D&D 5E Creating Spells

Hello everyone! today we’re going to discuss about the D&D 5E Creating Spells ! this question was asked by many of our campaign members and other followers of us mostly by the wizard players. The other classes shall ask for the creation of dnd 5e spell, but the wizards are usually the first ones within a group to ask for an ability to create a spell due to their academic nature.

The main aspects to consider about d&d 5e creating spells are Intent, balance, cost, conditions, and other spells already in existence.

As a DM and also as a player i have been created many spells in past and some have broken the game. But most haven’t, although this is something that you need to be considered when allowing creating a spell in game 5e.

How To D&D Create Spell

Do you know the dnd 5e spell creation rules ? if not you have to check the below steps. It requires few things such as;

  • The spell should be balanced.
  • The intention of a spell should be clear.
  • You need to have time for creating new spells in d&d 5e.
  • Lost of money.
  • Of course failure is an option too.

In these 5 requirements, you can find that balance, conditions, and even looking at the other spells in an existence which is essential to almost every part of spell creation.

Before we are going to the d&d spell creation rules, tables and ideas we would like to add a quick summarization for you.

=> Balance: It would be a constant issue. Here we shall discuss the appropriate damage, conditions to change the spell’s power, of course if the thematic use of a spell is even appropriate for any given class.

=> The intent: For what and why this spell is needed and also what it will do is important. Suppose, if your players are not that much clear, then they are just be trying to break the game. Of course those are the worst kind of spells to permit.

=> Time: It is an important aspect. You are just unable to make a spell in a middle of the combat. It just takes some research and a place to do so. We will write more information later on in this article.

=> Money: it is essential to make something new. Of course it is a problem for the players in order to just make a new spell in their downtime, and of course even adding a new personal magic into the game requires money to do so.

=> Failure: The failure needs to be an option. Probably, you can not just expect your first attempt in order to be succeed. More over there can be problems since you are not following the fundamental formula.

These requirements are the fundamentals for dnd 5e creation spell. Now let us deeply discuss about our main topic on how to create spells in D&D 5e!


Of course when it comes to dnd 5e making spells permanent your biggest concern must be about balance. If you ever create spells already in d&d 5th edition and do not consider if they are balanced, then your game can be over.

Let’s assume that if a player wanted to create a 1d10 radiant damage cantrip which goes up 1d10 at some other levels (such as 5th, 11th, and 17th). Of course it is just a variant to the firebolt spell so it mustn’t be that bad.

The Damage type is extremely important.

In any case the fire spells are practically proven that they are most resisted spells in the game. Of course this adds a barrier to the power which a firebolt could give. Of course the Radiant damage on an other hand is a vulnerability for many monsters and even has extra effects.

So in an addition, not many of the creatures which your players shall face are resistant or else immune to the radiant damage. Also check dnd 5e create bonfire spell

Anyways, here the damage type is extremely important, so that do not let a new spell be created as easily as by just changing the damage type. Suppose, if the damage type has been changed even for the thematic reasons, make it suffer a penalty.

Also reduce a fireball which is converted to the cold damage to 6d6 instead of 8d6. In any case if you’re curious about what type of damage you must use, then you have to see the below given chart.

D&D 5e damage chart per spell level! (it also works for healing but never allow to healing on cantrips!)

Spell LevelOne TargetMultiple Targets

Basically, this chart is the guide directly taken from the DMG about how much damage you should do with each spell. Of course there are however, extenuating the factor which may change the overall damage of a spell.

Conditions to change the spell

Actually, dnd 5e making your own spells is not the perfect science. There is only a 1/2 a page on it in the DMG, so that there are the few things which we need to find out.

There are different ways to increase the damage.

Suppose, if the spell requires an extra casting time, then it can enhance in the damage. Usually, from a round to a minute, but of course this shall be varied based upon the spell.

Make it or nothing happens: Suppose, if a spell requires an attack roll, then you might would like to enhance the di by d2 or even add another di. Usually, this is also applies for saving or else nothing spells. However if the spell doesn’t do anything whenever a save is made, after that you can increase the damage. More risk, more reward.

Smaller area of effect or duration: It can increase the other effects of a spell. Of course this shall include the damage.

An iconic spell: Of course the from past will basically have a bit more damage or healing. Of course the fireball has 8d6 instead of 6d6 for an instance and inflict wounds deals 3d10 necrotic damage.(You can also check our other articles on official spells) Because of this reason these spells will deal more damage than the regular ones. So you should not allow your players to create spells as powerful as these.

Of course here the conditions which require you to reduce the damage of a spell are as we mentioned below:

Anything that is opposite of a way to increase the damage: If a spell lasts for longer, has a greater area of an effect, or else now it works on the save whenever it normally wouldn’t, then declines the damage by 1d2 or by 1 di.

If a spell is a bonus action shall reduce the damage that it can deal.

There are some other factors in order to consider whenever changing the spell. For an instance, concentration. Suppose, if the spell is a concentration spell then it must require a save if it used on an enemy targets at an end of their turns. In any case you can further augment spells with the material costs.

However is a spell requires the certain item, gold, or even whatever to cast each time so that it can enhance the potency of the spell in order to make it worth the cost. All of these are the most vital factors whenever it is considering the balance, but here the biggest role in if a spell will break a game is the player intent.


If a particular player would like to start d&d creating spells 5e in your campaign you need to understand why. Most of the players would like to create a new spell for thematic reasons. They are fine with the small downgrade in power, but that is almost worth it to enhance the options that a player has. Of course this is a great mentality for them in order to have, and of course you will not have to be worried very much about them breaking a game.

But if the player wants to make a new spell for giving themselves more options, so that time you need to be a bit wary. The questions are like Why do the normal spells not give enough options? Why can’t you do what you want with your normal spells?

In any case the answer is something silly like “I would like to shot food into people’s mouths” you’re still need to be wary. Of course there are so many other applications which this spell could be used for and silly reasons are either open to a lot of abuse or the worst kind of intent. The players intentionally trying to break a game.

At the times, the players usually think it shall be much cool in order to gain a new ability which is not broken for the options sake. But of course if the players wants more options and even is not trying to fit a theme, they are most likely trying to make a good new spell. Because it will cost time, money, and effort, so why not make a good spell? Why not make a spell good enough to break the game?

Mainly this is the logical reasoning which is most players go through whenever they are learn about what it usually takes to create a spell. Al though they might veil their intentions simply by stating it is for a silly purpose, but you must make sure the player is not getting so much.

Let the player know the expected outcome before hand.

Of course this shall dissuade most of the players from trying to make something to be happen at the last moment or else be angry whenever you tell them the fruits of their labor. Of course tell them an exact effects of the spell before your players start the creation procedure and the narrow down exactly what they would like to. Probably this would help you to avoid an angry players and avoid problem powergamers.

So lastly, if your player wants to make a spell which is going to be the staple of their class, I will give you one of the few lines in DMG on this subject.

“If a spell is so good that a caster would want to use it all the time, it might be too powerful for its level.” you can see this in DMG page 283.


In order to d&d 5e creating custom spells you can not just come up with them over night or else in combat. The spell creation is the arduous task which requires you to make a completely new formula.

Of course you should think of each spell like a math equation which everyone knows, A+evocation+force+1st level power= Magic Missile is an example of a formula that a wizard may know. However these formulas have been tested and approved to go out and benefit the public.

In any case you’re using the magical science in order to create a new spell and also make other new formulas too. But this shall require you to spend an adequate amount of time in the researchable setting to attempt to make a new spell. Here is a good formula to do so.

You should spend at least 8 hours a day for a week x the spell level. May be interrupted, but for the each day interrupted lose 1 day of progress up to 1 week.

In any case the cantrips are 1/2 the time of a first level spell in order to create and also can not be exceeded what number of cantrips that are already known by you. You can even exchange the known cantrips for a new cantrip.

This also requires the caster in order to spend enough time in the research setting which is suited for spell casting (up to the DM if a setting is adequate). Suppose, if a player has been interrupted not all the work is lost, but al though losing progress shall make you to have a setback like you try for making remember where you were and get back into the flow of researching.

Here we can take an example:

Billy would like to create new 3rd level spell. So it shall take 3 weeks in the wizard tower, but of course he needs to go foe helping his friends for almost 2 weeks. In any case Billy has already made 2 weeks of progress, so that now he should spend 2 more weeks of the progress in order to attempt to make a new spell (2-1 (max) +2=3).

Perhaps, the research doesn’t just take time. It takes money!


how much does it cost to make a spell 5e? of course it is costly to do it. Most of the wizards do not do this why because it already takes a lot of time. So that you have to add money into an equation and also not many new spells are made. This also makes sense for most of the D&D settings since the spell creation is commonly odd and a big deal if someone is attempting to do so.

However the amount of money shall be required will depend upon the spell. But since there are not official numbers and 5e is a much poorer system than it’s predecessors, here are my 2 proposed methods.

Method 1:

100 gold per spell level a week.

Method 2:

1000 gold per week.

In both cases, cantrips are 1/2 the gold of a 1st level spell. You can also check the table for better understand.

Spell LevelMethod 1Method 2
Cantrip50 gold500 gold
1st100 gold1000 gold
2nd400 gold2000 gold
3rd900 gold3000 gold
4th1600 gold4000 gold
5th2500 gold5000 gold
6th3600 gold6000 gold
7th4900 gold7000 gold
8th6400 gold8000 gold
9th8100 gold9000 gold

Have you observed that the method 1 is far more forgiving.  Of course the lower level spells are much easier to create in method 1. A 1st level spell is only 1/81s the cost of a 9th level spell while in the method 2 a 1st level spell which costs 1/9 of a 9th level spell.

Of course this thematically makes sense and even brings a sense of awe to the higher level spells while it is making spell creation which is accessible to a normal player without simply putting an extreme financial burden for the sake of their level to create a spell.

Suppose, if you’re playing a game which is extremely wealthy, after that a second method is a good option. it even makes the players to spend money and if the game is throwing money at your players like in our cube addition method 2 becomes an option. But money is still not the last thing you need to create a spell!

Also read homebrew spells 5e

This is how you can create your own spells in d&d. If you still have any queries regarding to this d&d 5e spell creator then feel free to ask us through the below mentioned comment section.


Here a specific amount of time and the money has already been annoying, but even there has to be an another reason why because there are not so many custom spells. However the reason for verdict is why not many people create spells in their most favorite d&d 5e is failure!

So with all of these particular things has been taken into account, probably the player/person could be still fail at the spell creation and even this only shall make sense. Probably making the new spell is making a new untested formula too. But sometimes you shall discover something and even at some other times you will fail.

Basically, adding this final step is much more important for being added further may impact to any spell that is created and dissuading the players those who are neglected about the spell creation. In any case the failure rate should not be incredibly high and also require the player for an at least have some knowledge before you make an attempt a spell.

That’s why we’re going to have all these below mentioned restrictions.

  1. It should be 5th level in a class they want to create the spell for or even it shall automatically fail.
  2. Suppose, if the caster hasn’t been capable of casting the spell, then it automatically fails.
  3. Usually, the success roll DC is 10+spell level.
  4. You need to roll a knowledge arcana, religion, or the nature dependent upon class (The arcana for a wizard, nature for the druid, and so on…) at an end of the allotted time required to see if the spell succeeds.

For an instance, jimmy the wizard has been gone via all of the steps and of course only has a +4 to his arcana. He is always striving to create a level 3 spell and also it needs for rolling a 13. He must roll a total of 15 on his arcana check. That’s all here jimmy has been become a successful learner of a new spell.

Being the caster levels it shall be an easiest way to create most of the spells, but in any case at the higher level spells shall be much harder and harder for creating. That fits since they are rare to come across anyways.

Suppose, if this caster has not been experienced enough though, then they can’t create a spell. That’s why the level five part is in place and also everyone must be capable of casting what they’re going to be create. Or else how in the world shall they know if it is a success or even it must be able to experiment to create it?

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