AI Generated Motorhead Lyric Songs

Note: Add your casting stat bonus to the DC of all spells with DCs.

SL

CF

Name

Source

Effect

1

5

Woke Up Dead

Motörhead - Joy of Labour

Woke Up Dead (SL=1): Target must make DC 10 Con save or believe they are dead. For 1 minute, target is immune to damage but cannot take actions.

1

5

Woke Up Scared

Motörhead - Joy of Labour

Woke Up Scared (SL=1): Target must make DC 10 Wis save or become terrified of their surroundings. For 1 minute, target flees at maximum speed and has disadvantage on all rolls.

1

5

Bad Reputation

Motörhead - The Chase Is Better Than The Catch

Bad Reputation (SL=1): Gain a bad reputation for 1 hour. Creatures within 30 ft must make DC 10 Wis save or be intimidated, taking disadvantage on attack rolls against you.

1

5

Come On Home With Me

Motörhead - The Chase Is Better Than The Catch

Come On Home With Me (SL=1): Target must make DC 10 Wis save or be compelled to follow you for 1 hour. Target cannot attack you during this time.

1

5

Don't Get Scared

Motörhead - The Hammer

Don't Get Scared (SL=1): Target ally becomes immune to the frightened condition for 1 hour and gains +2 to attack rolls against creatures that have tried to frighten them.

2

5

Devil's Laugh

Motörhead - Joy of Labour

Devil's Laugh (SL=2): Emit a spectral laugh that forces all creatures within 30 ft to make DC 12 Wis save or become frightened for 1 minute.

2

5

Ghost in the Cell

Motörhead - Joy of Labour

Ghost in the Cell (SL=2): Create a spectral prison cell around target. Target must make DC 12 Int save or become trapped in a loop of fear, unable to escape for 1 minute.

2

5

Don't Feel No Deprivation

Motörhead - The Chase Is Better Than The Catch

Don't Feel No Deprivation (SL=2): Gain immunity to exhaustion, hunger, and thirst for 8 hours. When reduced below half HP, gain advantage on all attack rolls for 1 minute.

2

5

Don't You Get Scared

Motörhead - The Chase Is Better Than The Catch

Don't You Get Scared (SL=2): Target must make DC 12 Wis save or become frightened of you for 1 minute. Target flees at maximum speed and has disadvantage on all rolls.

2

5

Don't Look Around

Motörhead - The Hammer

Don't Look Around (SL=2): Target must make DC 13 Wis save or be compelled to stare straight ahead. Target has disadvantage on Perception checks and attack rolls, and creatures have advantage on attacks against target. Effect lasts 10 minutes.

2

5

Shake Your Tree

Motörhead - The Hammer

Shake Your Tree (SL=2): Target creature carrying items must make DC 13 Dex save or drop everything they're holding. Items fall in random directions and take 2d6 damage.

3

5

Hanged by the Neck

Motörhead - Joy of Labour

Hanged by the Neck (SL=3): Target must make DC 14 Con save or be lifted off the ground by an invisible noose. Target is restrained and takes 4d8 force damage per round.

3

5

See Right Through the Devil's Eyes

Motörhead - Joy of Labour

See Right Through the Devil's Eyes (SL=3): Grant yourself and up to 2 allies truesight for 10 minutes. However, each time you use this ability, you must make DC 14 Wis save or be tempted by the devil's power, gaining a random benefit but also a curse.

3

5

Little Beauty

Motörhead - The Chase Is Better Than The Catch

Little Beauty (SL=3): Transform yourself into a captivating beauty for 10 minutes. Creatures within 30 ft must make DC 14 Wis save or become charmed, unable to attack you.

3

5

Silver-Tongued Devil

Motörhead - The Chase Is Better Than The Catch

Silver-Tongued Devil (SL=3): Your words become supernaturally persuasive. For 10 minutes, you have advantage on all Charisma checks and targets of your charm spells have disadvantage on saves.

3

5

I Might Be On Your Track

Motörhead - The Hammer

I Might Be On Your Track (SL=3): Place a tracking mark on target for 7 days. You always know target's direction and distance, can see through their eyes as a bonus action, and gain advantage on attacks against them.

3

5

Silver-Tongued Devil

Motörhead - The Hammer

Silver-Tongued Devil (SL=3): Your words become supernaturally persuasive. For 10 minutes, you have advantage on all Charisma checks and targets of your charm spells have disadvantage on saves.

4

5

Look Right in the Devil's Face

Motörhead - Joy of Labour

Look Right in the Devil's Face (SL=4): Grant yourself and up to 3 allies the ability to see through illusions and deceptions for 1 hour. However, each time you use this ability, you must make DC 15 Wis save or be tempted by the devil's offer, gaining a random curse.

4

5

Be More Than You Seem

Motörhead - Joy of Labour

Be More Than You Seem (SL=4): Transform yourself into a more powerful version of yourself for 1 hour. Gain +2 to all ability scores and advantage on all rolls. However, at the end of the spell, you must make DC 15 Con save or lose all benefits and gain a level of exhaustion.

4

5

Know What You've Got

Motörhead - The Chase Is Better Than The Catch

Know What You've Got (SL=4): Sense the deepest desires of all creatures within 100 ft for 1 hour. You can use this knowledge to manipulate them, gaining advantage on all Charisma checks against them.

4

5

Treat Them Like Ladies

Motörhead - The Chase Is Better Than The Catch

Treat Them Like Ladies (SL=4): Grant up to 3 creatures advantage on all Charisma checks for 1 hour. However, each time they succeed, they must make DC 15 Cha save or become distracted by their success, losing their next turn.

4

5

Feel No Deprivation

Motörhead - The Hammer

Feel No Deprivation (SL=4): Gain immunity to exhaustion, hunger, and thirst for 24 hours. When reduced below half HP, gain advantage on all attack rolls for 1 minute.

4

5

I've Got The Thing You Need

Motörhead - The Hammer

I've Got The Thing You Need (SL=4): Target must make DC 15 Wis save or be magically compelled to trade their most valuable item for an object you present. Effect ends if target takes damage.

5

5

Afraid to Try in Case They Lock the Door

Motörhead - Back at the Funny Farm

Afraid to Try in Case They Lock the Door (SL=5): Create illusory barriers around target. Target believes all exits are locked and guarded, taking 4d10 psychic damage when attempting to leave (DC 16 Int save negates).

5

5

Joy of Labour Sets You Free

Motörhead - Joy of Labour

Joy of Labour Sets You Free (SL=5): Transform yourself into a being of pure labor for 1 hour. You gain +4 to all ability scores, immunity to exhaustion, and can perform any physical task without rest. However, at the end of the spell, you must make DC 16 Con save or be permanently bound to serve a powerful entity.

5

5

Devil's Work

Motörhead - Joy of Labour

Devil's Work (SL=5): Target must make DC 16 Wis save or become compelled to serve the devil for 24 hours. During this time, target gains darkvision 120 ft and advantage on all Intimidation checks but must perform a task for the devil each day or take 10d10 psychic damage.

5

5

Face Was Turned Away

Motörhead - Lost in the Ozone

Face Was Turned Away (SL=5): Target becomes invisible and inaudible to chosen creatures for 8 hours. However, target takes 2d10 psychic damage each time they attempt to interact with those creatures.

5

5

Shivered to the Bone

Motörhead - Lost in the Ozone

Shivered to the Bone (SL=5): Target must make DC 16 Con save or suffer bone-chilling cold that prevents all actions except a single move on their turn. Target takes 4d6 cold damage per round for 1 minute.

5

5

It Just Ain't Your Day

Motörhead - Sucker

It Just Ain't Your Day (SL=5): Target must make DC 16 Cha save or gain disadvantage on all d20 rolls for 24 hours. Natural 1s count as double failures and deal 1d10 psychic damage to target.

5

5

Lost in Dreams

Motörhead - Sucker

Lost in Dreams (SL=5): Target must make DC 16 Wis save or believe they're experiencing their deepest desire. While affected, they take no actions but are incapacitated with blissful visions for 1 minute.

5

5

Lost in Smoke

Motörhead - Sucker

Lost in Smoke (SL=5): Create 40-ft-radius cloud of hallucinogenic smoke. Creatures within must make DC 16 Wis save each round or attack nearest creature, believing them to be their worst enemy.

5

5

You Thought You Had It Made

Motörhead - Sweet Revenge

You Thought You Had It Made (SL=5): Target creature must make DC 16 Wis save or believe it has achieved all its goals and has nothing to live for. Target becomes apathetic, taking no actions except self-defense for 1 minute.

5

5

Shake Your Tree

Motörhead - The Chase Is Better Than The Catch

Shake Your Tree (SL=5): Target must make DC 16 Dex save or become disoriented. For 1 minute, target moves randomly (DM's choice) and has disadvantage on all rolls.

5

5

The Chase Is Better Than The Catch

Motörhead - The Chase Is Better Than The Catch

The Chase Is Better Than The Catch (SL=5): Create a 60-ft radius where all creatures must make DC 16 Dex save or become trapped in a chaotic dance. Each round, creatures move randomly and have disadvantage on all rolls.

5

5

Bad Reputation

Motörhead - The Hammer

Bad Reputation (SL=5): Emanate an aura of notoriety for 1 hour. Creatures must make DC 16 Wis save or be intimidated by your presence, becoming frightened for 1 minute.

5

5

Don't Go Out Tonight

Motörhead - The Hammer

Don't Go Out Tonight (SL=5): Create a 60-ft dome of spectral darkness where creatures must make DC 16 Wis save each round or be compelled to remain inside. Those trying to leave take 4d8 force damage and are pulled 20 ft back toward center.

5

5

Don't Try To Hide

Motörhead - The Hammer

Don't Try To Hide (SL=5): Target must make DC 16 Dex save or become visible to all, including invisible creatures, for 1 minute. Each round, target takes 2d8 force damage and must repeat the save or become stunned.

6

5

I Gotta Leave Right Now

Motörhead - Back at the Funny Farm

I Gotta Leave Right Now (SL=6): Target is overwhelmed with need to escape. Target must use all actions to flee at maximum speed for 1 minute (DC 17 Wis save negates). If target cannot escape, they take 6d10 psychic damage per round.

6

5

One of Us is Crazy

Motörhead - Back at the Funny Farm

One of Us is Crazy (SL=6): Link minds with target. Both you and target must make DC 17 Wis save each round or swap personalities for 1 round. While personalities are swapped, each creature can control the other's actions.

6

5

Sleeves Are Much Too Long

Motörhead - Back at the Funny Farm

Sleeves Are Much Too Long (SL=6): Target's clothing constricts around them. Target is restrained, takes 4d8 force damage per round, and must make DC 17 Str save each round to attempt an action.

6

5

Worm Crawling on Your Cold White Face

Motörhead - Deaf Forever

Worm Crawling on Your Cold White Face (SL=6): Curse target with crawling decay. 6d8 necrotic damage per day, DC 16 Con save or permanently lose 1d4 Charisma as flesh rots. Only Remove Curse cast at 7th level or higher ends this effect.

6

5

Old Words Cease to Rhyme

Motörhead - God Was Never on Your Side

Old Words Cease to Rhyme (SL=6): Target spellcaster must make DC 17 Int save or forget all verbal components. Target cannot cast spells with verbal components for 24 hours and takes 6d8 psychic damage when attempting to do so.

6

5

Ten Thousand Ministries

Motörhead - God Was Never on Your Side

Ten Thousand Ministries (SL=6): Summon illusory preachers that attempt to convert all creatures in 60-ft radius. Targets must make DC 17 Wis save or donate half their wealth and become stunned for 1 minute as they listen to sermons.

6

5

No Voice to Speak

Motörhead - Lost in the Ozone

No Voice to Speak (SL=6): Permanently silence target creature (DC 17 Con save negates). Target cannot use verbal components or communicate vocally. Only Wish or 9th-level Remove Curse can end this effect.

6

5

Nothing Left to Say

Motörhead - Lost in the Ozone

Nothing Left to Say (SL=6): Target must make DC 17 Wis save or lose all memory of language. Target cannot speak, understand speech, read, or write in any language for 24 hours. Spellcasters cannot use verbal components.

6

5

Searched the Sky for God

Motörhead - Lost in the Ozone

Searched the Sky for God (SL=6): Gain divine insight for 10 minutes. You can see invisible creatures, detect lies automatically, and your divination spells cannot be blocked by any means short of divine intervention.

6

5

Wash Over Me

Motörhead - Lost in the Ozone

Wash Over Me (SL=6): Purifying waters cleanse you of all diseases, curses, and conditions. For 1 hour, you gain resistance to all damage but must remain wet or take 2d10 force damage per round.

6

5

Glory in His Eye

Motörhead - Ridin' with the Driver

Glory in His Eye (SL=6): Grant up to 6 creatures advantage on all rolls, immunity to fear, and +10 to damage for 1 minute. Afterward, targets gain 2 levels of exhaustion.

6

5

Hear the Pistons Clash

Motörhead - Ridin' with the Driver

Hear the Pistons Clash (SL=6): Create a 30-ft sphere of grinding metal gears dealing 6d10 slashing damage/round to all within. Structures take double damage.

6

5

Hold Tight, Feel the Driver's Bite

Motörhead - Ridin' with the Driver

Hold Tight, Feel the Driver's Bite (SL=6): Create spectral restraints on up to 4 targets (DC 17 Str save). Restrained creatures take 4d8 piercing damage at start of their turns.

6

5

All of Us Here Gonna Ruin Your Day

Motörhead - Sucker

All of Us Here Gonna Ruin Your Day (SL=6): Summon 1d6+2 spectral rockers that play deafening music. Each deals 4d8 thunder damage in 20-ft radius each round and forces DC 17 Con save or be deafened and stunned for 1 round.

6

5

Innocence Is for the Birds

Motörhead - Sucker

Innocence Is for the Birds (SL=6): Strip target of moral protection. Good-aligned spells no longer affect target, and fiends can detect target across planar boundaries. Target takes double damage from evil creatures for 24 hours.

6

5

Lost in Time

Motörhead - Sucker

Lost in Time (SL=6): Target must make DC 17 Wis save or be trapped in time loop, repeating same 6-second action for 1 minute. Target ages 1d20 years when spell ends.

6

5

Raise Your Voice, You Bite the Dirt

Motörhead - Sucker

Raise Your Voice, You Bite the Dirt (SL=6): Create ward in 60-ft radius. Any creature that speaks above whisper must make DC 17 Dex save or be pulled into ground up to neck, restrained, and taking 4d8 bludgeoning damage per round.

6

5

Too Busy Laughing to See the Joke

Motörhead - Sucker

Too Busy Laughing to See the Joke (SL=6): Target must make DC 17 Wis save or fall into uncontrollable laughter for 1 minute. While laughing, target is blinded, prone, and vulnerable to all damage.

6

5

What We Do Is Break the Law

Motörhead - Sucker

What We Do Is Break the Law (SL=6): Negate all magical laws in 60-ft sphere for 1 minute. Dispel Magic automatically fails, antimagic fields collapse, and spells can target normally invalid targets.

6

5

How Do You Like It, My Unfaithful Friend

Motörhead - Sweet Revenge

How Do You Like It, My Unfaithful Friend (SL=6): Force target to experience all pain they've caused others. Target takes 2d10 psychic damage for each creature they've harmed in the past week (max 10d10) and is stunned for 1 round.

6

5

I Can Almost Taste It

Motörhead - Sweet Revenge

I Can Almost Taste It (SL=6): Gain ability to taste fear for 8 hours. You can detect exact emotional state of any creature within 60 ft and gain advantage on attack rolls against frightened creatures.

6

5

I Don't Hear You Laughing

Motörhead - Sweet Revenge

I Don't Hear You Laughing (SL=6): Target must make DC 17 Cha save or lose ability to express joy. Target takes 2d10 psychic damage whenever an ally succeeds at anything. Effect lasts until removed by Greater Restoration.

6

5

So Sweet to See You

Motörhead - Sweet Revenge

So Sweet to See You (SL=6): Gain truesight 120 ft for 1 hour, but can only see creatures that have harmed you or your allies. Attacks against these creatures deal additional 6d6 psychic damage.

6

5

Take Away Your Breath

Motörhead - The Hammer

Take Away Your Breath (SL=6): Target must make DC 17 Con save or have their lungs magically seized. Target suffers suffocation effects, taking 5d8 force damage per round and cannot speak until spell ends in 1 minute.

7

5

Can't Find No Windows

Motörhead - Back at the Funny Farm

Can't Find No Windows (SL=7): Transform structure into windowless prison. All exits and windows disappear, air supply diminishes, and creatures inside must make DC 18 Wis save each hour or gain a level of exhaustion from claustrophobia.

7

5

Nothing in This Cold White Room

Motörhead - Back at the Funny Farm

Nothing in This Cold White Room (SL=7): Transform 60-ft cube into sterile white space where magic items cease functioning. Creatures inside must make DC 18 Wis save each minute or forget one memory permanently.

7

5

Spring Unwinding in My Head

Motörhead - Back at the Funny Farm

Spring Unwinding in My Head (SL=7): Target's thoughts spiral chaotically. Target must make DC 18 Int save or be confused for 1 minute, attacking random creatures each turn. Each round, target takes 4d10 psychic damage as their mind unravels.

7

5

Charge and Fall, Bugle Call

Motörhead - Deaf Forever

Charge and Fall, Bugle Call (SL=7): Sound spectral horn granting allies within 100 ft triple movement speed and advantage on attack rolls for 1 round. All affected creatures' attacks automatically crit but gain 1 level of exhaustion afterward.

7

5

Stricken Dumb, Cut and Run

Motörhead - Deaf Forever

Stricken Dumb, Cut and Run (SL=7): All enemies in 60-ft cone lose ability to speak and must flee at maximum speed for 1 minute (DC 17 Wis save negates). Those who resist take 8d8 psychic damage.

7

5

God's Face Is Hidden

Motörhead - God Was Never on Your Side

God's Face Is Hidden (SL=7): Create anti-divine barrier for 24 hours in 100-ft radius. Divine intervention automatically fails, prayer has no effect, and divine spellcasters must make DC 18 Wis save each time they cast or lose the spell slot with no effect.

7

5

Hell Does Not Wait

Motörhead - God Was Never on Your Side

Hell Does Not Wait (SL=7): Open a portal to the Nine Hells. 1d4 devils (CR equal to spell slot used) emerge each round for 1 minute. They attack all creatures indiscriminately but prefer divine spellcasters.

7

5

May the Shackles Be Undone

Motörhead - God Was Never on Your Side

May the Shackles Be Undone (SL=7): Break all bonds, physical and magical, on up to 10 creatures. Targets gain freedom of movement, immunity to restraining effects, and +2 to all saves for 8 hours.

7

5

Never Has a Word to Say

Motörhead - God Was Never on Your Side

Never Has a Word to Say (SL=7): Target divine spellcaster must make DC 18 Wis save or lose connection to their deity. For 24 hours, target cannot receive guidance, cast divine spells, or channel divinity.

7

5

They Claim to Heal

Motörhead - God Was Never on Your Side

They Claim to Heal (SL=7): Target creature offering healing must make DC 18 Cha save or reveal their true intentions. If intentions are selfish, target takes 10d10 psychic damage and is marked with a visible brand showing their deception.

7

5

Abandon Me

Motörhead - Lost in the Ozone

Abandon Me (SL=7): All creatures within 100 ft must make DC 18 Wis save or be compelled to leave the target and never return. Even familiars and summoned creatures attempt to flee. Effect lasts until dispelled.

7

5

Forsworn and Cast Away

Motörhead - Lost in the Ozone

Forsworn and Cast Away (SL=7): Target is magically branded as oathbreaker. Creatures automatically know target's broken promises, target has disadvantage on all Charisma checks, and takes 6d8 psychic damage when lying.

7

5

Thousand Miles From Home

Motörhead - Lost in the Ozone

Thousand Miles From Home (SL=7): Banish target to barren demiplane that appears exactly like their home but is devoid of all life. Target must make DC 18 Wis save each day or forget one memory of home.

7

5

Winter Storms They Freeze Me

Motörhead - Lost in the Ozone

Winter Storms They Freeze Me (SL=7): Summon freezing tempest in 300-ft radius. Creatures take 10d6 cold damage per round, move at quarter speed, and must make DC 18 Con save or be paralyzed until end of their next turn.

7

5

Big Black Smoke

Motörhead - Ridin' with the Driver

Big Black Smoke (SL=7): Fill 1-mile radius with toxic smoke. Creatures take 8d6 poison damage/round and are blinded. Lasts 24 hours; smoke cannot be dispersed by magic.

7

5

Engineer Likes to Lose His Mind

Motörhead - Ridin' with the Driver

Engineer Likes to Lose His Mind (SL=7): Target creature gains madness that compels it to destroy all mechanical objects and attack allies. DC 18 Wisdom save negates; effect permanent until removed by Wish.

7

5

Hear the Whistle Moan

Motörhead - Ridin' with the Driver

Hear the Whistle Moan (SL=7): Release a piercing whistle in 60-ft cone. Creatures take 12d8 thunder damage and must make DC 18 Con save or be stunned for 1d4 rounds.

7

5

Red Steel in the Driving Wheel

Motörhead - Ridin' with the Driver

Red Steel in the Driving Wheel (SL=7): Transform any vehicle into a war machine with AC 22, 200 HP, and attacks that deal 8d10 piercing damage. It follows your mental commands for 24 hours.

7

5

Vibrating in My Bones

Motörhead - Ridin' with the Driver

Vibrating in My Bones (SL=7): Touch a creature to send destructive vibrations through their body. Target takes 14d8 force damage and must make DC 18 Con save or have bones shattered, reducing move speed by half permanently.

7

5

Dance on Your Grave

Motörhead - Sucker

Dance on Your Grave (SL=7): Target that died within last week has corpse rise and perform macabre dance. Each creature within 30 ft of dancing corpse must make DC 18 Wis save or be frightened. Corpse explodes after 1 minute dealing 8d10 necrotic damage in 20-ft radius.

7

5

For We Are Monsters, We Love Our Work

Motörhead - Sucker

For We Are Monsters, We Love Our Work (SL=7): Transform yourself and willing allies into fiendish forms for 10 minutes. Gain darkvision 120 ft, 60 ft flight speed, and ability to frighten enemies (DC 17 Wis save).

7

5

Give You a Smack in the Mouth

Motörhead - Sucker

Give You a Smack in the Mouth (SL=7): Spectral fist strikes target with devastating force. Target takes 12d10 force damage and must make DC 18 Con save or lose ability to speak as jaw is broken. Effect lasts until healed by 6th-level or higher healing spell.

7

5

How We Are, Ain't How We Were

Motörhead - Sucker

How We Are, Ain't How We Were (SL=7): Transform yourself and up to 5 willing creatures into twisted versions of yourselves. Gain +4 to physical stats, resistance to nonmagical damage, but -2 to mental stats and disadvantage on saving throws against charm.

7

5

Love It or Hate It, You're Gonna Pay

Motörhead - Sucker

Love It or Hate It, You're Gonna Pay (SL=7): Force target to make DC 18 Wis save or be compelled to give you all their valuables. If they resist, they take 10d8 psychic damage and are stunned for 1 round.

7

5

No Quarter, We Draw the Line

Motörhead - Sucker

No Quarter, We Draw the Line (SL=7): Create 100-ft line that acts as absolute barrier. Creatures attempting to cross must make DC 18 Cha save or take 10d10 force damage and be thrown back 30 ft.

7

5

Too Busy Crying to Hear the Screams

Motörhead - Sucker

Too Busy Crying to Hear the Screams (SL=7): Target must make DC 18 Wis save or be overwhelmed by grief, blinded by tears, and deafened. Target takes 2d8 psychic damage each round it hears a scream (which you can create as bonus action).

7

5

We Have No Shame, We Strip You Bare

Motörhead - Sucker

We Have No Shame, We Strip You Bare (SL=7): Target must make DC 18 Cha save or have all equipment (including magical items) teleported 60 ft away. Target also reveals deepest secrets audibly to all within earshot.

7

5

Even in Your Foulest Dreams

Motörhead - Sweet Revenge

Even in Your Foulest Dreams (SL=7): Invade target's mind with horrific nightmares whenever they rest. Target cannot gain benefits of rest, takes 6d8 psychic damage upon waking, and must make DC 18 Wis save or gain 1 level of exhaustion.

7

5

Hello Victims

Motörhead - Sweet Revenge

Hello Victims (SL=7): Summon spectral tormentors visible only to enemies within 60 ft. Targets must make DC 18 Wis save each round or take 6d10 psychic damage and become frightened.

7

5

Here's Your Final Shock Surprise

Motörhead - Sweet Revenge

Here's Your Final Shock Surprise (SL=7): Channel electrical energy that seeks out enemies in 60-ft radius. Deals 12d8 lightning damage and stuns for 1 round (DC 17 Con save for half damage and no stun).

7

5

Turn the Key in the Door

Motörhead - Sweet Revenge

Turn the Key in the Door (SL=7): Lock a doorway or portal to another plane. Target must make DC 19 Cha save or be banished to pocket dimension for 1 day. Only Dispel Magic cast at 9th level can end prematurely.

7

5

Writhe and Crawl and Scream for Life

Motörhead - Sweet Revenge

Writhe and Crawl and Scream for Life (SL=7): Target must make DC 18 Con save or collapse in agony, dropping prone and taking 8d10 necrotic damage. On subsequent turns, target must crawl and cannot stand, taking 4d10 damage at start of each turn.

7

5

Bring You Eternal Night

Motörhead - The Hammer

Bring You Eternal Night (SL=7): Create 300-ft sphere of supernatural darkness for 24 hours. Area becomes freezing cold, dealing 4d6 cold damage per minute. Undead in the area gain regeneration 10 and advantage on all rolls.

7

5

Don't Try To Scream

Motörhead - The Hammer

Don't Try To Scream (SL=7): Target must make DC 18 Con save or lose ability to make any sound for 24 hours. Each attempt to communicate deals 6d8 psychic damage to target. Target cannot cast spells with verbal components.

8

5

Both My Legs Have Died

Motörhead - Back at the Funny Farm

Both My Legs Have Died (SL=8): Target must make DC 19 Str save or lose all feeling and function in lower body. Target's speed becomes 0, they fall prone, and take 8d8 necrotic damage as tissue begins to decay.

8

5

Everyone is in Disguise

Motörhead - Back at the Funny Farm

Everyone is in Disguise (SL=8): All creatures in 100-ft radius appear as strangers to each other. Creatures must make DC 19 Wis save or be unable to recognize allies, attacking the nearest creature each turn.

8

5

Hammer Pounding in My Heart

Motörhead - Back at the Funny Farm

Hammer Pounding in My Heart (SL=8): Target must make DC 19 Con save or have their heartbeat amplified to deafening levels. Target takes 10d10 thunder damage, is stunned for 1 round, and creatures within 30 ft must make DC 19 Con save or take 6d10 thunder damage.

8

5

Bone and Steel

Motörhead - Deaf Forever

Bone and Steel (SL=8): Your body becomes living weapon. Gain +4 AC, resistance to all damage, and melee attacks deal additional 6d8 force damage. If reduced to 0 HP while spell is active, explode for 15d10 force damage in 30-ft radius.

8

5

Dead Witness to an Unseen Fight

Motörhead - Deaf Forever

Dead Witness to an Unseen Fight (SL=8): Commune with spirits of the slain to learn every detail about any battle fought within 10 miles. Gain complete tactical knowledge of enemies who participated.

8

5

Free of Prayer and Shrine

Motörhead - God Was Never on Your Side

Free of Prayer and Shrine (SL=8): Create 500-ft anti-religious field. Holy symbols crumble, sacred texts become blank, and religious structures take 10d10 force damage per round until destroyed.

8

5

Holy Righteous Dogs

Motörhead - God Was Never on Your Side

Holy Righteous Dogs (SL=8): Summon pack of spectral hounds that target religious figures. Hounds have 100 HP each, deal 6d8 necrotic damage with bites, and can smell divine magic users within 1 mile.

8

5

Let the Pious Vanish

Motörhead - God Was Never on Your Side

Let the Pious Vanish (SL=8): All creatures that serve divine entities within 500 ft must make DC 19 Cha save or be banished to a godless demiplane for 24 hours. Clerics and paladins have disadvantage on this save.

8

5

No Heaven in the Sky

Motörhead - God Was Never on Your Side

No Heaven in the Sky (SL=8): Create an anti-divine field in 300-ft radius. Divine magic fails, celestials take 10d10 force damage per round, and healing spells heal minimum values.

8

5

The Sun Refused to Shine

Motörhead - God Was Never on Your Side

The Sun Refused to Shine (SL=8): Create a 500-ft radius of absolute darkness for 24 hours. Creatures within take 8d8 cold damage per hour and must make DC 19 Wis save or gain a level of exhaustion from despair.

8

5

Cruel Sea

Motörhead - Lost in the Ozone

Cruel Sea (SL=8): Transform 500-ft radius into violent ocean. Creatures must make DC 19 Str save each round or be pulled under, taking 8d10 bludgeoning damage and beginning to drown. Even flying creatures are affected.

8

5

Drowned in Sorrow

Motörhead - Lost in the Ozone

Drowned in Sorrow (SL=8): Create sphere of spectral water around target's head. Target must make DC 19 Con save or begin drowning in their own tears, taking 10d10 psychic damage and becoming incapacitated until spell ends.

8

5

Summer Burnt Alive

Motörhead - Lost in the Ozone

Summer Burnt Alive (SL=8): Target superheats from within. Target takes 15d8 fire damage and must make DC 19 Con save or burst into flames for 1 minute, taking 6d6 fire damage per round and igniting everything it touches.

8

5

Sun Goes Down Like Blood

Motörhead - Lost in the Ozone

Sun Goes Down Like Blood (SL=8): Turn day to crimson twilight for 1 mile radius. All healing spells fail, undead gain advantage on all rolls, and living creatures take 2d10 necrotic damage at start of their turns.

8

5

Engine Rocking on the Left and Right

Motörhead - Ridin' with the Driver

Engine Rocking on the Left and Right (SL=8): Create localized earthquake in 100-ft radius. Structures collapse, ground becomes difficult terrain, creatures take 10d8 bludgeoning damage and fall prone.

8

5

Hear the Banshee Cry

Motörhead - Ridin' with the Driver

Hear the Banshee Cry (SL=8): Unleash a wail forcing creatures within 100 ft to make DC 20 Con save or die instantly. Survivors take 10d10 psychic damage and are frightened for 1 hour.

8

5

Howling Up the Tracks

Motörhead - Ridin' with the Driver

Howling Up the Tracks (SL=8): Gain 500 ft movement speed for 10 minutes. Your movement creates a sonic boom dealing 12d6 thunder damage in a 20-ft radius behind you.

8

5

Metal Scream and Thrash

Motörhead - Ridin' with the Driver

Metal Scream and Thrash (SL=8): Emit sonic wave dealing 16d8 thunder damage in 100-ft cone. Creatures failing DC 22 Con save are deafened permanently and have their equipment shattered.

8

5

Too Young to Die

Motörhead - Ridin' with the Driver

Too Young to Die (SL=8): When reduced to 0 HP, you instead regain all HP and gain resistance to all damage for 1 minute. Can only be cast once per week.

8

5

You Got a Casey Jones

Motörhead - Ridin' with the Driver

You Got a Casey Jones (SL=8): Summon ghost of legendary conductor who transforms battlefield into railyard. Creates runaway ghost train each round dealing 8d10 force damage to all in a 10-ft-wide, 100-ft line.

8

5

In with the Girlies or Under the Gun

Motörhead - Sucker

In with the Girlies or Under the Gun (SL=8): Target must choose to be charmed by all creatures of opposite gender (no save) or take 10d10 force damage each round for 1 minute. Target must decide immediately.

8

5

Into the Gravy or Into the Ground

Motörhead - Sucker

Into the Gravy or Into the Ground (SL=8): Target must choose between drowning in boiling gravy (12d10 fire damage) or being buried alive (12d10 bludgeoning damage and restrained). No save; target must choose.

8

5

Into the Palace or Into the Pit

Motörhead - Sucker

Into the Palace or Into the Pit (SL=8): Target must choose between golden cage (paralyzed but protected from harm) or fire pit (8d10 fire damage/round) for 1 minute. No save; target must choose.

8

5

Now, We Are Poison

Motörhead - Sucker

Now, We Are Poison (SL=8): Your blood and sweat become deadly toxin. For 1 hour, creatures that touch you take 6d6 poison damage. Your weapon attacks deal additional 8d6 poison damage and contaminate water sources within 1 mile.

8

5

Too Busy Killing to See the Crime

Motörhead - Sucker

Too Busy Killing to See the Crime (SL=8): Enter killing trance for 1 minute. You can attack each enemy within reach once per round as free action. Each kill grants additional free action attack.

8

5

We Tasted Blood and We Want More

Motörhead - Sucker

We Tasted Blood and We Want More (SL=8): For 1 hour, you heal 10 HP whenever you deal damage. When you reduce a creature to 0 HP, you gain 50 HP and advantage on all rolls for 1 round.

8

5

How Do You Like That Invitation Friend

Motörhead - Sweet Revenge

How Do You Like That Invitation Friend (SL=8): Create cursed parchment. Anyone who reads it must make DC 19 Cha save or be compelled to seek you out. When they arrive, they take 12d10 necrotic damage and serve you faithfully for 24 hours.

8

5

No One Close to Hear You Scream

Motörhead - Sweet Revenge

No One Close to Hear You Scream (SL=8): Create 100-ft sphere of absolute silence. Sound cannot enter or leave. Spellcasters inside cannot cast spells with verbal components and take

8

5

The Need to See You Die

Motörhead - Sweet Revenge

The Need to See You Die (SL=8): Mark target with death curse. You gain blindsight 120 ft but can only see the marked target. Your attacks against the target automatically hit and deal triple damage.

8

5

Too Busy with the Knife

Motörhead - Sweet Revenge

Too Busy with the Knife (SL=8): Conjure spectral dagger that makes 1d4+1 attacks per round against target (auto-hit, 6d8 force damage per hit). Knife attacks ignore resistances and magical protections.

8

5

Scare You Half To Death

Motörhead - The Hammer

Scare You Half To Death (SL=8): Target must make DC 19 Wis save or believe they are dying. Target drops to 1 HP, is paralyzed with fear, and ages 1d20 years from terror. Even on successful save, target is frightened for 1 minute.

8

5

The Hammer's Gonna Bring You Down

Motörhead - The Hammer

The Hammer's Gonna Bring You Down (SL=8): Summon a spectral hammer that strikes a target for 15d10 force damage. Target must make DC 19 Con save or be knocked prone and stunned for 1 minute.

8

5

You've Gotta Go

Motörhead - The Hammer

You've Gotta Go (SL=8): Target must make DC 19 Cha save or be banished to a pocket dimension. Target ages 1 year per minute and can return only by successfully casting Dispel Magic (DC 19) on themselves.

9

5

Stay Calm, Don't Be Alarmed

Motörhead - Back at the Funny Farm

Stay Calm, Don't Be Alarmed (SL=9): Create 100-ft radius zone of false tranquility. Creatures must make DC 20 Wis save or believe nothing is wrong, ignoring all damage and danger. Affected creatures take double damage from all sources but feel no pain.

9

5

What Was That Injection

Motörhead - Back at the Funny Farm

What Was That Injection (SL=9): Fire spectral syringe at target. Target must make DC 20 Con save or be injected with mind-altering substance, falling unconscious for 1 hour. Upon waking, target is permanently confused, attacking random creatures each round.

9

5

Lake of Blood

Motörhead - Deaf Forever

Lake of Blood (SL=9): Transform terrain in 500-ft radius into lake of boiling blood. Creatures take 10d10 fire damage per round while in the area. Undead in the lake heal 5d10 HP per round instead.

9

5

Somebody's Screaming and the Sky is Dark

Motörhead - Deaf Forever

Somebody's Screaming and the Sky is Dark (SL=9): Turn day to night in 1-mile radius. All creatures hear tortured screams dealing 8d12 psychic damage/round (no save). Half of survivors gain permanent madness.

9

5

Standing Stone, Skull and Bone

Motörhead - Deaf Forever

Standing Stone, Skull and Bone (SL=9): Raise 4 monoliths in 300-ft area. Each emits necrotic aura (8d8 damage/round). Creatures that die within the area become bound undead guardians with 100 HP each.

9

5

If the Sky Turned Into Stone

Motörhead - God Was Never on Your Side

If the Sky Turned Into Stone (SL=9): Transform the sky into petrified stone for 1 mile radius. Flying creatures fall, ranged attacks beyond 30 ft automatically fail, and 1d4 stone shards fall each round dealing 10d10 bludgeoning damage in 20-ft radius.

9

5

If the Stars Fall Down on Me

Motörhead - God Was Never on Your Side

If the Stars Fall Down on Me (SL=9): Summon a meteor shower in 1-mile radius. Each creature takes 20d10 force damage and must make DC 20 Dex save or be crushed under fallen stars for 10d10 additional damage. The area becomes difficult terrain permanently.

9

5

Sword of Reason Shine

Motörhead - God Was Never on Your Side

Sword of Reason Shine (SL=9): Conjure a blade of pure logic that cuts through deception. Weapon deals 12d12 force damage, ignores all resistances, and deals double damage against creatures with religious features. Targets hit must make DC 20 Int save or lose all faith-based abilities for 24 hours.

9

5

Voice of Reason Shine

Motörhead - God Was Never on Your Side

Voice of Reason Shine (SL=9): Force all creatures in 1-mile radius to make DC 20 Wis save or be compelled to act rationally. Affected creatures cannot lie, must acknowledge facts, and take 15d10 psychic damage if they attempt to use faith-based reasoning.

9

5

Drifter on a Hungry Empty Sea

Motörhead - Lost in the Ozone

Drifter on a Hungry Empty Sea (SL=9): Create a 1-mile radius pocket dimension resembling an endless sea. Creatures trapped inside suffer from endless hunger (1d10 force damage per hour), cannot benefit from food, and must make DC 20 Wis saves daily or become permanently lost.

9

5

Drowned Forever

Motörhead - Lost in the Ozone

Drowned Forever (SL=9): Target must make DC 22 Con save or their lungs permanently fill with spectral water. Target begins drowning, falls unconscious, and dies in 1d4 rounds unless spell is dispelled with 9th-level Dispel Magic.

9

5

Islands of the Damned

Motörhead - Lost in the Ozone

Islands of the Damned (SL=9): Transform 1-mile area into archipelago of nightmare islands. Undead rise from water, structures become ruins, and creatures must make DC 20 Cha save each hour or gain a form of indefinite madness.

9

5

Black Dragon Breathing

Motörhead - Ridin' with the Driver

Black Dragon Breathing (SL=9): Exhale acidic breath in 150-ft line dealing 20d8 acid damage. Terrain becomes permanently corrupted; creatures that die from this spell rise as acid zombies.

9

5

Iron Child Out of Vulcan's Forge

Motörhead - Ridin' with the Driver

Iron Child Out of Vulcan's Forge (SL=9): Summon a 40-ft iron colossus with molten core. Each round it attacks with 3 actions, deals 12d12 fire damage to everything within 30 ft, and is immune to all damage types except cold.

9

5

Juggernaut Coming Down the Line

Motörhead - Ridin' with the Driver

Juggernaut Coming Down the Line (SL=9): Conjure a ghostly locomotive that travels in a straight line for 1 mile, destroying all structures and dealing 25d10 force damage to creatures in its path. No save.

9

5

Once the Locomotive Steals Your Soul

Motörhead - Ridin' with the Driver

Once the Locomotive Steals Your Soul (SL=9): Target must make DC 22 Cha save or have soul trapped in spectral train circling the Nine Hells. Body becomes undead thrall under your control. Only Wish can restore the soul.

9

5

Too Fast to Live This Way

Motörhead - Ridin' with the Driver

Too Fast to Live This Way (SL=9): Time stops for all except you for 1d4+1 rounds. You age 10 years when the spell ends and must succeed on DC 20 Con save or gain 3 levels of exhaustion.

9

5

For We Are Murder, We Like It Fine

Motörhead - Sucker

For We Are Murder, We Like It Fine (SL=9): Channel spirit of slaughter. For 10 minutes, your weapon attacks score critical hits on 15-20 and kill any creature with 100 HP or fewer on a critical hit.

9

5

Into the Palace or Upon the Cross

Motörhead - Sucker

Into the Palace or Upon the Cross (SL=9): Target must choose between luxurious captivity or tortuous sacrifice. If they choose palace, they're imprisoned in extradimensional space for 1 year. If cross, they take 20d10 radiant damage but gain immunity to one damage type permanently.

9

5

Into the Sunshine or Under the Blade

Motörhead - Sucker

Into the Sunshine or Under the Blade (SL=9): Target must choose between being banished to Elemental Plane of Fire (taking 10d10 fire damage/round) or remaining to face your blade attack (15d10 slashing damage, auto-hit).

9

5

My Dismembered Friend

Motörhead - Sweet Revenge

My Dismembered Friend (SL=9): Target must make DC 20 Con save or have limbs telekinetically separated from body. Target takes 15d10 force damage and is permanently crippled. Even on successful save, target takes half damage and is stunned for 1d4 rounds.

9

5

You'll Never Imagine the Pain

Motörhead - Sweet Revenge

You'll Never Imagine the Pain (SL=9): Target must make DC 20 Wis save or experience the worst pain imaginable. Target takes 20d10 psychic damage and falls unconscious for 1 hour. Even on successful save, target is stunned for 1d4 rounds.

9

5

Shooting Out Your Lights

Motörhead - The Hammer

Shooting Out Your Lights (SL=9): Fire spectral projectiles at up to 5 creatures. Each target takes 12d12 radiant damage and must make DC 20 Con save or be permanently blinded. Even in darkness, targets glow with painful light visible through walls.

9

5

The Hammer's Coming Down

Motörhead - The Hammer

The Hammer's Coming Down (SL=9): Conjure a 50-ft spectral hammer that strikes a 30-ft radius area. Creatures take 20d10 force damage and structures are completely destroyed. Ground becomes difficult terrain permanently.

10

5

Dancing with the Devil

Motörhead - Ace of Spades

Dancing with the Devil (SL=10): Summon a powerful demon lord for 1 hour. You and the demon dance, gaining omnipotence and immunity to all damage. However, at the end of the spell, you must make DC 25 Wis save or be dragged to the depths of the Nine Hells forever.

10

5

Don't Forget the Joker

Motörhead - Ace of Spades

Don't Forget the Joker (SL=10): Summon a cosmic joker that appears to all creatures in a 5-mile radius. Each round, the joker plays a prank on a random creature, dealing 50d10 psychic damage and causing them to become trapped in a never-ending loop of reality distortions.

10

5

Going with the Flow

Motörhead - Ace of Spades

Going with the Flow (SL=10): Create a 1-mile radius of chaotic reality distortion. Creatures within must make DC 25 Dex save each round or be teleported to a random location in the multiverse.

10

5

I Don't Share Your Greed

Motörhead - Ace of Spades

I Don't Share Your Greed (SL=10): Target must make DC 25 Wis save or become consumed by an insatiable hunger for power. For 1 month, target must attempt to usurp the power of the most powerful being they encounter each day.

10

5

If You Like to Gamble

Motörhead - Ace of Spades

If You Like to Gamble (SL=10): Create a cosmic casino in a 5-mile radius. All creatures must gamble with their very existence. Each round, creatures roll a d20; on 1-5, they are erased from existence; on 6-15, they gain 20d10 HP and advantage on all rolls for 1 hour; on 16-20, they gain immortality for 24 hours. No save.

10

5

Playing for the High One

Motörhead - Ace of Spades

Playing for the High One (SL=10): Grant yourself and up to 10 allies a temporary boon that fulfills their deepest desires. However, this boon comes with a terrible cost: each ally must make DC 25 Con save or become permanently bound to the service of a powerful entity, losing all free will.

10

5

Seven or Eleven

Motörhead - Ace of Spades

Seven or Eleven (SL=10): Roll a d20 for each creature in 1-mile radius. On 7 or 11, they are granted a wish; on any other number, they are erased from existence. No save.

10

5

The Only Card I Need is the Ace of Spades

Motörhead - Ace of Spades

The Only Card I Need is the Ace of Spades (SL=10): Conjure a deck of cosmic cards. Each round, draw a card and apply its effect: Ace of Spades deals 50d10 force damage to all enemies within 100 ft; Joker heals all allies for 50d10 HP and grants them invincibility for 1 round; other cards have reality-bending effects.

10

5

The Pleasure is to Play

Motörhead - Ace of Spades

The Pleasure is to Play (SL=10): Grant up to 10 creatures omnipotence for 1 hour. However, each time they use their powers, they must make DC 25 Cha save or become trapped in a loop of self-indulgence, losing all ability to act for the remainder of the spell's duration.

10

5

You Win Some, Lose Some

Motörhead - Ace of Spades

You Win Some, Lose Some (SL=10): Target must make DC 25 Wis save or have their fate rewritten. For 1 week, all d20 rolls are inverted (1 becomes 20, 20 becomes 1), and the target is forced to make a critical failure on every roll.