Ascend
My boyfriend's been playing a lot of Tears of the Kingdom recently, so it inspired me to make a spell!
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Ascend
My boyfriend's been playing a lot of Tears of the Kingdom recently, so it inspired me to make a spell!

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Nax’s Searing Chains
Transcription:Â
Nax’s Searing Chains
1st-level conjuration
Casting Time:Â 1 action
Range: Self (15-foot-cube)
Components: V, S, M (a small silver chain)
Duration: 1 round
Classes: Artificer, Warlock, Wizard  You blow a puff of flame in a 15-foot-cube originating from you. Each creature in the area of the spell must make a Dexterity saving throw as fiery chains attempt to grab them. On a failed save, a creature takes 2d6 fire damage and its speed is reduced to 0 until the end of your next turn.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage is increased by 1d6 for each slot level above 1st.
Commentary: The design intention behind this spell was to make an alternative to Thunderwave for some players. It deals slightly less damage on average, and this is because I think the speed penalty it offers is likely more often going to be useful to a party than the knockback effect that Thunderwave has. An artificer player in a campaign that I’m running has been having a lot of fun with running into the fray and locking down targets with the spell as early as he can when a combat breaks out.Â
Mirror Force
3rd level abjuration
Casting Time: 1 reaction which you take when you are hit by an attack made by a creature you can see
Range: Self
Components: V, S, M (a mirror shard)
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard
A reflective shield appears in front of you, redirecting the incoming attack. Make an ability check using your spell attack bonus. The DC equals the attacking creature’s AC. On a success, you cause that attack to hit the attacking creature instead of you. On a failure, the attack misses you.
Rapunzel’s Tangled Adventure – Spells! (well, Spell)
AAAAaannnnnndddDDDDD first IP is: Tangled! Plus Rapunzel’s Tangled Adventure! Which was obvious from the title! So this is redundant!
Come at me. My wife and I love all things Tangled and I am not ashamed. Plus, I feel like Tangled Adventure REEKS of D&D fuckery.
~
Why am I starting with spells? Because they’re probably the easiest things for me to poop out, and I like to work from easiest to hardest thing.
You might notice the incantations are conspicuously absent. I miiiiiiiiiiigght be planning something else with them! (I am. And it rhymes with “ass creatures.”)
““Mutate Animal” doesn’t sound very Rapunzely!” you say. I hear you, and I wag my finger dramatically in your direction. Then I realize I’m being condescending and apologize profusely, prostrating myself on the ground in front of you.
It’s not a spell in-universe, but on a few occasions, Varian transforms his pet raccoon Ruddiger into a hulking monster through an alchemical process we don’t get to see on screen. I’m guessing it’s a potion, but I’m making a spell inspired by this concept because 1) I want to, 2) it sounds cool and there’s no other pet-boosting spell or feature out there (except for some Beast Master crap, which I used as a base), 3) Varian would be an Artificer, and Artificers still use spells flavored as science.
~
Mutate Animal
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: S, M (a handful of feed appropriate to the target creature’s diet)
Duration: 1 minute
This spell only works on beasts no larger than Medium, with a CR no higher than ÂĽ.
The chosen creature’s size increases to Large. Add the spell’s level to the creature’s AC and the following rolls: attack, damage, saving throws, and proficient skills. This mutated beast takes its turn on your initiative.
Mutate animal exaggerates the target creature’s existing temperament. If the beast was friendly toward you, it will protect you and follow your commands. The beast will attack any creature toward which it felt hostility or fear before mutating. If the beast was neutral towards you, it will act on instinct, but tend toward violence due to its newfound size and strength.
If you are rendered unconscious, the spell ends early.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the mutated beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
When you cast this spell using a spell slot using a spell slot of 6th level or higher, you can make the target creature Huge instead of Large. This Huge mutated beast makes Strength checks and saving throws with advantage. Also, the mutated beast can make 2 attacks.
Classes: Artificer, Druid, Ranger
Subclasses: Nature Cleric, Ancients Paladin, Giant Soul Sorcerer, Archfey Warlock
Doing a 14 Days of Spells over in Instagram and Twitter for the next two weeks! The first three spells have been posted with many to come.
Feel free to check out Early Morning Homebrew and keep an eye out for a spell compendium coming soon with 100+ homebrew spells!
https://instagram.com/earlymorninghomebrew?igshid=1y216nvkhma4i
https://twitter.com/earlyhomebrew?s=21

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Deathly Sending
4th Level (evocation)
Casting Time: 1 minute Range: Touch Components: V, S, M (rare inks worth 50 gp and a piece of parchment or paper as this spell is cast) Duration: Until dispelled Class: Bard, Cleric, Wizard
As a part of casting this spell, you write a short paragraph of fifty words or less for up to three creatures with which you are familiar. When you die and remain dead for 1 minute, the parchment or paper used as a part of casting this spell is destroyed. Your final words are then sent to the chosen creatures, ending the spell. This spell can be triggered early if the parchment or paper is damaged in any other way.
A creature that receives your message hears it in its mind. The spell enables creatures with intelligence scores of at least 1 to understand the meaning of your message.
The message can carry across any distance and even to other planes of existence, but if the target is on a different plane than your corpse, there is a 5 percent chance that the message doesn’t arrive.
*Requires feedback to improve the wording or to simplify the spell’s language. Does the range or component cost make sense?
[Image ID: a page made in Homebrewery of a D&D 5e spell called “Call Byakko’s Storm” and an image of a demigod with wild hair next to it. Full spell description after the break. End image ID]
Hi all, here with a spell that a DM friend of mine (u/The_Captain1998Â on Reddit) sent me to "make it pretty". We talked a lot about the design of the spell and we refined it a lot to create the spell you see before you now. It's a homebrew from his game, wherein a powerful fey spirit called Byakko went berserk and the PCs had to defeat him to calm him down. As a reward, the sorcerer PC was granted the use of this unique, legendary spell.
This spell was, as some might recognise, inspired heavily by Final Fantasy XIV. That DM friend of mine loves to put references to his favourite games in his campaigns, and I must admit I do too sometimes. What video game references have your DMs put in campaigns you've been in? Have you ever put a big video game reference in a campaign when you were DMing? Let me know, and tell me what you think of the spell!
If you want my help editing your 5e homebrew content, send me a message on my social media and we'll see what we can do :)
HUGE THANKS go to Izzy, Serena, Marc, @theluckythreeleafclover and @tableslothrpg for workshopping this spell with me.
Flat Fare
6th-level transmutation (ritual)
Casting Time: Action
Range: Touch
Components: V, S, M (page of parchment and aerial root, which the spell consumes)
Duration: 24 hours (concentration)
Classes: Paladin, Warlock, Wizard
You touch a willing creature. The target's form slowly shrinks until they are about 8 inches tall, as their 3-dimensional body is flattened and transferred onto a piece of parchment. They appear on the parchment as a 2-dimensional version of themselves, like a painting.
For the next 24 hours (of concentration), the creature is unconscious.
If a creature is unwilling, they must make a Constitution Saving Throw against the caster's Spell Save DC. If they succeed, then the spell is rendered useless, otherwise they're bound to the parchment.
If the paper is ripped or harmed in any way while holding a passenger, the spell ends early and the creature returns to their original form, taking 2d6 force damage.
Once the 24 hours is up, the creature returns to their normal self. If the creature is in an enclosed place, such as a scroll case, when the spell ends they take 2d6 force damage.