How to use the spell generator
- Choose real or homebrew. Real 5e spell picks from 311 spells in the free System Reference Document. Homebrew spell makes a new one.
- Narrow it down, or leave everything on Any: a level from cantrip to 9th, one of the eight schools, and a class for real spells or a damage type for homebrew ones.
- Press New spell. Real spells show their level, school, classes and a one-line summary in our own words. Homebrew spells get a full card.
- Keep it. Copy it, download it, print it, save it in this browser or share a link.
Real spells or homebrew?
Real spells are perfect when you need inspiration fast: a scroll in a treasure pile, a spell for an NPC wizard, or a new spell to try at your next level. Pick your class and level, and every result is a spell you can actually take. Read the full rules text in the SRD or your rulebook before you play it.
Homebrew spells are new. Each one gets a name, a school, a casting time, a range, components, a duration, an effect and an upgrade for higher levels, plus what it looks like when it's cast. Here's one the generator made:
Vessa’s Warm Grace (3rd-level evocation). Up to six creatures of your choice that you can see within range each regain 2d8 hit points + your spellcasting ability modifier.
The eight schools of magic
| School | What it does | Spells | Examples |
|---|---|---|---|
| Abjuration | Protects, blocks and banishes | 39 | Alarm, Mage Armor, Protection from Evil and Good |
| Conjuration | Brings things and creatures from elsewhere, or moves them | 48 | Entangle, Find Familiar, Floating Disk |
| Divination | Reveals secrets, the hidden and the future | 29 | Comprehend Languages, Detect Evil and Good, Detect Magic |
| Enchantment | Charms and commands minds | 28 | Animal Friendship, Bane, Bless |
| Evocation | Makes raw energy: fire, lightning, light and healing | 61 | Burning Hands, Cure Wounds, Divine Favor |
| Illusion | Tricks the senses | 25 | Color Spray, Disguise Self, Illusory Script |
| Necromancy | Works with life and death | 22 | False Life, Inflict Wounds, Blindness/Deafness |
| Transmutation | Changes what things are | 59 | Create or Destroy Water, Expeditious Retreat, Feather Fall |
Each card shows its school's sigil, drawn for this site, with the spell's level in it (C for a cantrip).
Spells by level
| Level | Spells | Examples |
|---|---|---|
| Cantrip | 24 | Acid Splash, Chill Touch, Dancing Lights |
| 1st level | 49 | Alarm, Animal Friendship, Bane |
| 2nd level | 53 | Acid Arrow, Aid, Alter Self |
| 3rd level | 42 | Animate Dead, Beacon of Hope, Bestow Curse |
| 4th level | 30 | Arcane Eye, Banishment, Black Tentacles |
| 5th level | 36 | Animate Objects, Antilife Shell, Arcane Hand |
| 6th level | 28 | Blade Barrier, Chain Lightning, Contingency |
| 7th level | 19 | Arcane Sword, Conjure Celestial, Delayed Blast Fireball |
| 8th level | 17 | Animal Shapes, Antimagic Field, Antipathy/Sympathy |
| 9th level | 13 | Astral Projection, Foresight, Gate |
A few SRD spells whose whole point is killing outright are left out, to keep the site friendly for players of every age.
Our damage guideline for homebrew spells
Homebrew damage follows our own guideline, not an official table: about 5.5 damage for a cantrip, rising by about 8 for each spell level. Spells that hit an area do about 62% of that to each creature, because they can hit several at once. The dice change with the damage type: lightning and force use d10s, fire and acid d6s, and the rest d8s.
| Spell level | One target | Area |
|---|---|---|
| Cantrip | about 6 | — |
| 1st | about 13 | about 8 |
| 2nd | about 21 | about 13 |
| 3rd | about 29 | about 18 |
| 5th | about 45 | about 28 |
| 7th | about 61 | about 38 |
| 9th | about 77 | about 48 |
Tips for balancing a homebrew spell
- Compare it with a real spell of the same level. If yours is clearly better, it's too strong.
- Pay for extras. A spell that does damage and also slows or pushes should do a little less damage.
- Concentration is a cost. Strong effects that last a minute should need it.
- Agree with your DM. Every homebrew spell is a conversation. Try it for a session, then adjust.
Random spellbooks
A wizard writes six 1st-level spells in their book at 1st level and adds two more each time they gain a level, of any level they can cast. The spellbook maker follows that pattern with real SRD wizard spells, so a level 5 wizard's book holds 14 spells up to 3rd level, plus the cantrips they know. It's ideal for a spellbook found as treasure, or a quick start for a new character.
Frequently asked questions
Are these real D&D 5e spells?
In Real 5e spell mode, yes: every spell is from the free SRD 5.1, with its true level, school and classes. The summaries are our own words. Homebrew spells are new and not official.
Can I get a random spell for my class?
Yes. Set Class and Level. If nothing matches all your choices, the generator drops the school filter first, then the class.
Is homebrew damage balanced?
It follows our own guideline, shown in the table above, so spells of the same level hit about as hard. Always check with your DM before you use one.
Can it make a whole spellbook?
Yes. The Random spellbook makes a wizard's spellbook for any level from 1 to 20, using real SRD wizard spells.
Can I save or share a spell?
Yes. Save keeps it in this browser, and Share copies a link that opens exactly the same spell.
Is it free, and does it use AI?
It's free with no login, and it doesn't use AI. Every spell is chosen or put together in your browser from tables written for this site.
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