Note: completed spells are here and not included below.
Spell Level: 3rd Level
School: abjuration
Range: Touch
Components: V, S, M (pot of soothing salve)
Duration: Instantaneous
Casting Time: 1 minute
Spell Lists: Druid, Cleric, Paladin
A creature you touch regains all of their expended hit dice.
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 3rd.
Probably 6th-level or higher
Range: 60ft
Components: V, S
Duration: Concentration (up to one minute)
Casting Time: 1 action
Spell Lists: Cleric, Warlock
Choose a creature that you can see within range, that creature must then make a Constitution saving throw. On fail, the creature gains a number of temporary hit points equal to their current hit points minus 1 and their hit point maximum is reduced to 1 for the duration of the spell.
If the creature has any remaining temporary hit points when the spell ends, they restore a number of hit points equal to their remaining temporary hit points. Is this abusable?
At higher levels
Target extra creature?
extend the duration?
subtract x amount from the temp hp
Spell Level: 9th level
School:
Range: Self
Components: M (A small runestone with the symbols F and 5 written on it)
Duration: Instantaneous
Casting Time: 1 Action
Spell Lists: Artificer, Wizard
You preserve the current point in time. At any point from now until the moment just after your death, you can choose to reload this point (no action required). When you do so, time is reversed back to that point such that everything that happened since, no longer happened. You, and you alone, retain your memories of the events since the point but you do not retain any gained levels, features, conditions, effects or items.
If you cast this spell again, the point from the previous casting is forgotten and your current time becomes the new point.
Maybe this could actually be realistically usable if it was just a round or a minute? would still be awkward to rember everything in the last round or more. Maybe a reaction to an attack or spell that forces the attacker or caster to do something else. For example, a hostile creature kills an ally with a weapon attack, this reaction undoes the attack and forces the creature to use a different weapon or action (similiar to counterspell)
Spell Level: 9th level
School:
Range: 120ft
Components: M (Something to blackmail the DM with)
Duration: Instantaneous
Casting Time: 1 Action
Spell Lists: Bard
You choose a creature you can see within range. This creature cannot die by any means, even a wish spell. The character only dies when you decide it is appropriate to do so.
Spell Level: ?
School: Transmutation? Necromancy?
Range: 60ft
Components: V, S
Duration: 1 minute (Concentration)
Casting Time: 1 Bonus Action
Spell Lists: Warlock?, Wizard
Choose a creature you can see within range to make a Constitution saving throw. On a fail, the creature cannot regain hit points for the spell's duration. If a spell or effect would restore hit points to the target, they instead take force damage equal to the hit points they would have regained.
Maybe have certain damage types heal as well so it's potentially useful to self and allies in right situations?
Spell Level: 2nd?
School:
Range: 30ft
Components: V, S, M (a drop of adrenaline or a pinch of sugar)
Duration: Instantaneous
Casting Time: 1 bonus action
Spell Lists: Bard, Cleric, Wizard
The target creature immediately takes one additional action.
Spell Level: Cantrip/1st?
School: Enchantment
Range: 30ft
Components: S, M (a beast's tongue tied in a knot)
Duration: Concentration, up to 1 hour
Casting Time: 1 action
Spell Lists: Bard
The target creature must make a Charisma saving throw or be cursed with one of the following effects of your choice until the spell ends:
Alliterative Articulation. The next word that the creature speaks, every subsequent word must begin with the same letter.
Eggscellent Elocution. The first vowel in every word the creature speaks must be proceeded with the word "egg". For example, "Hello, my name is John." becomes "Heegello, meggy neggame eggis Jeggohn."
Tahckcab. The letters in every word spoken by the creature must have their letters reversed. For example, "Hello, my name is John." becomes "Olleh, ym eman si Nhoj."
No Nouns. The creature cannot speak nouns or proper nouns.
Third Person. The creature can only refer to themselves in the third person. For example, "Hello, my name is John." becomes "Hello, his name is John."
Rhyme Time. The creature can only speak in rhyming couplets.
While under the effects of this spell, a creature is incapable of speaking any word that is not allowed by the effect. The creature may still perform verbal components of spells, provided they are allowed by the effect. For example, when casting the command spell, the one word command must be allowed by the effect.
Spell Level: Cantrip
School:
Range: 30ft
Components: S
Duration: Instantaneous
Casting Time: 1 action
Spell Lists: warlock, wizard
You point at one creature you can see within range, and choose an unsecured piece of clothing they are wearing, such as a hat or pair of spectacles. The target must succeed on a Dexterity saving throw or the clothing item flies to your open hand via the most direct route.
Spell Level: Cantrip
School: Evocation
Range: 60ft
Components: S
Duration: Instantaneous
Casting Time: 1 action
Spell Lists: warlock, wizard
You produce a spectral deck of cards and then pull a random card out and fling it at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 force damage. In addition, you roll 1d4 and determine both the suit of the card and any additional effects, as shown in the table below.
1d4 | Suit | Additional Effect1 | Clubs | The target takes an additional 1d4 force damage on a hit.2 | Diamonds | You gain temporary hit points equal to the damage dealt on a hit.3 | Hearts | The target must make a Wisdom saving throw or be charmed by you until the start of your next turn.4 | Spades | The target must make a Strength saving throw or be knocked prone.You can throw more than one card at once when you reach higher levels: two cards at 5th level, three cards at 11th level, and four cards at 17th level. You can direct the cards at the same target or at different ones. Make a separate attack roll for each card.
Maybe rename it to Phillipe's magician's name
Find some way to incorporate numbers/royals without making an excessive number of rolls
Spell Level: 2nd-level
School: Abjuration? Transmutation?
Range: Self
Components: S, M (a piece of rope or a leather strap)
Duration: 10 minutes
Casting Time: 1 action
Spell Lists: ranger
You imbue yourself with enhanced mobility and luck.
Climbing does not cost you extra movement.
Your jump distance is doubled.
You have advantage on ability checks and saving throws to climb, maintain your balance or grip and to avoid being knocked prone.
When in an an area of heavy scaffolding, rigging or similar. You always seem to find the ropes and handholds you need.
Spell Level: 5th?
School:
Range: 100ft
Components: S, M (a leather boot strap)
Duration: 24hours
Casting Time: 1 action
Spell Lists: wizard
The DM chooses a time period of 100 years or less in their real history that most closely matches the world they are running.
You may then choose a nonmagical item you can see within range that did not exist during this time period. All instances of this item within range are banished and cannot be used for the spell's duration.
For example, the DM may assign a time period before the 14th century. In such a case, you may use this spell to banish rapiers or firearms.
Some further examples are shown below
Item | Anachronistic PeriodPlate Mail | Before 1400Spell Level: Cantrip
School: Divination
Range: Self
Components: S
Duration: Instantaneous
Casting Time: 1 bonus action
Spell Lists: Artificer, Bard, Sorcerer, Warlock, Wizard
You have advantage on your next attack roll before the end of your next turn.
Spell Level: 2nd? 3rd?
School: Abjuration
Range: 30ft
Components: S, M (a metal rod)
Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action
Spell Lists: Portalist
You choose two targets within range and lock their relative positions, an unwilling creature can make a Charisma saving throw to avoid the effects. For the duration of the spell, when one of the creatures moves, the second target also moves the same distance and in the same direction simultaneously. For example, if a target walks 10 feet northwards, the other is also moved 10 feet northwards.
The spell does not hold a target aloft or allow them to pass through solid obstacles that they normally couldn't. A target is not moved by the other if they teleport, such as with the misty step spell. The spell ends early if the targets are ever more than 30ft from each other.
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.
Spell Level: 1st-level
School: Conjuration
Range: Self
Components: S, M (a loaf of bread or a handful of colorful stones)
Duration: 1 hour
Casting Time: 1 bonus action
Spell Lists: Artificer, Cleric, Ranger
You place a breadcrumb, which appears as a tiny, faintly-glowing orb or symbol of your choice, at a point within 5ft of you. It remains in place until you cast this spell again or you die. For the spell's duration, you can use a bonus action on each of your turns to place another breadcrumb within 5ft of you.
You decide who can see the breadcrumbs when you cast the spell, either by specifying the creatures by name or by choosing a group of people, such as members of a specific family or guild. To anyone else, the breadcrumb appears invisible, unless they possess truesight or are under the effects of the detect magic spell.
At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 8 hours with a 3rd-level slot or higher, and to 24 hours with a 5th-level slot or higher.
Spell Level: 2nd-level
School: Transmutation
Range: 60ft
Components: V, S, M (a vial of liquid air)
Duration: Concentration, up to 1 minute
Casting Time: 1 action
Spell Lists: Artificer, Bard, Druid, Portalist
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to freeze and become brittle. Any creature in physical contact with the object takes 2d8 cold damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
If it doesn't drop the object, it has disadvantage on saving throws, and attack rolls against it have advantage until the start of your next turn.
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.
Maybe make more interesting than just changing damage type
- reduce AC and/or speed
Spell Level: 2nd?
School: Divination
Range: 60ft
Components: V, S
Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action
Spell Lists: Lorehunter
You observe one creature you can see within range and determine methods to circumvent a particular resistance of theirs. Choose a damage type; acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, or thunder.
For the spell's duration, you and any creatures you choose can ignore the target's resistance to the chosen damage type, if any.
Additionally, if creature gains resistance to the chosen type as a result of a spell, magic item or other magical effect, such as the protection from energy spell, you become aware of this. If you can see the source of the effect, such as a magic item or a creature concentrating on the spell, you are aware that it is the source of the spell.
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 3rd .
At Higher Levels (ALT). When you cast this spell using a spell slot of 2nd level or higher, you can choose one additional creature to ignore the target's resistance to the chosen type for each slot level above 1st.
At Higher Levels (ALT). When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional damage type to ignore the target's resistance to the chosen type for every 2 slot levels above 1st.
If you allow other creatures then it should be an action, if just self then leave as bonus
Spell Level: 1st
School: Divination
Range: Self (30ft)
Components: S, M (a metal rod)
Duration: 1 hour
Casting Time: 1 bonus action
Spell Lists: Lorehunter
You fill the area around you with a dark purple light out to 30ft that is barely visible to most creatures. The light has no effect in bright light, but in dim light or darkness it can cause certain things to glow and be far more useful.
You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks to
Spell Level: 1st
School: Evocation
Range: Self (60ft)
Components: S, M (a metal or glass rod worth at least 1cp)
Duration: 1 hour
Casting Time: 1 bonus action
Spell Lists: Lorehunter
You touch the rod used in the spell's casting and it begins to emit a faint dark-purple glow, casting dim light out to a range of 60ft for the spell's duration. Choose up to six creatures (this can include yourself) when you cast the spell to see the light, the light is invisible to all other creatures.
At Higher Levels. When you cast this spell using a spell slot of a higher level, the range of the light increases to 120ft with a 3rd-level slot or higher, and to 300ft with a 5th-level slot or higher.
Spell Level: 1st?
School: Illusion
Range: Self (30-foot radius sphere)
Components: S, M (a glass lens or orb)
Duration: 1 minute
Casting Time: 1 action
Spell Lists: Lorehunter
You magically preserve the information your senses receive for recreation at a later date. You perfectly record the sights, sounds and smells you sense within a 30-foot radius sphere centered on yourself for the duration of the spell. The spell cannot record things which you do not witness with your senses at the time, such as creatures and objects that are invisible or behind cover.
At any point within the next year, you can cast this spell again to project an illusionary version of the scene in an area around you. Creatures inside the area can witness the scene as you did, though they cannot witness anything you didn't, regardless of their own senses. For example, this spell typically cannot be used to see a creature that was invisible or behind cover, though it may still allow you to smell or hear it if you could at the time.
Spell Level: 1st
School: Abjuration
Range: Touch
Components: V, S, M (A coin worth at least 1cp which the spell consumes and a bowl)
Duration: Concentration up to 1 hour
Casting Time: 1 action
Spell Lists: Cleric
You touch a willing creature and imbue them with the magic of mercy. For the duration, when the target reduces a creature to 0 hit points with a spell or attack, they can choose to incapacitate the creature rather than killing them. The creature is unconscious and stable.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Spell Level: Cantrip
School: Abjuration
Range: Touch
Components: S, M (a simple or martial weapon)
Duration: Instantaneous
Casting Time: 1 action
Spell Lists: Cleric
You brandish the weapon used in the spell's casting and make a weapon attack with it against one creature. On a hit, the target suffers the weapon attack's normal effects, however, if the target is reduced to 0 hit points, it falls unconscious and becomes stable, rather than dying.
This spell deals extra damage when you reach certain levels. At 5th level, the attack deals an extra 1d4 force damage to the target on a hit. This damage increases when you reach 11th level (2d4) and again when you reach 17th level (3d4).
Spell Level: ?
School: Enchantment
Range: 30ft
Components: V
Duration: Instantaneous
Casting Time: 1 action
Spell Lists: Bard
You weave a brief but compelling poem and force a creature that can hear and understand you within 30ft of you to make a Wisdom saving throw. On a fail, the creature becomes deeply engaged with the poem. For the poem's final line, you deal xdx psychic damage to the target and choose one of the following effects to apply to the target until the end of its next turn.
Bad Punchline. The creature flies into a reckless rage and has advantage on attack rolls against you, and attack rolls against it have advantage.
Horrifying Twist. The creatures is deeply disturbed and frightened of you.
Troubling Warning. The creature becomes anxious and has disadvantage on Wisdom checks and saving throws.
At Higher Levels. When you cast this spell using a spell slot of Xth level or higher, you can target one additional creature for each slot level above Xth.