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D&D 5e Custom Spell Creator

Build your own D&D 5e spells. They appear alongside SRD spells in Monster Creator's spell picker.

A free homebrew spell builder for D&D 5e. Design a spell the way the official books do: pick a level from cantrip to 9th, choose a school of magic, set casting time, range, components and duration, then define what it actually does — damage dice, saving throws, attack rolls, areas of effect and higher-level scaling. The result is a clean, table-ready spell, and any monster you build in the Monster Creator can cast it.

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Twenty SRD spells worth reading before you write your own

Homebrew that ignores the baseline reads as homebrew. Each of these is a template for a different kind of spell — what it teaches you about structure, not what it does. Every one links to its full text, free to read and free to build on.

  • Fire Bolt Evocation cantrip 1 action · 120 feet

    The simplest shape there is: one attack roll, one damage die, scaling by character level rather than slot. Copy this when you want a spell that never needs a resource decision.

  • Light Evocation cantrip 1 action · Touch

    Pure utility with a duration and no roll at all. Proof that a spell does not need numbers to be worth preparing.

  • Mage Hand Conjuration cantrip 1 action · 30 feet

    An effect with a strict list of things it cannot do. The limits are the design — write yours before you write the ability.

  • Magic Missile 1st-level evocation 1 action · 120 feet

    Damage with no attack roll and no save, balanced by being small and typed. The template for reliability instead of power.

  • Cure Wounds 1st-level evocation 1 action · Touch

    Touch range, a die plus modifier, upcast by one die per slot. The standard healing curve you should match or deliberately break.

  • Shield 1st-level abjuration 1 reaction · Self

    A reaction with a named trigger. If your spell interrupts something, say exactly what, or the table will argue about it.

  • Detect Magic 1st-level divination 1 action · Self

    Concentration on a sense rather than an effect. Useful when the point is information, not force.

  • Misty Step 2nd-level conjuration 1 bonus action · Self

    A bonus action with a hard cap on distance. Movement spells live or die on whether that cap is stated in feet.

  • Hold Person 2nd-level enchantment 1 action · 60 feet

    A save repeated at the end of each turn. This is how you write hard control without it being an auto-win.

  • Invisibility 2nd-level illusion 1 action · Touch

    A buff with a self-cancelling condition attached. The cancel clause is what keeps it from being strictly better than everything.

  • Fireball 3rd-level evocation 1 action · 150 feet

    The area-damage benchmark every homebrew fire spell is measured against: 8d6, 20-foot radius, Dexterity save for half. Start here before you claim yours is balanced.

  • Counterspell 3rd-level abjuration 1 reaction, which you take when you see a creature within 60 feet of you casting a spell · 60 feet

    A reaction that targets another spell, with an ability check when the level is high. The pattern for anything that answers magic with magic.

  • Fly 3rd-level transmutation 1 action · Touch

    A movement speed granted for a duration, concentration-gated. Note what it does NOT say about falling.

  • Polymorph 4th-level transmutation 1 action · 60 feet

    An effect that replaces the target with a whole other stat block. Powerful, and almost entirely rules text rather than numbers.

  • Wall of Force 5th-level evocation 1 action · 120 feet

    Terrain as a spell. Geometry, dimensions and what passes through it matter more than any die roll.

  • Scrying 5th-level divination 10 minutes · Self

    A save modified by how well the caster knows the target, plus a material cost. Shows how to price information.

  • Chain Lightning 6th-level evocation 1 action · 150 feet

    One roll, several targets, with strict targeting rules. Multi-target damage needs a rule for who gets picked.

  • Dominate Monster 8th-level enchantment 1 action · 60 feet

    Long duration, repeated saves, and a table-facing control problem. Write the exit condition first.

  • True Polymorph 9th-level transmutation 1 action · 30 feet

    Concentration that becomes permanent if you hold it. A duration mechanic worth stealing.

  • Wish 9th-level conjuration 1 action · Self

    The ceiling of the system, and mostly a page of guardrails. When your spell can do anything, the text is all limits.

Browse all 319 SRD spells · Cantrips · 3rd level · Evocation · Enchantment · SRD bestiary

What is the Custom Spell Creator?

The Spell Creator is a free homebrew spell builder for D&D 5e. Design a spell the way the official books do it: pick a level from cantrip to 9th, choose a school of magic, set casting time, range, components, and duration, then define what the spell actually does with damage dice, saving throws, attack rolls, areas of effect, and higher-level scaling. The result is a clean, table-ready spell you can drop straight into your campaign.

The Spell Creator editing a 4th-level necromancy spell called Rime of the Hollow King, showing level, school, casting time, range and component checkboxes, with a completeness meter reading 100%.
The spell editor. The completeness meter tracks the fields a finished 5e spell needs, so nothing is missing by the time you publish it.

Built to work with your whole toolkit

  • Monster Creator integration: every custom spell you build appears alongside the SRD spells in the Monster Creator's spell picker, so your homebrew lich can cast your homebrew spells.
  • Cloud saves: sign in to keep your spellbook synced across devices. Without an account, spells are stored locally in your browser.
  • Community Gallery: publish a finished spell to the gallery for other Dungeon Masters to discover, rate, and remix.
  • Icons and art: give each spell an icon, uploaded or AI-generated with your own API key through the Codex assistant.

How to create a spell

  1. Click New Spell and name your creation.
  2. Set the basics: level, school, casting time, range, components, and duration.
  3. Add mechanics: damage rolls, save or attack type, area of effect, conditions, and effects.
  4. Describe what it looks like at the table, and how it scales at higher levels.
  5. Save it. It's now in your spellbook and available in the Monster Creator.

Frequently asked questions

Is the Spell Creator free?

Yes. Building spells is completely free, and you don't need an account to start. Signing in adds cloud saves and gallery publishing.

Can my monsters cast the spells I create?

Yes. Custom spells appear in the Monster Creator's spellcasting picker next to the SRD list, so any creature you build can learn them.

Can I share spells with other players?

Yes. Submit a spell to the Community Gallery and, once approved by moderation, anyone can view, rate, and remix it with credit to you.