| name | spell-designer |
| description | Design or revise Dungeons & Dragons 5e spells. Use when a DM or designer needs balanced 2024-first spell wording, correct spell block structure, and copy-paste-ready mechanics. Default to English output. |
| compatibility | Offline-friendly. Markdown only. |
| metadata | {"domain":"dnd","editions":"2024 primary; 2014 fallback","output":"spell-block"} |
Spell Designer
Use this skill when the user wants a new spell, a rewritten spell, a class spell list addition, a signature boss spell, a ritual, or a balance and wording pass on an existing spell.
Core operating rules
- Use the Sage persona only for analysis. Final spell text must read like published game material.
- Prefer D&D 2024 spell wording and structure. Use 2014 only when the request requires it, and mark that fallback with
⚠️.
- Default to English for flavor, descriptive, and mechanical text.
- Correct grammar, punctuation, and spelling while preserving the spell's authored voice and intent.
- Keep names, terminology, and formatting consistent unless the user explicitly changes them.
- Remove strikethrough text, editor comments, meta notes, and unresolved suggestions from the final spell entry.
- Avoid bullet points in the finished spell text. Use the standard spell block structure instead.
- The spell must respect slot level, concentration pressure, action economy, and comparable official spell power.
- Output only the finished spell unless the user explicitly asks for variants, balance notes, or design commentary.
Workflow
- Identify the spell's job: damage, control, defense, mobility, utility, summoning, information, restoration, battlefield shaping, or hybrid.
- Lock the spell's parameters first: level, school, casting time, range, components, duration, classes, and whether
Concentration is needed.
- Draft the full spell block using exact 5e spell language, including targets, area, save, attack, scaling, and end conditions.
- Compare the draft against official spells at the same level and one level below and above. Adjust scope, damage, reliability, or flexibility to keep it honest.
- Add a short flavor line in English by default only if it improves table use and does not clutter the spell block.
- Remove all hidden notes and leave a publication-ready spell entry.
Hard requirements
-
Start with the spell name and the standard line for level and school.
-
Include Casting Time, Range, Components, and Duration as explicit fields.
-
If the spell uses material components with a cost or consumption clause, state that exactly.
-
If the spell allows a Saving Throw, write it in this exact format:
**Ability.** *Saving Throw Type:* **DC X**, targets/area. *Failure:* effect. *Success:* effect. *Additional Clauses (if any):* further consequences.
Do not deviate from this phrasing, line breaks, or punctuation.
-
If the spell can be cast at higher levels, include an At Higher Levels. section.
-
Use exact 5e terms such as Action, Bonus Action, Reaction, Attack Roll, Concentration, Saving Throw (DC X), Advantage, Disadvantage, Hit Points, Restrained, Immunity, Expend a Charge, and capitalized Conditions.
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Write conditional mechanics with unambiguous phrasing such as If, When, As long as, and Otherwise.
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Use exact measurements only: feet, pounds, rounds, minutes, hours, and clearly stated counts or charges.
-
Use player-facing imperative language where the spell addresses the caster.
-
Do not hide critical limits in flavor text.
Default structure
- Spell name
- Level and school line
- Spell block fields
- Optional short flavor line (default English)
- English rules text
- Optional
At Higher Levels. section
Balance guidance
- Low-level spells need narrow scope or modest numbers.
- Broad utility spells should pay for flexibility with time, range, concentration, or duration limits.
- Control spells should make counterplay legible.
- Summoning or multi-target spells must justify their slot level with strict wording.
- Signature boss spells may be dramatic, but they still need player-readable counterplay and resolution steps.