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Spell Generator

A random 5e spell in one click: a real spell from the free SRD, filtered by class, level and school, or a brand-new homebrew spell card with range, components, damage and an at-higher-levels line. Plus a wizard's spellbook and a school-of-magic quiz.

Homebrew spells: press 🔓 to keep the effect or the casting details, and ↻ to change one part or the name.

Sigil of necromancy, level 33

Animate Dead

3rd-level necromancy

The spell

Raises a skeleton or zombie servant.

Classes: Cleric, Wizard

Necromancy works with life and death. Read the full rules text in the SRD 5.1 or your rulebook.

🔮 Guess the school

A real spell from the SRD. Is it abjuration, evocation or something else? Build a streak.

📖 Random spellbook

The spellbook of a wizard of any level: found in a tower, taken from a rival, or ready for your new character.

How to use the spell generator

  1. Choose real or homebrew. Real 5e spell picks from 311 spells in the free System Reference Document. Homebrew spell makes a new one.
  2. 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.
  3. 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.
  4. 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

The eight schools of magic, what they do, how many SRD spells we list and examples
SchoolWhat it doesSpellsExamples
AbjurationProtects, blocks and banishes39Alarm, Mage Armor, Protection from Evil and Good
ConjurationBrings things and creatures from elsewhere, or moves them48Entangle, Find Familiar, Floating Disk
DivinationReveals secrets, the hidden and the future29Comprehend Languages, Detect Evil and Good, Detect Magic
EnchantmentCharms and commands minds28Animal Friendship, Bane, Bless
EvocationMakes raw energy: fire, lightning, light and healing61Burning Hands, Cure Wounds, Divine Favor
IllusionTricks the senses25Color Spray, Disguise Self, Illusory Script
NecromancyWorks with life and death22False Life, Inflict Wounds, Blindness/Deafness
TransmutationChanges what things are59Create 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

How many SRD spells are in our list at each level, with examples
LevelSpellsExamples
Cantrip24Acid Splash, Chill Touch, Dancing Lights
1st level49Alarm, Animal Friendship, Bane
2nd level53Acid Arrow, Aid, Alter Self
3rd level42Animate Dead, Beacon of Hope, Bestow Curse
4th level30Arcane Eye, Banishment, Black Tentacles
5th level36Animate Objects, Antilife Shell, Arcane Hand
6th level28Blade Barrier, Chain Lightning, Contingency
7th level19Arcane Sword, Conjure Celestial, Delayed Blast Fireball
8th level17Animal Shapes, Antimagic Field, Antipathy/Sympathy
9th level13Astral 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.

Average damage per target for one target and for an area, by spell level (our guideline)
Spell levelOne targetArea
Cantripabout 6—
1stabout 13about 8
2ndabout 21about 13
3rdabout 29about 18
5thabout 45about 28
7thabout 61about 38
9thabout 77about 48

Tips for balancing a homebrew spell

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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My spells

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