light becomes sunlight. If you cast this spell under direct moonlight from a full moon, shapechangers who enter the area of bright light must succeed in a Constitution saving throw or revert to their true form.
When you reach 11th level, the area of both bright and dim light increases to 10 feet, and the damage increases by 1d4. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Forget
Level: 6
School: Enchantment
Classes: Bard, Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Indefinite
Components: V, S, M
Material cost: the brain of a small creature
Description: When you cast this spell, choose one event, place, person, or otherwise that you know about, and they forget parts about it, or all of it. This can range from removing specific details, to simply wiping all reference to it from their mind. A target unwilling to forget may make a Wisdom saving throw to resist the effects of this spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Form Contract
Level: 6
School: Enchantment
Classes: Sorcerer, Warlock, Wizard
Casting time: 12 Hours
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: A Fiend and an item of at least 500 GP worth
Description: You have the ability to trap a fiend of CR 1 or lower inside a weapon, piece of armor, or a piece of jewelry. To do so, the caster must perform a 12-hour ritual that will have various effects, based on what item the fiend is sealed in.
The item becomes more powerful as the wielder levels up.
Sentience: The fiend retains its memories and personality, and can choose whether or not to help the caster. This makes keeping a good relationship with the Fiend a must. It also allows the caster to speak any languages the Fiend speaks and consult it telepathically about anything related to the lower planes, giving advantage in any Religion checks involving things such as the Demon Princes or Nine Circles of Hell.
Dark Armor: The Fiend provides a bonus to armor based on its CR. For example, an Imp sealed inside leather armor will have an AC of 11 + Dexterity modifier + 1 (the CR of an Imp).
At level 15, the armor grows more powerful and now provides a protective buffer against attack. At the start of your turn, you gain 1d6 temporary hit points for CR 1. Increasing to 1d8 for CR 2, 1d10 for CR 3, and 1d12 for CR 4.
At level 17, the armor gains even more power, and grants a resistance to slashing, piercing, and bludgeoning from non-magical weapons.
Hellish Weapon: The Fiend Provides a bonus to attack and damage based on its CR. For example, a dagger would be 1d4 + Dexterity Modifier + 1, if an imp were sealed inside it.
At level 15, the power of the weapon increases. It now deals necrotic damage based on the CR of the fiend. The Necrotic damage is 1d6 for CR 1. Increasing to 1d8 for CR 2, 1d10 for CR 3, and 1d12 for CR 4.
At level 17, the weapon grows in power one more time. Once per turn, you gain temporary hit points equal to the amount of necrotic damage you deal after an attack. In addition, the necrotic damage ignores resistance.
Unholy Trinket: The Fiend allows the wielder to cast the spell Burning Hands as a 2nd level spell at will, without consuming spell slots or components. The spellcasting ability for these spells is Charisma and the wielder has a +1 bonus to the spell save DC and spell attack roll for these spells equal to the CR of the fiend.
At level 15, the trinket allows the wearer to cast Scorching Ray as a 4th level spell without consuming a spell slot or components. It regains the ability to do so after a short or long rest.
At level 17, it allows the user to cast Fireball as a 5th level spell without consuming a spell slot or components. It regains the ability to do so after a long rest.
At Higher Levels. When you cast this spell using a spell slot of 7th level slot or higher, the CR of the Fiend you can seal increases by one. CR 2 at 7th. CR 3 at 8th. CR 4 at 9th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Form of Sea, Air, and Land
Level: 7
School: Transmutation
Classes: Druid
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a sapphire worth at least 500 gp
Description: You touch a willing creature, granting it the ability to travel at a high speed through any environment. The creature gains the following benefits for the duration:
The target gains a climbing speed of 60 feet, a swimming speed of 60 feet, a burrowing speed of 60 feet, and a flying speed of 60 feet, and its walking speed becomes 60 feet if it isn't already higher. The creature can use this burrowing speed to burrow through stone, and it can use this climbing speed to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. In addition, travelling through difficult terrain doesn't cost the creature any additional movement, and it has resistance to damage caused by difficult terrain, such as from a spike growth spell.
On each of the target's turns, it can take the Dash action as a bonus action.
The target can breathe normally in any environment, and it has advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Fortify
Level: 2
School: Abjuration
Classes: Bard, Cleric
Casting time: 1 Action
Range: Touch/60 Ft
Duration: 1 Round
Components: V, S, M
Material cost: a piece of iron
Description: A creature you touch gains 1d4 temporary hit points. On following rounds you can use your bonus action to grant another 1d4 temporary hit points to any creature. If it is a creature that doesn't have the temporary hit points, then they must be within touch range. The components for maintaining the spell becomes verbal and the range increases to 60 feet. This spell ends if you use your bonus action to do anything else. This spell also ends if the target is ever outside the spell's range.
At Higher Levels. The amount of temporary hit points granted increases by 1d4 for each level above 2nd level this spell is cast at. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Foster's Instant Anvil
Level: 2
School: Conjuration
Classes: Artificer, Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 10 Feet
Duration: 1 Minute
Components: V, M
Material cost: a block and tackle
Description: You conjure a large heavy object in an unoccupied space 20 feet above a target you can see within range, before immediately dropping the object. A creature targeted by this spell may make a Dexterity saving throw to avoid the falling object. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone.
Alternatively, you can choose a nonmagical object that isn't being worn or carried as your target to take this damage.
The heavy object persists for 1 minute after being dropped, although it may be damaged or destroyed by the impact depending on its composition. When the spell ends, whatever is left of the object vanishes into mist.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Foul Form
Level: 7
School: Transmutation
Classes: Cleric, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V, S, M
Material cost: the fingerbone of an undead, engraved with jewels worth at least 500gp
Description: You cause your form to adapt to the evil energies of the multiverse. For the duration, your skin appears to be decaying, you give off a sickening stench, and bile and slime ooze from your pores. While in this state, whenever you would take poison or necrotic damage, you take no damage, and instead regain hit points equal to half of the damage you would have taken before resistances and immunities. Any effect that would heal an undead creature also heals you.
You may communicate with undead creatures through rudimentary telepathy and body language, regardless of whether you speak the same language, and undead creatures with 14 or less Intelligence will not automatically attack you unless they are commanded to. Finally, for the duration, you may move freely through oozes and slimes, taking no damage in the process.
The average person will not interact with you in this state; on a failed DC18 Intelligence (Investigation) check, a creature will believe you are undead and will react accordingly.
At Higher Levels. When you cast this spell using a spell slot of 8th level, the duration increases to 1 hour, and with a spell slot of 9th level, it increases to 24 hours. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Fountain of Night
Level: 2
School: Conjuration
Classes: Warlock
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You call forth an intangible horror. It appears in an space that is a 5-foot cube you can see within range. Typically, the horror resembles a mass of shadows filled with writhing black tentacles and gnashing teeth, although it can appear as any sort of terrifying phenomena of your choice.
Until the spell ends, whenever you or a creature you can see moves into the horror's space for the first time on a turn or starts its turn there, you can cause the horror to attack the creature. When you do so, the creature must make a Wisdom saving throw. On a failure, the creature takes 2d8 necrotic damage and becomes frightened of the horror until the end of your next turn. On a successful save, the creature takes half as much damage and isn't frightened.
As a bonus action on your turn, you can move the horror up to 30 feet to a space you can see. Creatures which are immune to being frightened are also immune to damage from this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each spell slot level above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Franklin's Funny Missiles
Level: 2
School: Evocation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Until Your Next Turn
Components: V, S
Description: You create three glowing darts of magical force which circle and swirl all around you, slowly growing larger and larger. At the start of your next turn, each dart hits a creature of your choice that you can see within range. A dart hitting this way deals 1d8 + 2 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. If you are unconscious or otherwise incapable of choosing the creature(s) to hit, the targets are instead chosen randomly or by the DM.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates one more dart for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Freezing Burst
Level: 1
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (10-Foot Cube Or 5-Foot Radius)
Duration: Instantaneous
Components: V, S
Description: A blast of freezing energy emanates from you. Each creature in a 10-foot cube or 5-foot radius (your choice when you cast this spell) originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 cold damage and is chilled, giving it disadvantage on attack rolls and reducing its speed to 0 until the start of your next turn. On a successful save, a creature takes only half as much damage and isn't chilled.
A creature killed by this spell is frozen solid until it thaws.
This spell freezes any puddles of water caught in its area that are 1 inch or less deep, turning them into slippery ice[1] until they melt.
At Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points.
—Power Point Cost—
0
1
2
3
4
5
6
7
8
9
Size 🔗
10 ft. cube/5 ft. radius
15 ft. cube/10 ft. radius
20 ft. cube/15 ft. radius
25 ft. cube/20 ft. radius
30 ft. cube/25 ft. radius
35 ft. cube/30 ft. radius
40 ft. cube/35 ft. radius
45 ft. cube/40 ft. radius
50 ft. cube/45 ft. radius
55 ft. cube/50 ft. radius
Cold Damage 🔗
1d8
2d8
3d8
4d8
5d8
6d8
7d8
8d8
9d8
10d8
Casting Time
1 action
—
1 bonus action
—
—
—
—
—
—
—
Cold Damage. If the spell is upcast so that amount of cold damage is 4d8 or higher, any water or liquid that is principally water (excluding water-based creatures) that overlaps with the spell's area is frozen solid. A creature that fails its Constitution saving throw while in an area that would be frozen is restrained, while a creature that succeeds prevents the space of water they occupy from freezing. A restrained creature can repeat the Constitution saving throw at the beginning of each of its turns, melting the ice in its space with its body heat and ending the condition on a success. |