(Warning: Totally for D&D geeks)
Spells from the Spellbook of a Wizard
with Really Bad Penmanship
Animate lead: This spell creates a lead servant. Choose a
pile of lead within range. Your spell imbues the target with a foul mimicry of
life
Chin Lightning: You create a bolt of lightning that arcs
toward the lower jaw of a target of your choice that you can see within range,
doing 1d2 damage.
Chili touch: You create a ghostly, skeletal bowl of chili in
the space of a creature within range. Make a ranged spell attack against the
creature to spill the chili on it. On a hit, the target takes 1d2 hot oil
damage, and it can’t regain hit points until the start of your next turn. Until
then, the chili clings to the target.
Crone of cold: A blast of cold air erupts from your hands,
creating an old woman who complains bitterly of being too cold and the winters
never used to be this bad. Each creature within hearing must make a saving throw
against eyerolling or take 1d2 CHA damage.
Bacon of hope: This spell bestows hope and vitality with
regard to cooking bacon. Choose any number of creatures within range. For the
duration, each target has advantage on skill checks made to cook and eat bacon.
Turning hands: As you hold your hands with thumbs touching
and fingers spread, a thin aura shoots forth from your outstretched fingertips.
Each creature in a 15-foot cone must make a Dexterity saving throw, turning
ninety degrees clockwise on a failed save.
Barkvision: You touch a willing creature to grant it the
ability to see inside trees.
Dimension floor: You teleport yourself from your current
location to any other spot within range, but only below you.
Divine flavor: Your prayer empowers you with divine
radiance. Until the spell ends, everything tastes much better.
Dominate feast: You attempt to beguile a dining room table
that you can see within range. It must succeed on a Wisdom saving throw or be
charmed by you for the duration. While the table is charmed, no one else can
eat from it but you.
Weather fall: Choose up to five falling creatures within
range. Each falling creature is struck by lightning, taking additional 1d6
damage.
Find steer: You summon a spirit that assumes the form of an
unusually intelligent, strong, and loyal young neutered male beef cattle,
creating a long-lasting bond with it.
Find craps: You sense the presence of any excrement, feces,
or scat within range that is within line of sight.
Wire bolt: You hurl a mote of wire at a creature or object
within range. Make a ranged spell attack against the target. On a hit, the
target takes 1d2 paperclip damage.
Wire storm: A storm made up of tangles of computer cables,
phone cords, and stereo speaker wires appears in a location you choose within
range. The area of the storm consists of up to ten 10-foot cubes, which you can
arrange as you wish. Each cube must have at least one face adjacent to the face
of another cube. Each creature in the area must make a Dexterity saving throw
to untangle a cube and move forward.
Flesh to store: You attempt to turn one creature that you
can see within range into a small bodega, or a 7-11. If the target’s body is
made of flesh, the creature must make a Constitution saving throw.
Fig cloud: You create a 20-foot-radius sphere of soft
pear-shaped fruit with sweet dark flesh and many small seeds, centered on a
point within range.
Soresight: You touch a willing creature and bestow a
splitting headache, right behind the eyes, I don’t know, maybe it’s sinuses,
but man it really hurts.
Sneezing sphere: A globe of ragweed energy streaks from your
fingertips to a point of your choice within range, where it explodes in a
60-foot-radius sphere. Each creature within the area must make a Constitution
saving throw. On a failed save, a creature sneezes 1d4 times.
Goonberry: Up to ten berries appear in your hand and are
infused with magic for the duration. A creature can use its action to eat one
berry. Eating a berry reduces INT 1 point.
Gross: A slick layer of disgusting, noxious, smelly material
covers the ground in a 10-foot square centered on a point within range and
turns it into unpleasant terrain for the duration.
Gust of rind: A line of strong wind 60 feet long and 10 feet
wide blasts orange peels, lemon and lime zest, banana skins, and other fruit
rinds in a direction you choose for the spell’s duration. Each creature that
starts its turn in the line must succeed on a Strength saving throw or be
really grossed out.
Tallow: You touch a point and infuse an area around it with
holy waxy power. The area can have a radius up to 60 feet and is immediately
covered in suet.
Farm: You unleash fecund topsoil on a creature that you can
see within range. The target must make a Constitution saving throw. On a failed
save, they are covered in a robust crop of caster’s choice.
Meal: Choose a creature that you can see within range. A
surge of positive energy washes through the creature, causing it to feel as if
it just finished a nice dinner.
Heroes’ yeast: You bring forth a great loaf of bread. The bread
takes 1 hour to consume and disappears at the end of that time.
Bold monster: Choose a creature that you can see within
range. The target must succeed on a Wisdom saving throw or have advantage on
all attack rolls the duration.
Holey aura: Divine light washes out from you and coalesces
in a soft radiance in a 30-foot radius around you. Creatures of your choice in
that radius when you cast this spell notice small rips and tears in their
garments that they hadn’t known were there.
Hunter’s nark: You choose a creature you can see within
range and mystically mark it as your quarry. Until the spell ends, all its
friends will snitch it off, tell you where it’s hiding, and otherwise drop a
dime on it at any chance.
Nice storm: A hail of pleasant weather with moderate temperatures
covers a 20-foot-radius, 40-foot-high cylinder centered on a point within
range. Each creature in the cylinder rather enjoys it.
Inflict sounds: Make a melee spell attack against a creature
you can reach. On a hit, the target hears noises from the apartment next door,
AGAIN, and takes 1d2 sonic damage.
Knack: Choose an object that you can see within range. The
object can be a musical instrument, household appliance, or child’s toy. For
the duration, you know how to use it well.
Legend Bore: Name or describe a person, place, or object.
The spell brings to your mind a brief summary of the significant lore about the
thing you named. The lore might consist of current tales, forgotten stories, or
even secret lore that has never been widely known. But each time you attempt to
relay this information, the listeners fall asleep.
Slight: You touch one object that is no larger than 10 feet
in any dimension. Until the spell ends, the object sheds really dim light in a
2-foot radius
Longslider: You touch a creature. The target’s speed
increases by 10 feet until the spell ends, but only downhill.
Page hand: A spectral, floating hand appears at a point you
choose within range. The hand lasts for the duration or until you dismiss it as
an action. The hand vanishes if it is ever more than 30 feet away from you or
if you cast this spell again. You can use your action to control the hand, but
only to open and leaf through books.
Bending: This spell manipulates and twists a single break or
tear in an object you touch, such as a broken chain link, two halves of a
broken key, a torn cloak, or a leaking wineskin. It probably just makes it
worse and you should have left it alone.
Massage: You point your finger toward a creature within
range. The target (and only the target) feels a nice back rub.
More earth: Choose an area of terrain no larger than 40 feet
on a side within range. It becomes covered in dirt.
Pass without face: A veil of shadows and silence radiates
from you, masking you and your companions from detection. Also, you have no
eyes, ear, nose, or mouth, so getting around is a bit difficult. But no one can
detect you, so there’s that.
Produce flume: A bubbling stream of water appears in your
hand. The stream remains there for the duration and harms neither you nor your
equipment. You can also attack with the stream, although doing so ends the
spell. When you cast this spell, or as an action on a later turn, you can hurl
the stream at a creature within 30 feet of you. Make a ranged spell attack. On
a hit, the target has wet clothes and feel uncomfortable for the rest of the
day.
Remove purse: At your touch, all wealth possessed by one
creature or object disappears.
Reverse gravy: This spell reverses gravy in a
50-foot-radius, 100-foot high cylinder centered on a point within range. All
gravy in the area is deconstructed into its original ingredients, which appear
in separate measuring cups arranged by volume.
Starching ray: You create three rays of polysaccharide and
hurl them at targets within range. You can hurl them at one target or several. Make
a ranged spell attack for each ray. On a hit a target’s clothes are
uncomfortably stiff for 1d4 rounds.
Spending: You send a short message of twenty-five words or
less to a creature with which you are familiar. The creature hears the message
in its mind, recognizes you as the sender if it knows you, and immediately
makes what ever purchase you suggest.
Steep: This spell sends creatures into a magical teacup.
Roll 5d8; the total is how many hit points of creatures this spell can affect.
Creatures within 20 feet of a point you choose within range are affected in
ascending order of their current hit points (ignoring unconscious creatures). Starting
with the creature that has the lowest current hit points, each creature
affected by this spell is trapped in the magic teacup until the spell ends, or
it climbs out.
Spider limb: Until the spell ends, one willing creature you
touch gains four additional legs.
Stone shin: This spell turns the shins of a willing creature
you touch as hard as stone. Until the spell ends, the target has resistance to
nonmagical bludgeoning, piercing, and slashing damage below the knees.
Wall of rice: You create a wall of rice on a solid surface
within range. You can form it into a hemispherical dome or a sphere with a
radius of up to 10 feet, or something like a sushi roll. In any form, the wall
is 1 foot thick and lasts for the duration, but eventually gets hard and dry.
Wall of horns: You create a wall of trumpets, cornets,
tubas, and euphoniums.
Barding Bond: This spell wards a willing creature you touch
and creates mystic armor for them, which unfortunately is made for an animal
and doesn’t quite fit right, granting +1 to AC but disadvantage on all attack
rolls.
Water talk: This spell grants the ability to operate a ventriloquist’s
dummy and throw your voice while drinking a glass of water.
Wed: You conjure a mass of thick, floating confetti at a
point of your choice within range. The confetti fills a 20-foot cube from that
point for the duration. Each creature that starts its turn in the cube is legally
married to every other creature in the cube.
Zone of Ruth: You create a magical zone in a 15-foot-radius
sphere centered on a point of your choice within range. Until the spell ends, a
creature that enters the spell’s area for the first time on a turn or starts
its turn there must make a Charisma saving throw or be named Ruth for 1d4
rounds.
Dish: Dish is the mightiest spell a mortal creature can
cast. By simply speaking aloud, you can alter the very foundations of reality
in accord with your desires, and get whatever meal you want delivered within 30
minutes, or there’s no charge.