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5e Spells

A list of spells I made for a prior 5e campaign, in which 3 out of the 5 party members were playing Wizards.

  • Cylix’s Grim Whisper:
    • Necromancy cantrip
    • Casting Time: 1 action
    • Range: 30 feet
    • Components: V, S
    • Duration: Instantaneous
    • An eldritch whisper fills the air around the target. The target must make a wisdom saving throw or become distracted by the whispers. Any attacks made against the distracted creature may add 1d4 to their roll.
  • Cylix’s Rend Flesh:
    • 2nd-level Necromancy (ritual)
    • Casting Time: 1 minutes
    • Range: Touch
    • Components: V, S, M (a medium sized of jar and a single maggot, consumed upon casting)
    • You touch a corpse or other remains of a huge sized creature or smaller. Over the course of 5 minutes after, the flesh of the corpse begins to rapidly remove itself from the corpse, becoming a putrescent, fleshy slime of blood, muscle and viscera. This slime has the stats of a “Larva”, but counts as an undead. The slime will enter the provided jar, and after 1d4 hours degrade into a pool of blood. 
    • The left behind corpse is stripped of all blood and flesh leaving behind a fresh, cleaned skeleton.
  • Cylix’s Rain of Bones:
    • 2nd-level Necromancy
    • Casting Time: 1 action
    • Range: 60 feet
    • Components: V, S, M (A piles of bones weighing more than 10lbs)
    • Duration: Concentration, up to 1 minute
    • You fill the air with shattered bone fragments in a 10 foot cube, centered on a point you choose within range. A creature takes 2d8 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.
    • 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.
  • Cylix’s gilded wrath:
    • 3rd level Necromancy
    • Casting Time: 1 action
    • Range: Self
    • Components: V, S, M (6 skeletal vertebrae)
    • Duration: Concentration, up to 10 minutes
    • The six vertebrae used to cast this spell are wreathed in green and gold flame. They float in the air and orbit the casters neck for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the vertebrae, sending them streaking toward a point or points you choose within 60 feet of you. Make a ranged spell attack. On a hit the target takes 2d4 necrotic damage, and the target’s hit point maximum is reduced by an amount equal to half of the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0
    • At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of vertebrae increases by two for each slot level above 3rd.
  • Cylix’s blast of bones:
    • 5th-level necromancy
    • Casting Time: 1 action
    • Range: 150 feet
    • Components: V, S, M (a skull with at least 50gp worth of gold inside it)
    • Duration: Concentration, up to 1 minute.
    • The skull consumed in the casting of this spell sprouts into a gilded skeleton that hisses madly. The skeleton has the same stats as a standard skeleton, and is under the control of the caster. 
    • When the spells duration is complete, when the skeleton is destroyed, or as a bonus action from the caster the skeleton explodes. Each creature in a 15ft radius must make a constitution saving throw or take 6d6 points of necrotic damage
  • Cylix’s Sculpting:
    • 2nd-level Necromancy (ritual)
    • Casting Time: 1 minutes
    • Range: Touch
    • Components: V, S, M (A thin, sharp blade and a silver mirror worth at least 50gp that the spell consumes)
    • The caster takes a fresh corpse and magically removes its face. The removed face because a mask that can be worn. The mask last for 1d4 days then rots. When worn, the character that has donned the mask gains +5 on all checks to disguise themself as the corpse.
  • Shrouded eye
    • 2nd-level divination
    • Casting Time: 1 action
    • Range: 30 feet
    • Components: V, S, M (A small metal ring, the feather of an owl)
    • Duration: Concentration, up to 1 hour
    • You touch one of your own eyes, creating a shadow copy of it. The eye is visible, but appears wreathed in shadow, and require a perception check made at disadvantage to notice. It has 1hp and an AC of 13.
    • As an action, you may choose to close your own eyes and instead see through the shrouded eye. While seeing through the shrouded eye, you have the blinded condition with the exception of anything seen through the shrouded eye. The shrouded eye has a movement speed of 30ft and can move up 600ft away from the caster. Any further and the magic is dispelled.
  • Vessel of Perception
    • Casting time: 1 action
    • Duration: 1 hour
    • Range: Self
    • 1st-level divination (ritual)
    • Components: V, S, a glass eye worth at least 10gp, which the spell consumes.
    • Description: Through the use of this spell, the caster completely melds their sense of sight with their bonded familiar. While the familiar is within 100ft of the caster, the caster sees through the familiars eyes as if they were their own. The caster is otherwise blind. Should the familiar die or go further than 100ft from the caster, the caster cannot see through the familiars eyes, but remains blinded. The caster can end the spell as an action.
  • Cunning Strikes:
    • 2nd level conjuration
    • Casting Time: 1 action
    • Range: 15feet
    • Components: S, M (A melee weapon with which you are proficient)
    • Duration: Instantaneous
    • You raise the weapon used in the casting slicing through the air. Choose a single you can see within range. Make a melee spell attack against each target. On a hit, a target takes 2d10 force damage.
    • At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can choose to strike one additional target with this spell, or increase the damage of the spell by 1d10 for each spell slot level above 2nd.
  • Wind Whip:
    • 1st level evocation
    • Casting Time: 1 action
    • Range: Self (15-foot cone)
    • Target: Self (15-foot cone)
    • Components: V S
    • Duration: Instantaneous
    • You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, you create a cone of whipped air around the target. Each creature in a 15-foot cone must make a dexterity saving throw. Creatures takes 2d8 damage on a failed save, or half a much on a successful one.
    • At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

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