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  • Writer's pictureArbitrary 20

Can A.I. Make Good D&D 5e Spells?

Original video:

The following is the conversation that we had with the A.I. when we were building this character. Our prompts are highlighted in gray.


Write me a custom spell within the abjuration school of magic.


Sure, here's a custom spell for the abjuration school of magic:


Shield of Invincibility

Level: 6th

Casting Time: 1 action

Range: Self Components: V, S

Duration: Concentration, up to 10 minutes


You call forth an aura of pure magic that protects you from harm. The aura manifests as a shimmering barrier that surrounds you, absorbing and neutralizing any incoming attacks.

For the duration of the spell, you have resistance to all damage and are immune to being frightened or charmed. Additionally, any creature that tries to attack you with a melee attack must first make a Wisdom saving throw, or the attack automatically misses.

At the end of the spell's duration, the aura dissipates and you become vulnerable to attack once again.


Write me a custom spell within the conjuration school of magic.


Certainly! Here's a custom spell for the Conjuration school of magic:


Summon Celestial Steed

Level: 4th

Casting Time: 1 minute

Range: 30 feet

Components: V, S, M (a horseshoe made of pure silver)

Duration: Concentration, up to 1 hour


You summon a celestial steed, a magnificent horse made of pure light and magic, to serve as your mount. The steed appears in an unoccupied space within range and is under your control for the duration of the spell.

The steed has the following statistics:

  • Armor Class: 18

  • Hit Points: 60

  • Speed: 60 feet

In addition to its standard movement, the steed can fly at a speed of 60 feet. It can move through the air without provoking opportunity attacks from creatures on the ground.

The steed is immune to non-magical weapons and cannot be targeted by spells that deal damage. If the steed drops to 0 hit points, it disappears and the spell ends.

At the end of the spell's duration, the steed disappears, leaving no trace of its presence behind.


Write me a custom spell within the divination school of magic.


Here's a custom spell for the Divination school of magic:


Oracle's Insight

Level: 2nd

Casting Time: 1 action

Range: Self Components: V, S, M (a small crystal ball)

Duration: Instantaneous


You gain a brief but powerful insight into the future. The crystal ball in your hand glows brightly, revealing glimpses of what is to come.

You may ask the crystal ball one question about a specific event that is going to happen within the next 24 hours. The answer is revealed to you in the form of a brief vision, lasting no more than a few seconds. The vision is not always clear, and the answer may be cryptic or incomplete, but it should give you some useful information to guide your actions.

Note: The spell only provides information about events that are likely to occur. The future is not set in stone, and the outcome of events can still be changed by the actions of those involved.


Write me a custom spell within the enchantment school of magic.


Of course! Here's a custom spell for the Enchantment school of magic:


Sweet Tongue

Level: 2nd

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a pinch of sugar)

Duration: 1 minute


You cause a creature within range to become more friendly and cooperative towards you. The target must make a Wisdom saving throw. On a failed save, the target's attitude towards you becomes friendly for the duration of the spell, and it is more likely to agree to your requests and suggestions.

However, the spell does not give you control over the target, and it can still refuse to do something that goes against its nature or endangers itself. The spell also does not work on creatures that are immune to being charmed.

At the end of the spell's duration, the target's attitude returns to normal, and it becomes aware of the spell's effects. It may become hostile or resentful towards you, depending on its nature and the situation.


This spell is a bit too much like the charm person spell, can I get a more unique spell from the enchantment school of magic?


Certainly! How about this spell for the Enchantment school of magic:


Mesmerizing Melody

Level: 3rd

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a small instrument, such as a flute or a lute)

Duration: 1 minute


You play a haunting melody on your instrument, causing creatures within range to become mesmerized. All creatures within a 15-foot radius must make a Wisdom saving throw. On a failed save, the target is unable to move or take any actions for the duration of the spell, except to make a new saving throw at the end of each of its turns. The target is considered paralyzed while under the effect of this spell.

The spell ends if the target takes any damage, or if it successfully makes a Wisdom saving throw at the end of its turn.

This spell can be used to disable multiple creatures at once, but the effect is broken if you stop playing your instrument or if you move more than 30 feet away from the target.


Write me a custom spell within the evocation school of magic.


Sure! Here's a custom spell for the Evocation school of magic:


Thunder Strike

Level: 3rd

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a tiny metal rod)

Duration: Instantaneous


You call forth a bolt of lightning from the sky, striking a target within range. The target must make a Dexterity saving throw. On a failed save, the target takes 8d6 lightning damage.

In addition, if the target is wearing metal armor, it has disadvantage on its saving throw, as the lightning is attracted to metal. The spell also ignites any flammable objects within 5 feet of the target, setting them on fire.

The spell creates a loud thunderclap, audible up to a mile away, that can be heard even through closed doors and windows. The thunder can also cause creatures within 60 feet of the target to become frightened, unless they make a Wisdom saving throw.


Write me a custom spell within the illusion school of magic.


Sure thing! Here's a custom spell for the Illusion school of magic:


Mirage Walk

Level: 3rd

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 1 minute


You create an illusion that makes you appear to be walking on air. You can move up to your walking speed in any direction, even vertically, without actually touching the ground. The illusion also extends to your equipment and clothing, making them appear to float alongside you.

Creatures that can see through illusions are not fooled by this spell, and can see through the illusion to your true location. The spell also does not protect you from the dangers of the environment, such as falling from a high place or walking into a wall.

The spell ends if you make an attack, cast another spell, or touch the ground. You can also dismiss the spell as a bonus action.


Write me a custom spell within the necromancy school of magic.


Certainly! Here's a custom spell for the Necromancy school of magic:


Soul Drain

Level: 3rd

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous


You reach out with dark energy, draining the life force from a living creature within range. The target must make a Constitution saving throw. On a failed save, the target takes 8d6 necrotic damage and its maximum hit points are reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest.

In addition, you regain hit points equal to half the amount of damage dealt, rounded up. You can't regain hit points if the target was undead or a construct.

This spell has no effect on creatures with 0 hit points, and it can't reduce a creature's hit points below 0.


Write me a custom spell within the transmutation school of magic.


Of course! Here's a custom spell for the Transmutation school of magic:


Stone Shape

Level: 3rd

Casting Time: 1 action

Range: Touch

Components: V, S, M (a small piece of the stone you wish to shape)

Duration: Instantaneous


You touch a piece of stone and reshape it into any simple shape of your choosing. The spell can be used to create simple objects, such as a bridge, a door, or a ladder. The spell can't be used to create a magical item, a complex mechanism, or a structure larger than 10 feet in any dimension.

The spell can also be used to reshape stone that is already part of a larger object, such as a wall or a statue. The reshaped stone remains in its new form for the duration of the spell, after which it returns to its original shape. The spell can also be used to open or close small holes in stone, such as a keyhole or a window.

The spell doesn't work on other materials, such as metal or wood, and it can't be used to excavate or move large amounts of stone. The spell can be used to create simple shapes, such as stairs or ramps, but it can't be used to create complex architectural features, such as arches or columns.


There is already a stone shape spell in dnd 5e, write me a different transmutation spell.


Certainly! Here's a different custom spell for the Transmutation school of magic:


Iron Will

Level: 3rd

Casting Time: 1 action

Range: Touch

Components: V, S, M (a small piece of iron)

Duration: 1 minute


You touch a creature, imbuing it with the strength and resilience of iron. The target gains advantage on all Strength checks and saving throws for the duration of the spell, and its hit point maximum increases by an amount equal to 2d6 + your spellcasting ability modifier.

The spell also grants the target temporary hit points equal to your spellcasting ability modifier. These temporary hit points are lost first when the target takes damage.

At the end of the spell's duration, the target returns to its normal state, and any increase to its hit point maximum goes away. The spell has no effect on constructs or undead.

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