Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Boil Blood
Level: 8
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You point your finger at a creature you can see within range, and its blood begins to boil. The target must succeed on a Constitution saving throw, taking your choice of 8d10 fire or necrotic damage on a failed save. As an action on each of your turns, you can force the target to repeat the saving throw. On a success, it takes no damage this turn. On a failure, it takes the spell's damage again. This spell has no effect on undead or constructs


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Boil Cistern
Level: 3
School: Transmutation (Ritual)
Classes: Artificer, Cleric, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: 5 Feet (10-Foot Cube Or Cylinder)
Duration: 24 Hours
Components: S, M
Material cost: a piece of tinder which is consumed, a piece of flint and a piece of steel
Description: Boil up to a 10-foot cube or cylinder of still water for 24 hours. As long as there is no current or running water in the area of the spell, this will even work within a larger volume of water, with the boiling area being 'contained' in a 10-ft cylindrical area. Creatures unfortunate enough to be caught in the boil cistern area of effect must make a DC 15 Constitution save each round to avoid taking 1d6 points of damage. Stone, metal, and skeletal creatures do not have this issue.
If the water is in a river or stream, tidal area, or is in some other way affected by currents, the spell will dissipate after 1 minute.
If formerly still water starts moving, the spell will dissipate. Slowly draining the water or slowly adding water to the area will not cause the effect to dissipate. You may drain or add as much as 1 cubic foot per round.
If you find an eddy of appropriate size at the edge of a stream or river in which the same water mostly recirculates, you may cast this spell there, and it will work.
If cast this fully underwater, this spell boils a 10-foot sphere of water instead.
If the area of water that you cast this on is an actual cistern or water tank then you may cast this spell there every day for a year. Once you have done this, the cistern becomes permanently boiling and can provide hot water (for an entire castle for example) as long as the cistern remains intact. Doing this is often how artificers and bone collectors earn their keep.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may boil and additional adjoining 10-foot cube of still water for each level above 3rd.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bolt of the Storm
Level: 9
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: An orb of crackling energy appears in your hand and lasts for the duration. The orb sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast the spell and as an action on your subsequent turns, you can hurl a bolt of lightning from the orb to a point you can see within the range. Each creature within 20 feet of that point must succeed on a Dexterity saving throw or take 3d12 lightning damage plus 3d12 thunder damage. Flammable objects in this area that aren't being worn or carried are ignited.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bolt of Time
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You send out an orb of warped time to a creature within range and try to manipulate its cognitive function. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 force damage and can't take a bonus action until the end of its next turn.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bolt Strike
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: Instantaneous
Components: S, M
Material cost: A melee weapon worth at least 1 sp
Description: Calling forth from the air around you, your weapons wreaths itself in lightning as you strike. You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and lightning shoots out in all directions from them. Choose up to 3 creatures within 10 feet of the original target. Each of those creatures must make a Dexterity saving throw against your spell save DC or take lightning damage equal to your spellcasting ability modifier.
The spell’s damage increases by 1d8 when you reach 5th level (1d8 + your spellcasting modifier), 11th level (2d8 + your spellcasting modifier), and 17th level (3d8 + your spellcasting modifier)


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bomb
Level: 0
School: Evocation
Classes: Artificer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a glass vial, which the spell consumes
Description: You fill a vial with a volatile mix of alchemical compounds and hurl it toward a point within range. Each creature within a 5-foot-radius sphere centered on that point must succeed on a Dexterity saving throw or take 1d6 nonmagical bludgeoning damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bone Cleaves Steel
Level: 4
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (60-Foot Aura)
Duration: 1 Minute
Components: V, S
Description: The caster creates an aura to magnify the bond between themselves and their nearby undead, enhancing their physicality. Undead controlled by the caster within the aura receive these benefits:
Synchronized: Undead can receive a new order telepathically each turn without the use of a bonus action
Armor Piercing: Physical attacks by undead gain +1 to hit per 5 AC of target
Necrosis Link: Successful physical attacks by undead deal extra necrotic damage equal to the caster's proficiency
Rallied: Undead gain +15ft movement range


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bone Crushing Hug
Level: 3
School: Transmutation
Classes: Druid
Casting time: 1 Reaction
Range: Touch
Duration: Instantaneous
Components: V, S
Description: Bone Crushing Hug is a very physical spell. It is cast as a reaction to either a grapple or a body slam.
Reaction to Grapple
If you become grappled by a creature, or a creature grapples you, the creature makes a Constitution saving throw.
On a failed save, they take 6d6 force damage, are stunned for 1 round, and have their movement speed halved for 1 minute. And the grapple ends. They may repeat the saving throw at the beginning of each of their turns, ending the effect as a success.
On a successful save, they take half as much damage and suffer no other effects.
Body Slam Without a Grapple
As an action, the caster may body slam the opponent if there is no grapple. The opponent makes a Dexterity save. The spell is cast as a reaction to the end of the caster's movement in a round.
On a successful save, the opponent takes half force damage.
On a failed save, the opponent takes 4d6 force damage, and is stunned for one round, and has its movement halved for one minute.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 points per level.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bone Lore
Level: 2
School: Divination (Ritual)
Classes: Artificer, Bard, Druid, Warlock, Wizard
Casting time: 10 Minutes
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: incense worth at least 10 gp, which the spell consumes, and four ivory items worth at least 10 gp each
Description: Hold a piece of bone. The spell brings to your mind a brief summary of the significant events in the life of the creature it came from. The lore might consist of birth, death, major encounters, close relationships of the creature etc. The information obtained will also include relevant names. The information could be merely mundane, or it could include legends or secret events that the creature was an important part of.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bone Read
Level: 1
School: Divination (Ritual)
Classes: Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: S
Description: You choose and touch a skull within your reach. While you hold the skull, you gain the senses the creature who owned that skull head when it was alive, seeing how the creature would see. While concentrating on this spell, you are blinded and deafened to your character's sight and sound, as your senses are temporarily transferred to the senses of the creature's skull.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bone Rush
Level: 2
School: Conjuration
Classes: Cleric, Druid, Warlock, Wizard
Casting time: 1 Action
Range: 5 Feet
Duration: 10 Minutes
Components: V, S
Description: You summon a bone the size of a shortsword, using it as a melee weapon. As an action, you can make a melee spell attack with your bone. On a hit, roll 1d4. The result is the number of times you hit the enemy, and the damage die for each hit is 1d6 force damage. For the duration of the spell you may dismiss or re-summon the bone(s) to your hand(s) as a bonus action.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you instead summon two bones, causing what you roll on the d4 to double upon roll.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bone Shield
Level: 2
School: Necromancy
Classes: Bard, Cleric, Sorcerer, Warlock
Casting time: 1 Action
Range: Self
Duration: Concentration, 1 Minute
Components: V, S, M
Material cost: four shards of bone
Description: You create four bones that spin and float around you. Each with an innate will to block attacks for you. Each time you are attacked, the bones will block, and be destroyed; this happens even if an attack roll would miss you.Whenever an attack that deals one of those types of damage hits you, one bone is destroyed. If an attack that is blocked is a critical, it instead breaks 2 bones.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bone Telling
Level: 6
School: Divination
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Casting time: 10 Minutes
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: S, M
Material cost: Bones carved in the form of dice and/or coins
Description: You spend the ten minutes of the spell throwing your carved bones (which you must have in order to cast the spell) and reading what they tell. Choose a creature or person you have at least heard the name of. The bones will allow you to learn details such as their alignment and race/species if you had not already known.
With a successful DC 16 Intelligence (Investigation) check, you also learn all the languages they speak, all the damage and condition immunities they possess, and (to the DMs discretion) a basic description of what the choosen target is doing at the moment of casting the spell.
At Higher Levels. When you cast this spell using a spell slot of 7 or higher, the cast time and duration reduce to 5 minutes instead


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bonesword
Level: 3
School: Necromancy
Classes: Cleric, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: one bone at least 6 inches long
Description: A bone, held in your free hand, becomes a shortsword, longsword, greatsword, battleaxe, or greataxe. It lasts for the duration and then reverts to a normal bone. If this spell is cast on the same bone within 24 hours, upon the spell's end it will crumble to dust. Anyone may use the sword, and it is a magic weapon. On a hit, it deals an extra 2d6 damage against living creatures and an extra 1d6 damage against good-aligned creatures. The extra damage is of the same type as the weapon's base damage (piercing or slashing).
You may cast this spell on another bone in your other hand (or hands, if it applies) using your bonus action. If using the variant spell points rule, you must use 1 magic point per bone in addition to using your bonus action. All bones will transform back upon the spell's end, and will be destroyed of the spell is used on them again.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher, the extra damage inflicted on living creatures increases by 2d6 and damage inflicted on good-aligned creatures increases by 1d6 for each two slot levels above 3rd


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bonesword, Variant
Level: 3
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: one bone, which the spell consumes
Description: A bone, held in your free hand, becomes a shortsword, longsword or greatsword. It lasts for the duration and then crumbles to dust. Anyone may use the bonesword, and it is a magic weapon. While wielding the bonesword, you are proficient with it. It deals an extra 2d6 damage against living creatures. The extra damage is of the same type as the weapon's base damage (piercing or slashing) or necrotic damage


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Boom Beat Arrow
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 6 Seconds
Components: M
Material cost: a range weapon worth at least 1 sp
Description: You brandish the weapon used in the spell’s casting and make a Range attack with it against one creature.The target suffers the weapon attack’s normal effects and is sheathed in booming energy.
Whenever, the creature makes a step(for every 5ft), it makes a booming beat from within it and takes 1d4 thunder damage.
At Higher Levels. At 5th level, the attack deals an extra 1d8 thunder damage to the target on a hit and the damage taken for moving also becomes 2d4. The damage becomes 2d8 at 11th level and moving damage becoming 3d4, 3d8 and 4d4 at 14th level.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Booming Shield
Level: 2
School: Abjuration
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You touch one willing creature and a spectral chest plate manifests on its body, which surges with electricity. While this spell is active, the creature gains +1 to its AC. In addition, when it is hit with a melee weapon attack, all creatures within 5 feet must make a successful Constitution save or be pushed 5 feet away from the creature and be knocked prone.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Booming Word
Level: 3
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: Self (120-Foot Radius)
Duration: Instantaneous
Components: V
Description: You utter a divine word that booms with the true voice of gods, audible from up to a mile away. All creatures other than you within a 120-foot radius sphere centered on yourself must make a Constitution saving throw, taking 8d4 thunder damage and becoming deafened for one minute on a failed save, or taking half as much damage on a success. The area of effect spreads around corners.
At higher levels. When you cast this spell using a spell slot of 4th level or higher, you may choose any number of creatures you can see to be unaffected by the spell.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bore Hole
Level: 3
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Sight
Duration: Instantaneous
Components: V
Description: You create a hole in the ground with a diameter of 10 ft in a location that you can see. The hole can be up to 15 ft deep.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Boreal Strike
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, M
Material cost: a weapon
Description: Your weapon emanates a misty cold aura of subtle and scintillating colors, freezing all in its path.
As part of the action used to cast this spell, you must make an attack with a weapon, causing that weapon to emit dim light out to a range of 5 feet. On a hit, the target suffers the attack's normal effects, takes an extra 1d4 cold damage, has its speed reduced by 10 feet, and any movement in any direction provokes an opportunity attack, even if it attempts the disengage action, until the start of your next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Boreale's Deep Strike
Level: 2
School: Conjuration
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: 8 Hours
Components: V, S, M
Material cost: a small speck of steel
Description: Touch one creature when you finish casting this spell. The next time this creature rolls initiative, they instantly vanish into the Ethereal Plane. At the start of their next turn, they reappear up to 100 feet away from their original location. They cannot appear within 10 feet of a hostile creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can touch one additional creature for every level above 2nd.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Boulders of Winter
Level: 3
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You cause moisture in the air to condense creating up to two icy boulders within range. Each boulder is a rough sphere that has a diameter of 5 feet and a height of up to 10 feet. They immediately slam into the ground, damaging and pinning any creature underneath.
If a boulder falls onto a creature of size Medium or smaller, that creature must make a Dexterity saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and 2d6 cold damage and is restrained as the boulder pins them against the ground. On a successful save, a creature takes half as much damage and must then move to the nearest unoccupied space within 5 feet of where the boulder fell.
A restrained creature can use an action to make a Strength check against your spell save DC. On a success, the creature is no longer restrained and must move to an unoccupied space within 5 feet of the boulder they were pinned by.
Beginning on your next turn, you can use your bonus action to cause one or more of the boulders to shatter. Each creature within 5 feet of a shattered boulder must make a Dexterity saving throw, taking 2d6 bludgeoning damage and 2d6 cold damage on a failed save, or half as much damage on a successful one. If a creature was being restrained by the boulder when it shattered, they are no longer restrained.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create an additional boulder for every two spell slot levels above 3rd


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bound Dead
Level: 5
School: Necromancy (Ritual)
Classes: Wizard
Casting time: Instant
Range: 30 Ft.
Duration: Instantaneous
Components: S, M
Material cost: Any small object that can easily have something written on it, such as a slip of paper and an undead creature you have summoned or created.
Description: While holding the object with which you wish to bind the undead creature you have summoned, and performing the somatic component, the desired creature vanishes in a puff of black smoke, and a sigil is drawn or inscribed upon the object, indicating your undead servant has successfully been bound. Any time you have control over the creature you've bound to the object will pause while it is bound to the object, and resumes on the time they had remaining once released. Once the creature is released, it appears in a puff of black smoke in your desired location within 15 ft., and they will behave as normal. Once released, the object they were bound to will be destroyed. Up to 3 undead creatures can be unbound per turn.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bound Weapon
Level: 2
School: Conjuration (Ritual)
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
Casting time: See Below
Range: Touch
Duration: Instantaneous
Components: V
Description: A weapon you have previously bound to you returns to you from almost any distance. Bound weapon can be cast in one of two different ways.
Bind. As an action, you touch a weapon in your possession and bind it to yourself indefinitely. If the weapon is already bound to you, you may instead unbind it. You may only have one weapon bound at any given time. A bound weapon may not be bound anyone other than you unless you die, you remove this binding, or the weapon is damaged beyond use.
Call. As a bonus action, you call a bound weapon you have to one of your free hands, at your feet, or in any unoccupied space within 5 feet. If there is too little room to hold the weapon, the spell fails. A bound weapon can be called from up to 200 miles away as long as it is on the same plane as you


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bound Weapon, Variant
Level: 1
School: Conjuration
Classes: Bard, Paladin, Ranger, Sorcerer, Wizard, Warlock
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: You summon an ethereal martial or simple weapon of your choosing into existence for 1 hour. You will be considered proficient with the weapon, and it will function like its normal counterpart except that it is weightless, considered to have the Finesse property, and creates its own ammunition if its normal form uses it. If a weapon has the Heavy property, it will lose that property; however, the weapon's damage die will be reduced by 1 step. (Ex. 2d6 greatsword->1d12 greatsword).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the weapon you conjure becomes more powerful and gains some new properties. You can now forgo the finesse property to use your spellcasting modifier for its attack and damage, and you no longer require concentration to maintain the weapon for the duration. Additionally, you may choose to attune yourself to a specific weapon during a short rest. If you do so, the weapon will remain in existence until you dismiss it. You cannot be disarmed while wielding the weapon by any means, and you may now summon it as a bonus on your turn rather than an action. When attuned, you will treat the associated spell slot of the spell tier the weapon was conjured at as if it had been expended, and the spell slot cannot be regained until you unattuned yourself from it. If a weapon is attuned to then you may not summon any other weapons using this spell until you unattuned yourself from it.
When you cast this spell using a spell slot of 5th level or higher, the weapon gains the returning and thrown (20/60) property if it is a melee weapon. It also gains a +1 to its damage and attack rolls, and the weapon is now considered magical to bypass both resistances and immunities. Additionally, if you do not have the extra attack feature or a similar feature while attuned and wielding this conjured weapon, you can make a number of attacks when taking the attack action equal to half of your proficiency bonus (rounded down).
When you cast this spell using a spell slot of 7th level or higher, the weapon now has a +2 to its attack and damage rolls, and if attuned during a long rest, you may choose one damage type. The weapon will now deal an additional 2d6 of the damage type you choose once per round. You may change the damage type to another of your choosing during a long rest.
When you cast this spell using a spell slot of 9th level, The weapon is now considered a +3 magical weapon and treats creatures wearing armor as if the armor was not equipped


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bounding Flame
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You create a magical flame which appears in your space, and harms other creatures but not you. The flame effectively fills a 5-foot cube, and persists for the duration. It sheds bright light in a 20-foot radius, and dim light for an additional 20 feet. When you cast this spell, you can move this flame up to 10 feet in any direction along the ground. You can move it again on subsequent turns by using a bonus action. Whenever the flame moves into a creature's space, that creature must make a Dexterity saving throw. If a creature moves through or into the flame's space on its own turn, it must make a Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Boy II Man's Curse
Level: 9
School: Enchantment
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: See Below
Components: V, S
Description: You utter the words "I challenge you to RO SHAM BO!" causing the target to tremble before being overwhelmed by an urge to accept your challenge.
Target one creature within range that can see you and understand you. The spell fails if the target's intelligence is less than 7. If the target succeeds the saving throw, the spell ends and they are immune to the effect for 24 hours. If the target fails the saving throw, they are afflicted with the spell's curse.
Once a target falls under the curse, both you and the target must use your turns to play Rock Paper Scissors against one another, with the DM standing in the place of the creature if it is an NPC. If the creature wins 3 bouts of Rock Paper Scissors, it becomes immune to the spell for one year and the spell ends. If the creature loses 3 bouts of Rock Paper Scissors, it instantly dies if it has less than 200 hit points.
If you or your target are incapacitated before the spell concludes, the spell ends immediately with no further effect.
To play Rock Paper Scissors, you may either play traditionally, challenging the DM to face you in Rock, Paper, Scissors, or you may play with a D6. Numbers on the die can be decided by the GM as to what represents Rock, Paper, and Scissors. However, at least two numbers must be set to each gesture.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Brain Wash
Level: 9
School: Enchantment
Classes: Bard, Wizard
Casting time: 1 Hour
Range: Touch
Duration: Indefinite
Components: V, S, M
Material cost: a perfectly clear gemstone, which becomes opaque after casting
Description: After touching the skull of the target creature, you implant a false memory within their mind. An unwilling creature may make a Wisdom saving throw to resist the effects. This memory may be as implausible or strange as you desire, and unless it runs in direct parallel to already known truths, they believe it.
Such memories can include being some form of royalty(and likely losing their crown), being beside a criminal for an entire day they were suspected for a crime, or being capable of casting magic they otherwise couldn’t. One they would likely disbelieve is a new childhood, but the seeds of doubt may be sowed.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Brand
Level: 1
School: Abjuration
Classes: Wizard, Bard, Sorcerer, Warlock
Casting time: 1 Action
Range: 5 Feet
Duration: 8 Hours
Components: V
Description: You verbally identify one non-magic item within 5 feet of you marking with a magic sigil which binds it to your spirit. The sigil breaks if you cast the spell on another object, if you move more than 150ft away from the object or if the object moves onto a different plane of existence than you are. Any creature that attempts to move the object must make a wisdom saving throw or be physically unable to lift the item or remove it from your person. The spell continues on the object even if it is taken with a save needing to be made every hour. If a creature fails this save, the item slips out of their hand falling straight down in their square. You can destroy the sigil at any time with no action required by you


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Brand of Undeath
Level: 9
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Hour
Range: Self (1-Mile Radius)
Duration: Concentration, Up To 1 Week
Components: V, S, M
Material cost: a black diamond worth at least 1000 gp and an object containing an evil spirit
Description: Causes all affected targets to be transformed into the undead should they die while under the spell's effect.
Any living humanoid (aside from a select few of your choice) within a mile of the caster must make a either a wisdom or constitution save (Whichever is higher) or become branded with dark energies. They will be unaware of this effect, but every night that it is active upon them they will have terrible nightmares and may make a Wisdom (Insight) check to realize they have been cursed. Should they die while under this effect, (should their bodies not be cleansed or destroyed) they will reanimate 24 hours later (Or one hour later, if they were killed via necrotic damage) as a random undead. They will be uncontrolled, but non-hostile towards the caster. The caster may take an action to attempt to assume control of any undead created by this effect. The undead they are attempting to control makes a wisdom saving throw, and on a failed save becomes falls under the caster's control for 24 hours. The caster may also designate any number of other creatures for the undead to be nonhostile towards.
When an undead is created via this spell, roll a d20. On a 1 to 3 their flesh is seared away and they become a skeleton. On a 4 to 12, they become a zombie. On a 13 to 17, they become a ghoul. On an 18 to 19, they become a ghast. On a 20, they become a wight


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Breath of Malice
Level: 7
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (120-Foot Cone)
Duration: Instantaneous
Components: V, S
Description: Your jaw opens before a gigantic, glowing cone of malice—pure hatred in a physical form—blasts into what lays before you. Each creature in a 120-foot cone must make its choice of either a Dexterity saving throw to take cover, or a Charisma saving throw to resist malice from overtaking its soul. A target takes 4d12 necrotic damage and 4d12 force damage on a failed save, and half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the force damage or necrotic damage (your choice) increases by 1d12 for each level above 7th


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Breathless Cyclone
Level: 3
School: Transmutation
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a skull
Description: You throw a skull that you have infused with your magic, which creates a whirlwind of bones. You can make the whirlwind up to 30 feet wide and 50 feet tall. The whirlwind rages from the skull, and moving the skull moves the whirlwind appropriately. When the whirlwind appears, all creatures within its radius must make a Dexterity saving throw. On a failed save, they take 2d12 bludgeoning damage, or half as much on a successful save. Airborne creatures have disadvantage on this save. Creatures that enter the whirlwind or end their turn within the whirlwind take 2d12 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each level above 1st level, and the maximum width and height of the whirlwind increases by 10 feet for each level above 3rd level.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Briars of Punishment
Level: 3
School: Abjuration
Classes: Cleric, Sorcerer, Warlock
Casting time: 1 Action
Range: Self (5Ft Radius)
Duration: Instantaneous
Components: S, M
Material cost: A rose stem
Description: By inflicting the caster with damage via the caster’s arcane focus, blood briars are formed around the caster in a 5ft radius. When casted, it deals 1d4+proficiency bonus piercing damage to the caster. All targets inside the radius of the briars must make a dexterity saving throw and if the target(s) had damaged the caster on the target’s previous turn, they make the save with disadvantage. On a failed save, the target(s) takes 1d12 piercing damage plus the damage done to the caster for casting the spell. On a successful save, the target(s) takes 1d6 piercing damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the damage done to the target(s) by 1d12 piercing damage per level. When casted using a spell slot of 6th level or higher, the radius of the briars increases by 5ft.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Briars of Sin
Level: 3
School: Abjuration
Classes: Cleric, Sorcerer, Warlock
Casting time: 1 Action
Range: A Line 10Ft Wide By 30Ft Long
Duration: 30 Seconds
Components: S, M
Material cost: A rose stem
Description: By inflicting the caster with damage via the caster’s arcane focus, blood briars are formed in an arcing line from the caster 5ft wide by 30ft long. When casted, it deals 1d4+proficiency modifier piercing damage to the caster. Make a ranged spell attack, all targets inside the line of briars takes 1d8 piercing damage plus the damage taken by the caster. The briars linger for 30 seconds making the terrain difficult and every turn a creature starts its turn inside the briars, it takes 1d4 piercing damage. The first time a creature enters the briars while they are lingering, it takes 1d4 plus the proficiency modifier of the caster in piercing damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the initial casting for the targets is increased by 1d8 piercing damage and the lingering damage is increased by 1d4 piercing damage per slot level.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bronip's Orbiting Hammer
Level: 2
School: Transmutation
Classes: Artificer, Paladin, Sorcerer, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a warhammer
Description: You cause the warhammer that is the spell's material component to fly around you until the spell ends. When you cast the spell — and as a bonus action on each of your turns thereafter — you may make a ranged spell attack against a target between 5 feet and 15 feet from you. On a hit, the target takes 2d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may enchant an additional warhammer for every two slot levels above 2nd. The warhammers may target different creatures.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Brutal Blade
Level: 0
School: Evocation
Classes: Cleric, Druid
Casting time: 1 Action
Range: Self
Duration: 1 Round
Components: V, S, M
Material cost: a melee weapon worth at least 1 sp
Description: You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a critical hit, the target suffers additional damage equal to your spellcasting ability modifier.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 on a normal hit, and on a critical hit it deals an additional 2d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and 17th level (3d8 and 4d8). Additionally, at 11th level a critical hit is scored on a 19 or 20.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bubble Blast
Level: 0
School: Evocation
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Ft
Duration: Instantaneous
Components: V, S
Description: All creatures in a 15 ft cone must make a Dexterity saving throw, taking 2d6 cold damage on a failed throw and half as much on a successful one.
At Higher Levels. This spell's damage increases by 1d6 at 5th level (3d6), 11th level (4d6), and 17th level (5d6). Additionally, at 17th level if a creature other than the caster moves through the area the cone covered during the next minute must make a Dexterity saving throw or be knocked prone.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bubble Spray
Level: 0
School: Conjuration
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (15-Foot Cone)
Duration: Concentration, Up To 1 Round
Components: V, S, M
Material cost: a bar of soap
Description: A spray of bubbles fire from your hand creating a pinkish misty cylinder in the area for the duration. Any creature in the area have disadvantage on attack rolls and Wisdom (Perception) checks.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bullet
Level: 1
School: Conjuration
Classes: Artificer, Ranger, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Instantaneous
Components: S, M
Material cost: a spellcasting focus
Description: Raising your wand, finger, or other pointy end, you conjure a metal bullet and blast it at a target you can see within range. Make a ranged spell attack against the target, dealing 4d6 piercing damage on a hit. Hit or miss, the projectile then vanishes.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can enhance it in a number of ways. Pick from among the following for each spell slot above 1st:
Quick Draw. You may cast this spell as a bonus action, or as a reaction in response to a creature you can see within range making a weapon attack.
Sure Aim. You gain a +1 bonus to your spell attack with this spell, and the damage increases by 1d6. You may pick this multiple times.
Dead Eye. The spell's range doubles, and the damage increases by 1d6. You may pick this multiple times.
Big Shot. You may make a another ranged spell attack against an additional target you can see within range. Firing this fast incurs a cumulative -1 penalty to your attack roll against each target beyond the first. You may pick this multiple times.
Beast Hunt. The bullet becomes solid silver. Damage dealt by this spell ignores all damage resistances and immunities.

Design Note: A god whose portfolio includes the Forge domain might grant this spell to those they favor: examples include Forge domain clerics, Divine Soul sorcerers, or Oath of the Gun paladins. If a god grants you a spell this way, it doesn't count against the maximum number of spells you can know or prepare. Consult your DM if you wish your character to benefit from this option.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bullet Rain
Level: 3
School: Conjuration
Classes: Artificer, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Minute
Components: M
Material cost: 20 Bullets
Description: Description[edit]
When the Player throws Bullets into the air they disappear which in turn causes the AOE effect "Bullet Rain" to occur in a 120ft radius
Every turn for the next 1D8 turns; enemies must succeed a Dexterity saving throw. If unsuccessful; deals 1D6 damage


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bulletproof
Level: 6
School: Abjuration
Classes: Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: For the duration of the spell, the creature you touch has immunity to damage from firearms. This immunity only applies to damage caused by direct hits from firearms - exploding grenades and bombs, the splash damage from rockets, missiles, etc. bypass the protection provided by this spell and still damage the creature


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Burning Orbs
Level: 1
School: Evocation
Classes: Druid, Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Minute
Components: V, S
Description: You summon 1d8 orbs of flame in the palm of your open hand. As part of casting this spell, you can make a ranged spell attack against an object or creature in range by shooting one or more orbs. If you summoned multiple orbs, you can shoot any number of them, and they can have the same target or different ones within range. You must make a ranged spell attack roll for each orb you shoot. On a hit, each orb deals 1d4 + 1 fire damage.
Any orbs you do not shoot upon casting this spell remain in your hand for the duration, and you can use an action to shoot any or all remaining orbs. If that hand becomes otherwise occupied, an effect would extinguish the flames, or have shot all motes, this spell ends. While you have at least one orb in your hand, it provides light as a torch.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon one extra orb for each spell level above 1st


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Butterfinger
Level: 3
School: Transmutation
Classes: Artificer, Bard, Druid, Ranger, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: An ounce of butter, which the spell consumes
Description: Channel the power of slippery things that be into a devestatingly effective attack.
Make a melee spell attack against a target. On a hit, they must make a strength saving throw. On a failure, they instantly drop everything they are wearing and carrying, including any equipment, armor, shields, or other items, at their feet.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Bèta Radiation
Level: 4
School: Evocation
Classes: Sorcerer, Warlock
Casting time: 1 Action
Range: Self (60-Foot Cone)
Duration: Instantaneous
Components: V, S
Description: You release a radioactive ray of Bèta Radiation.
Each creature in the 60-foot cone must make a Constitution saving throw. On a failed save, a creature takes 3d8 necrotic damage, 2d8 force damage, and 1d8 poison damage.
At Higher Levels. When you cast this spell using a spell slot of 8th level, the damage increases to 6d8 necrotic, 4d8 force and 2d8 poison Damage


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Calamitous Strike
Level: 9
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Reaction, Which You Take When You Hit A Creature With A Weapon Attack
Range: Self
Duration: Instantaneous
Components: V
Description: You utterly obliterate the creature you hit with your attack. Instead of dealing normal damage for your attack, the creature you hit must make a Constitution saving throw, taking 20d10 damage of your weapon's damage type and 20d10 force damage on a failed save, or half as much damage on a successful one. This damage bypasses the damage resistances and immunity of any creature


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Calder's Starry Sky
Level: 1
School: Divination (Ritual)
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Hour
Components: V, S, M
Material cost: an unblemished silver mirror
Description: You project a map of the stars into the air.
A completely accurate starmap of the local sky is projected upwards from the mirror onto the surface above the mirror (such as a ceiling) or 30 feet into the air if there is none. At any time after the initial casting, you can use an action to lower the projection or zoom in to or out of a portion of the map. You can also touch a star on the map and learn its name as a bonus action. It can be used to study the sky or, if cast outside, aid in navigation during the day or on overcast nights


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Call Bird
Level: 1
School: Conjuration (Ritual)
Classes: Bard, Cleric, Druid, Ranger, Sorcerer
Casting time: 6 Hour
Range: 30 Ft
Duration: Instantaneous
Components: V, S, M
Material cost: A handful of seeds.
Description: Choose one bird of small or tiny size that you can see, that has a CR below that of 1/8, within range. The user mimics the call of the bird, before feeding it. If the type of bird chosen is not intelligent enough to understand speech, it can now understand simple commands such as "Attack this Zombie," or "Bring this message to the Mayor." You may only have one bird under your control at a time.
In combat, you can issue commands as an action, but if the commands are unreasonable, or too complex to understand, the bird will not obey. [DM has the final ruling.] If the type of bird is not listed in the 5e Monsters Manual, apply the statistics of a roughly equivalently-sized bird.
The bird will follow you if it is not currently under an order, until it is dismissed or killed. The bird may leave to hunt or scavenge for food on its own, when not currently under an order, but will never fly too far from you to hear your call. If the bird is placed in a cage, the effect will wear off.
If you use this spell while you already have a bird from this spell, the original bird then breaks free from your control


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Call Guardian
Level: 7
School: Conjuration
Classes: Cleric, Druid, Sorcerer, Wizard
Casting time: 10 Minutes
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a diamond worth 5,000 gp, which the spell consumes
Description: You summon a creature with a Challenge Rating of 10 or lower, which appears in an unoccupied space within range. The creature is bound to an area no more than 300 feet across; it will not voluntarily leave the limits of the area, and should it be forced out of the area it will vanish and reappear within the boundaries of the area 1 round later. The creature guards the area and defends itself from hostile creatures; you can give it further instructions on how exactly it guards the area and how it responds to creatures entering the area. For example, you can order it to attack certain types of creatures on sight, allow other creatures to pass without bothering them, or give a verbal warning to creatures which enter the area and only attack when they refuse to leave.
Regardless of the senses the creature normally has, it possess blindsight and truesight to a range of 120 feet.
If the creature is reduced to 0 hit points, it does not die; instead, it merely fades away, "respawning" within the area after 1d4 days with all its hit points restored. The creature disappears for good after a year and a day


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Call of Crusaders
Level: 5
School: Conjuration
Classes: Paladin
Casting time: 1 Action
Range: Self (30-Foot Radius)
Duration: 1 Minute
Components: V, S, M
Material cost: a weapon in hand
Description: Raise your weapon high as you call forth a spectral paladin to aid you, graced to you from your deity.
Until the spell ends, your deity sends down the soul of a devout paladin to aid you in battle. You summon 1 paladin within a radius of 30 feet of you. Equipment that the paladins are summoned with cannot be worn by another creature. If attempted, the equipment becomes spectral energy and goes back onto the paladin it was taken from. The paladin follows your commands and will follow the commands of those you choose. Otherwise, it will defend itself.
An oath of the gun paladin must summon a paladin gunslinger instead


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Call of the Sussura
Level: 2
School: Enchantment
Classes: Bard, Cleric
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, M
Material cost: a miniature whistle worth at least 1 sp
Description: The sussura is a now-extinct creature (you can find it in Advanced Dungeons and Dragons 1e: Fiend Folio). It had the strange ability to make undead stand fixed in a trance. With this spell, you blow softly through a small whistle as mentioned as the material component. All undead creatures within range must make a Wisdom saving throw to avoid falling into a trance.
If a target has a CR of 1 or lower and it fails its save, it is stunned for the duration of the spell or until it is physically disturbed. If the target has a CR of 1 or lower and succeeds on its save, it has disadvantage on its next attack roll or saving throw.
If the target has CR higher than 1 and fails its save, it has disadvantage on its next attack roll or saving throw. If the target has CR higher than 1 and succeeds on its save, it is unaffected.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it affects undead 1 CR higher for each slot level above 2nd.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Call of Valors
Level: 9
School: Conjuration
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Until Combat Ends Or All Guardsmen Are Defeated.
Components: V, S
Description: Requirement: Favor of the God-Emperor of Mankind. This spell does not occupy or consume spell slots, but it requires 3+2d10 long rests between uses.
When you cast Call of Valors, you summon a group of Ethereal Militarum Guardsmen from the Astronomican to fight by your side. These elite guardsmen appear in the empty space around you, numbering 13 in total and ready to wage war against the enemies of mankind.
The Ethereal Guardsmen possess several powerful traits during the duration of the spell:
Advantage in Attack Rolls: The Ethereal Guardsmen have an innate advantage in their attack rolls, reflecting their exceptional training and discipline.
Resistance against non-magical Damage: The guardsmen exhibit resistance against all non-magical damage, allowing them to withstand the blows of enemy attacks with greater resilience.
Magical Attacks: All attacks made by the Ethereal Guardsmen are considered magical, bypassing resistances or immunities to non-magical damage.

The guardsmen will faithfully follow you and engage in combat until either they are defeated or there are no enemies left within range. Once all enemies have been vanquished, the guardsmen will return to the Astronomican, ending the spell.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Call Society
Level: 2
School: Illusion
Classes: Artificer, Bard, Cleric, Druid, Wizard
Casting time: 1 Action
Range: 1 Mile
Duration: Instantaneous
Components: V, S, M
Material cost: a badge, letter, or other symbol of membership, which is not consumed but must be on your person while casting this spell
Description: Alerts other to your plight.
You point in a direction and cast this spell to alert other members of an organization you belong to, such as a Mages’ Guild, that you require aid. The spell will travel in that direction. If it passes within 1 mile of a fellow member of your organization, it will divert to meet that creature and alert him or her as to your plight, giving that person a rough estimate of your location and a brief image of your situation. If it hits the end of its range without locating a fellow member, the spell will dissipate. This spell does not compel the recipient to aid you, but members of your organization are likely to be willing to help.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range increases by one mile for every two slot levels above the 2nd


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Call Spectator
Level: 6
School: Conjuration (Ritual)
Classes: Cleric, Warlock, Wizard
Casting time: 20 Minutes
Range: 20 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: four beholder eyestalks, which the spell consumes
Description: You summon a spectator from another plane of existence to guard a location or treasure that you name, preventing anyone except the caster to enter that area or access that item, unless the caster instructs otherwise. The spectator appears in an unoccupied space that you can see within range. It guards that location or item for 101 years or until you end its service as an action, after which it has fulfilled its duty and is free to do as it wishes. If the item is stolen or destroyed before the years have all passed, the spectator vanishes back to where it came from. It otherwise never abandons its post.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Call Spirit Swarm
Level: 3
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A butterfly or butterfly effigy
Description: You call forth four swarms of ethereal butterfly spirits to aid you in battle, which appear in spaces you can see within range. A spirit swarm is a Medium swarm of Tiny fey with a flying speed of 40 feet, 30 hit points, an AC equal to 8 + your spellcasting ability modifier, and a Dexterity of 20 (+5). A swarm disappears when it drops to 0 hit points, moves out of range, or the spell ends. For the duration, you can use a bonus action to move each swarm up to its speed and then cause one of the following effects with it; if you don't order a swarm to cause a new effect, it will keep acting as a previously ordered or take the Dodge action if unable to.
Harm: If the swarm occupies the same area as a creature, the swarm envelopes it. While enveloped, the target must make a Constitution saving throw at the start of each of your turns, taking 5d4 acid, cold, fire, lightning, or poison damage (your choice) on a failed save or half as much on a success. If the target moves during its turn, the swarm moves with it.
Heal: If the swarm occupies the same space as a creature, the swarm envelopes it, granting it half cover. While enveloped, the target regains 4d4 hit points at the end of each of your turns, and the swarm loses an equal amount of hit points. If the target moves during its turn, the swarm moves with it.
Merge: The swarm disappears and merges with another swarm within 5 feet, causing the target swarm to regain a number of hit points equal to the swarm's, giving it a +1 bonus to its AC, and increasing the damage dealt or hit points regained when it uses Harm or Heal by 1d4.
Move: If the swarm occupies the same space as a creature, the swarm envelopes it and moves the target up to 20 feet in a direction of your choice. If you choose, this movement doesn't provoke opportunity attacks. Unwilling targets can make a Strength saving throw to remain in place.
Protect: The swarm gains resistance to bludgeoning, piercing, and slashing damage, along with one other damage type of your choice, until you cause another effect with it. If the swarm occupies the same space as a creature, the swarm envelopes it, granting it three quarters cover and the same damage resistances as the swarm. If the target moves during its turn, the swarm moves with it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon one additional swarm for each slot level above 3rd. Casting this spell with a 5th level spell or higher also removes the need for concentration.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Call to Adventure
Level: 6
School: Conjuration (Ritual)
Classes: Sorcerer, Wizard
Casting time: 10 Minutes
Range: 90 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a sword, a shield, a holy symbol, a non-magical wand, a lock pick, 10 berries, a throwing star, an arrow, and a gem worth 20 GP, all of which are consumed by the spell
Description: You summon a team of 2d4 adventurers from across the multiverse whose total levels do not exceed your own.
They may be an existing team, or they may not know each other, or anything in between.
The adventurers summoned will be of varying classes, races, and alignments. They will be equipped as adventurers.
They will have similar levels to each other. So, for example if you are a 14th level caster and 5 characters show up, 4 of them will be level 3 and 1 will be level 2.
You do not control the characters summoned, nor do you determine their classes, races or alignments, nor whether they are an existing team.
Call to Adventure is a dangerous spell to cast, and may even result in your death
When you cast this spell it always results in a double surge of wild magic. Roll twice on the wild magic table on page 104 of the PHB.
Any damage caused by the wild magic does not affect the characters summoned.
Shape change or polymorph wild magic effects on you are permanent until dispelled.
A roll of 99-00 results in feeblemind on yourself.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher you may choose to have the number of adventurers that you summon equal the spell slot level used.
If you use a 9th level spell slot, you may choose the number of adventurers that show up anywhere in a range of 2 to 17 adventurers. You also don't need to make wild magic rolls anymore.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Camel's Drink
Level: 5
School: Conjuration (Ritual)
Classes: Bard, Cleric, Druid, Wizard
Casting time: 10 Minutes
Range: 60 Feet
Duration: Instantaneous
Components: S, M
Material cost: a glass bottle of camel lard and a palm leaf
Description: You fill an open container within range with up to 5 gallons of magically cool and refreshing drinking water. This water evaporates into vapor after 1 hour.
A creature which drinks at least a pint of this water gains several benefits. The creature has advantage on Constitution saving throws to avoid exhaustion, can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march, doesn't need to drink more than two pints of water a day to stay hydrated, and has resistance to fire damage. These benefits last for 24 hours.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can fill one additional container for each slot level above 5th.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Cannon of Haima
Level: 5
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 50Ft.
Duration: Instantaneous
Components: S, M
Material cost: A white gemstone worth at least 30gp
Description: A large, bright white ball arcs from the caster, upon impact with a target, it explodes in an even brighter explosion that affects other targets in the vicinity of the explosion. The initial impact can only hit one target and is a ranged spell attack dealing 2d10 damage. The following explosion covers a 10ft. Radius around the initial impact and forces all creatures in the radius to make a dexterity saving throw. On a failed save, the target(s) take 1d12 damage, on a successful save, the target(s) take half.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the following explosion increases by 1d12 damage. When casted using a spell slot of 8th level or higher, the following explosion’s radius increases by 10ft.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Cantillate
Level: 0
School: Enchantment
Classes: Bard, Cleric
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, M
Material cost: a tablespoon of honey
Description: You sing in perfect harmony, with your voice enhanced by magic. For the duration, you have advantage on your Charisma (Performance) checks. In addition, you can communicate messages trough this song with any creature that speaks celestial, infernal or abyssal, even though you don't speak such languages.
At Higher Levels. This spells duration extends to 10 minutes at 5th level, 1 hour at 11th level, and 2 hours at 17th level.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Carian Greatsword
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Semicircle With A Radius Of 10Ft In Front Of The Caster
Duration: Instantaneous
Components: S, M
Material cost: Needs to be wearing a silver ring
Description: Materializing from the silver ring used in this spell, a magic, large translucent blue greatsword forms on your hand and slashes forwards. All creatures inside the area need to make a Dexterity saving throw, receiving 2d10 force damage on a failed save, or half as much on a succesful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the greatsword’s damage increases by 1d10 slashing damage per level. When casted using a spell slot of 4th level or higher, you may cast it again as a Bonus Action on the same turn.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Carian Phalanx
Level: 3
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action Or Reaction
Range: 20Ft
Duration: 1 Minute
Components: S, M
Material cost: Needs to be wearing a silver ring
Description: You create 9 translucent magical blue blades that hover over your head for the duration, forming an arch above you. Choose one creature within range. The target must make a Dexterity saving throw, receiving 9d4 force damage on a failure, or half as much on a success. Alternatively, until the end of the duration, you may activate this spell as a Reaction when a creature enters it's range. In that case, the creature also loses all of it's movement until the beginning of it's next turn on a failure.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, another blade (dealing 1d4 piercing damage) is conjured with the other 9.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Carian Piercer
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 5Ft Wide By 15Ft Long Line In Front Of The Caster
Duration: Instantaneous
Components: S, M
Material cost: Needs to be wearing a silver ring
Description: Materializing from the silver ring used in this spell, a magic, large, translucent blue longsword forms on your hand and pierces forward a 5ft wide by 15ft long line in front of you. All creatures in the line must make a Dexterity saving throw. On a failed save, the target(s) take 2d10 force damage, or half as much on a succesful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the pierce increases by 1d10 piercing damage per level.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Carian Retaliation
Level: 3
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Reaction
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: Needs to be wearing a silver ring
Description: When being targeted by a spell or magical effect that is a ranged or melee spell attack or covers an area, you sweep your left hand from you right shoulder, expanding it to the left as in an opening a door movement. If the spell is of 3rd level or lower, you absorb it, making it have no effect. If the spell is of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, you absorb it. When you absorb a spell with this spell, 3 magical translucent blue blades appear above your head forming an arch. These blades last for 1 minute, during which at any point as a Bonus Action you may target a creature within 20 feet of you to make a ranged spell attack against, launching the blades against them, dealing 3d4 force damage on a hit.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell is absorbed if it's level is less than or equal to the level of the spell slot you used.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Carian Slicer
Level: 0
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: Needs to be wearing a silver ring
Description: Materializing from the silver ring used in this spell, a magic, translucent blue short sword forms on your hand and quickly slashes in front of the caster. Make a melee spell attack, dealing 1d6 force damage on a hit.
At Higher Levels. This spell’s damage increases by 1d6 slashing damage when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Carrion Beetles
Level: 5
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: A carrion beetle is called forth to consume a nearby corpse. After consuming the corpse, which takes 1 round, the beetle obeys your commands to the best of its ability. When it consumes the corpse, it can than lay eggs into its host and furthermore extend its bloodline. It takes 1 week for the eggs to hatch and there is an amount of eggs equal to your proficiency bonus plus your Intelligence modifier . Each of these beetles can attach themselves to a living host they each deal 1d4 piercing per beetle. And when the victim is killed they can transfer healing to you, equal to the damage output. each of these beetles has an AC of 14 (because of the tiny size) and 1 HP. they have a +5 to hit an enemy.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of beetles increases by four for each level beyond 5th.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Cascade of Thunder
Level: 6
School: Evocation (Ritual)
Classes: Druid, Warlock
Casting time: 1 Minute
Range: 350 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: an emerald worth at least 250 gp, and a citrine worth at least 50 gp and a topaz worth at least 100 gp, which the spell consumes
Description: You summon a virulent thunderstorm that lasts for the duration, damaging creatures in range with electric shocks. Once when you cast this spell and at the start of each of your turns, you may use a bonus action to call forth a 20-foot wide, 100-foot tall cylinder of storm and gale crashes down upon a point within the range of this spell. Creatures caught within the cylinder must make a Dexterity saving throw, with disadvantage if the target is not on the ground. A creature takes 1d12 lightning and 1d12 thunder damage on a failed save, or half as much damage on a successful one.
When the spell is cast as a ritual (A process which — unlike other rituals — requires 30 minutes of uninterrupted incantation and prayer) The spell also conjures forth a large storm cloud, 250 feet off the ground, with a radius the size of the spell's range centered on the caster, that randomly strikes flying targets with small bolts of lightning. At the start of each of your turns, you may make a ranged spell attack against a creature underneath the storm cloud, with disadvantage if the target is not within line of sight. On a hit, the target takes 3d6 lightning damage


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Cataclysm
Level: 0
School: Evocation
Classes: Sorcerer, Wizard, Warlock
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V
Description: You summon a small amount of pure destruction into your hand. A small amount of black energy coats the palm of your hand that stays until you discharge the spell. As part of the action used to cast this spell or at another time while the charge is active in your hand, you can discharge the spell in one of the following ways:
You make a melee spell attack against a creature, dealing 1d10 necrotic damage on a hit. You have advantage on the attack roll if the target is not wearing any armor. If the damage dealt lowers the creature to their negative hit point maximum, it and everything it is carrying is disintegrated.
You cause a nonmagical object no larger than 1 foot in any dimension to rust, peel, snap, break, or disintegrate.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

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Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Catastrophic Devastation
Level: 3
School: Evocation
Classes: Cleric, Sorcerer, Wizard, Warlock
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: A tiny sphere of destructive blaze with the wrath of the divine is that changes into an enormous energy bomb when the caster chooses to. On the turn this sphere is cast, it has a radius of 5 feet. For each turn the spell persists, its radius is doubled in feet, to a maximum of 40 feet once it changes. The radius of the explosion is double the radius of the sphere itself. While within the sphere's area, creatures takes 1d4 fire and 1d4 radiant damage at the start of each of their turns(a max of 4 turns).

At any point while the spell is active, you can dispel it on your turn, one action necessary.
The sphere explodes as soon as it touch's a target, or when the caster chooses to, all creatures within the sphere's explosion must make a Dexterity saving throw. A target takes damage accordingly to the size of the spell on a failed save, or half as much damage on a successful one. For every 5 feet of the sphere's radius, the sphere's explosion dealing double fire and radiant damage. A min of 1d4 and a max of 8d4 damage.

As a bonus action after casting as a 20ft sphere or bigger, before or after the explosion of the sphere, you may have it implode, causing any creature within the sphere or loose objects be pulled towards the center of the implosion, dealing its own fire and radiant damage as well as bludgeoning damage accordingly to the size of the sphere on a failed save, or half as much damage on a successful one and do not get sucked into the center. All creatures within the sphere's area must make another Dexterity saving throw for the implosion. Until the casters chooses to or their next turn, the implosion leaves a singularity, absorbing all spells casted within it's radius. The radius of the implosion is the size of the sphere itself. If you cast the implosion, you can not cast spells until the end of your next turn

If the spell is casted as a 40ft sphere, the spell is immune to all counter, block, immune or absorb spells, and the caster cannot cast spells based on the level that this spell was casted as until their next action.

Alternatively, you may replace radiant with necrotic but not fire with necrotic.

At Higher Levels. all damages do an extra base 1d4 damage for every spell Level above 3rd: 2d4 (4th), 3d4 (5th), 4d4 (6th), 5d4 (7th), 6d4 (8th), 7d4 (9th).


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Catoblepas' Breath
Level: 4
School: Conjuration
Classes: Druid, Warlock
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You momentarily summon the skull of a catoblepas, a disgusting creature of putrid breath. Choose a creature you can see within range for the catoblepas to target with a deathly belch. The target must make a Constitution saving throw or take 10d4 necrotic damage on a failed save, or half as much on a successful one. If the saving throw fails by 5 or more, the target instead takes 40 necrotic damage.
A target dies if reduced to 0 hitpoints with this spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the necrotic damage increases by 2d4 and the 5 or-more damage increases by 8 for each slot level above 4th.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Cause Unease
Level: 0
School: Enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S
Description: You awaken a potent sense of trepidation in a creature you can see within range. If the target can see or hear you, it must make a Wisdom saving throw. On a failure, the creature has disadvantage on the next attack roll it makes before the end of its next turn and it has its movement speed halved until the start of your next turn. Undead, constructs, and creatures immune to being frightened aren't affected by this spell.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Celebrimbor's Battle Glyph
Level: 1
School: Abjuration
Classes: Artificer, Bard, Cleric, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Until Dispelled Or Triggered
Components: V, S, M
Material cost: a ruby worth at least 50 gp
Description: When you cast this spell, you inscribe a glyph, no larger than a few inches wide, either upon a target (such as a creature) or within an equipped object (such as a weapon, a shield, or an artifact) to conceal the glyph.
The glyph glows dimly and requires a successful Wisdom (Perception) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include receiving some damage, causing a critical hit, or commanding the glyph. Once a glyph is triggered, this spell ends.
You may specify for your glyph's trigger condition such as to either ignore you, ignore everyone but you, or to ignore nobody. You may have a number of these active glyphs no greater than your spellcasting ability modifier (minimum one). If you create a new glyph while you are already at the maximum, the oldest one is dispelled without effect.
When you inscribe the glyph, choose attack runes, defense runes or a spell glyph.
Attack Runes. When triggered, the glyph erupts with magical energy. The creature must make a Constitution saving throw. A creature takes 3d4 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Defense Runes. When triggered, the glyph envelops you with magical energy. It reduces the damage done to you by 3d4.
Spell Glyph. You can store a prepared spell of 1st level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of an attack runes glyph increases by 2d4 for each slot level above 1st. If you create a spell glyph, you can store any spell of up to 2nd level.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Celestial Storm
Level: 4
School: Evocation (Ritual)
Classes: Cleric, Paladin, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (20 Foot Radius)
Duration: 1 Minute
Components: V, S
Description: You summon a raging storm of blinding light around yourself to hinder your enemies. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature that ends its turn within the spell's radius must make a Constitution saving throw. On a failed save, the creature takes 2d10 radiant damage and is blinded until the end of their next turn. On a successful save, the creature takes half as much damage, and is not blinded.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Cell Decomposition
Level: 1
School: Necromancy
Classes: Artificer, Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 3 Rounds
Components: S
Description: You touch a creature or object and cause its cells to rapidly age and decompose. At the end of each of your turns, the target takes 1d6 necrotic damage, and, on their turn, they may roll a Constitution saving throw to stop the cells from decomposing any further.
Optionally (to the DM), since affected cells actually fall off and die, only when the decomposed parts are mended to the affected areas are they allowed to be healed, and then, they can only be healed by magical means.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of damage it deals increases by 1d6 per level over 1st.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Cerg's Fortification Fortification
Level: 3
School: Abjuration
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Hour
Range: 15 Feet
Duration: Until Dispelled
Components: V, S, M
Material cost: A Sapphire worth 100 gp, which the spell consumes
Description: Choose up to 5 non-magical non-creatures. Their AC increases by 3, and they gain an extra 2 hit dice, the same die as their highest hit dice. This effect also ends if the target becomes a creature.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the targets gain an additional hit dice for every level above 3rd.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Cerg's Icy Gambit
Level: 5
School: Abjuration
Classes: Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You conjure an unstable barrier of incredibly tough ice around your body. You gain the following benefits:
After casting the spell, you gain 2d10 + 5 temporary hit points. If you take damage to these temporary hit points, you do not need to make concentration checks. These temporary hit points disappear after the spell ends.
While under the effects of this spell, you have an Armor Class equal to 14 + your Dexterity modifier if it is not already higher, and you have resistance to nonmagical bludgeoning, piercing, and slashing damage.
As a bonus action, you can cause the ice from the barrier to lash out at a creature within 15 feet. Make a ranged spell attack, on a hit, it deals 1d8 cold damage.
If this spell ends any way other than the duration ending, it deals 8d6 cold damage to you, as the barrier collapses around your body. This damage ignores any temporary hit points you currently have.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you gain an additional 1d10 temporary hit points when you cast the spell for every level above 5th.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Chain Heal
Level: 3
School: Evocation
Classes: Druid
Casting time: 1 Action
Range: 50 Feet, Hitting Up To 2 Other Allies Within 20 Ft Of Each Other
Duration: Instantaneous
Components: S
Description: Healing the first target for 3d6 and healing the 2nd target for 2d6 and the third target for 1d6.
At Higher Levels: When you cast this spell with a 4th Level Spell slot or higher it increases the healing done to each target by 1d6 for each spell slot above 3


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Chain of Corruption
Level: 6
School: Necromancy
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 100Ft
Duration: 3 Rounds
Components: V, M
Material cost: 1 foot length of chain
Description: Make a spell attack at target. If you hit, the spell flings out a tendril of corruption that infects the enemy, dealing 6d8 necrotic damage. The enemy must make a dexterity saving throw or be restrained. The enemy can make another dexterity saving throw to escape the tendril each round until free or 3 rounds, whichever is shortest.
The corruption then attempts to spread towards nearby enemies that stay near the infected creature. Enemy creatures within 15ft of the infected creature need to make a Dexterity saving throw, or are affected on the next round, applying the same effects. This continues to spread until there are no further targets in range. Each creature can only be infected once per cast


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Chain Pain
Level: 6
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 50 Feet
Duration: Instantaneous
Components: V, S
Description: A dark lightning bolt leaps from your finger towards the target, inducing pain and leaping towards another nearby creature. A creature that you target with this spell make a Constitution saving throw. On a failed save, the targets take 5d6 necrotic damage and is stunned until the end of your next turn. The bolt then leaps to a second creature of your choice within 10 feet of the target, which must then succeed on the same save and suffer the same effects, though the bolt cannot travel to a third creature. On a successful save, the target takes half as much damage and the bolt doesn't leap to another target.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, increase the necrotic damage dealt by 2d6 for each slot level above 6th


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Chains of Ice
Level: 2
School: Evocation
Classes: Bard, Sorcerer, Warlock
Casting time: 1 Action
Range: 40 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You create chains of ice which condense around a creature and attempt to pin it to the ground. The target makes a Dexterity saving throw. If it fails, it is restrained for a number of minutes equal to your Charisma modifier. If the creature was flying, it falls to the ground and is restrained there instead, taking falling damage as appropriate. The target can use its action each turn, to make a Strength check against your Rune Power save DC to break free.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Chains of Justice
Level: 3
School: Conjuration
Classes: Cleric, Paladin
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Used by Imperial Wardens to capture their targets, this spell conjures moving, golden chains fill a 20-foot square on the ground. For the duration, these chains turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn, or starts its turn there, the creature must succeed on a Dexterity saving throw, or take 2d6 bludgeoning damage and be restrained by the chains until the spell ends. A creature that starts its turn in the area and is already restrained by the chains takes 2d6 bludgeoning damage.
A creature restrained by the chains can use its action to make a Strength or Dexterity check (its choice) against your DC. On a success, it frees itself.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Chameleon
Level: 2
School: Illusion
Classes: Bard, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: You obscure your appearance by creating the illusion of an object around yourself. The object you choose must be an object you can see or have seen before, and it must be the same size category as you. The phantom object is visually indistinguishable from its real counterpart, and is centered on you wherever you go.
Another creature within 10 feet of you can use its action to make an Intelligence (Investigation) check contested against your spell save DC to see through the illusion; it has disadvantage on this check if it has not seen or heard you moving within the past minute.
If you take damage, or take any actions, bonus actions, or reactions, the phantom object fades into mist and the spell ends


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Changestaff
Level: 7
School: Transmutation
Classes: Druid
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, S, M
Material cost: a specially prepared staff made from a sound limb cut from a great tree then shaped and anointed, worth at least 1,000 gp
Description: You plant a specially prepared staff in the ground and cause it to animate into a mighty tree-like creature. The tree uses the game statistics of a treant, but it doesn't have the Animate Trees action or the ability to speak.
The tree is an ally to you and your companions. In combat, the tree shares your initiative count, but it takes its turn immediately after yours. It understands the languages you speak and obeys your verbal commands (no action required by you). If you don’t issue any, it takes the dodge action and uses its move to avoid danger.
If the tree drops to 0 hit points, the spell ends and the staff used to cast it crumbles to ash.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Channel Divinity
Level: 6
School: Transmutation
Classes: Cleric
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: V
Description: You become a conduit for divine power, allowing you to perform several miraculous effects. For the duration of the spell, you glow softly, shedding bright light within a 10-foot radius and dim light for another 10 feet. If this area of light overlaps with an area of darkness created by a spell of 6th level or lower, the spell that created the darkness is dispelled. Furthermore, you gain the following abilities for the duration of the spell:
Aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you, and you also can't be charmed, frightened, or possessed by creatures of those types.
You have resistance to radiant and necrotic damage.
You can move across any liquid surface as if it were harmless solid ground.
You can use a bonus action to heal a creature you touch, restoring 3d6 hit points to it and, if you choose, ending one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Once you have used this feature of the spell ten times, you can't use it again until the spell ends.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Chaos Ball
Level: 3
School: Evocation
Classes: Sorcerer
Casting time: 1 Action
Range: 100 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a weighted die
Description: You point your finger toward a point within range where a sphere of flickering light suddenly appears. The light on the sphere flashes very quickly before stopping on one color, and the sphere collapses into itself, before exploding into a color wave on a 20-foot radius.
Each creature in range must make a Dexterity saving throw. Roll 2d20 + 1d6 damage. Choose one of the d20s. The number rolled on that die determines the attack's damage type, as shown below. On a failed save, a target takes the entirety of the damage, or half on a successful one.
If you roll the same number on both d20s, the chaotic energy leaps to a target within range of the explosion. You make an attack roll for chaos bolt at the level the spell was casted to, which could cause the chaotic energy to leap again.
Only creature that has been affected by the chaos ball can be targeted by chaos bolt, and only once.

d20
Damage Type

1-11
Acid

2-12
Fire

3-13
Radiant

4-14
Thunder

5-15
Force

6-16
Necrotic

7-17
Lighting

8-18
Psychic

9-19
Cold

10-20
Poison
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increase by 1d6 for each slot level above 3rd


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Chaos Blade
Level: 2
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You evoke a seething blade of undulating primordial chaos in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon
with which you are proficient. It deals 2d8 + 1d6 damage on a hit and has the finesse, light, and thrown properties (range 20/60). If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear
in your hand. When you hit with this magic sword and roll damage, choose one of the d8s. The number rolled on that die determines the blade's damage type, as shown below. The blade's damage type remains the same until the start of your next turn.

d8
Damage Type

1
Acid

2
Cold

3
Fire

4
Force

5
Lightning

6
Poison

7
Psychic

8
Thunder
When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8 + 1d6. When you cast it using a 5th- or 6th-level spell slot, the
damage increases to 4d8 + 2d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8 + 2d6


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Chaos Hand
Level: 4
School: Evocation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: Your hand glows green with chaotic energy as you try to touch a creature. Make a melee spell attack against the target. On a hit, the target takes 3d10 acid damage and 3d10 necrotic damage. A target killed by this damage doesn't die, and is instead transformed into a chaos mutant at the start of your next turn. Roll initiative for the chaos mutant, which uses its action each round to attack the creature nearest to it. If it has multiple possible targets, it attacks one at random


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Chaos Storm
Level: 5
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 300 Feet
Duration: Instantaneous
Components: V, S
Description: Chaotic energy pounds the ground in a 20-foot radius, 40-foot high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw, taking 2d8 + 6d6 damage on a failed save, or half as much damage on a successful one. Choose one of the d8s. The number rolled on that die determines the storms damage type, as shown below.

d8
Damage Type

1
Acid

2
Cold

3
Fire

4
Force

5
Lightning

6
Poison

7
Psychic

8
Thunder
If you roll the same number on both d8s, the cylinder moves up to 60 feet in a direction of your choice. Make a new damage roll, and apply the results to any creatures caught in the new area of the cylinder, which can cause the cylinder to move again. A creature can be targeted only once by each casting of this spell.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Chaos Surge
Level: 0
School: Transmutation
Classes: Sorcerer, Warlock
Casting time: 1 Action
Range: Special
Duration: Instantaneous
Components: S
Description: Harnessing the infinite and uncontrollable mysteries of existence, you create the Primal Chaos from the immemorial roots and manifest the fickle whims of your will.
Whenever you cast this spell, roll on the wild magic surge table a number of times equal to your spellcasting ability modifier. You may freely choose exactly how many surge effects take place and which surge effects take place.
If you use this spell more than once within 10 minutes, roll a d4 for every casting after the first one. The following effects take place in correspondence to the d4 roll:
1- You lose a random spell slot.
2- You lose 1d20 hit points.
3- You are transported to a random location situated on the same plane you are on. You return to your previous location after 10 minutes.
4- You summon an Avatar of Death that lasts until it kills you or you kill it.

At Higher Levels. At 5th level you can use this spell twice every 10 minutes, thrice every 10 minutes at level 11 and four times every 10 minutes at level 17 without having to roll the d4.


Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Chaotic Rift
Level: 9
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 10 Minutes
Components: S, M
Material cost: a shard of obsidian which is consumed by the spell, a ruby amulet worth at least 500gp, a silvered sapphire ring worth at least 500gp
Description: Prerequisite=Wizard(Quantumancer) or Sorcerer(Wild Magic)
You bring a portion of the land into a state of Limbo (dmg 61-62). So long as you maintain total concentration, which sacrifices your reaction, half your movement, and your action can only be used to end the spell or create one of the following effects within range:
Lightning = one strike, 1d10 Lightning damage;
Eruption = 1d10 Fire, Cold, Acid, or Thunder damage;
Quake = 1d10 Bludgeoning or Piercing damage and knock prone;
Entrap = Create difficult terrain under, build walls around, open a 10ft ravine under, or restrain a person or group in an area no larger that 20 square feet.;
Gravitate = Alter the force of gravity. Unlike the other abilities, this will always affect the entire area.
Increasing gravity increases fall damage die to 1d10, walking is difficult terrain for anyone with less than 13 Strength, checks and saves to resist falling or dropping an item or to catch an item or person are made at disadvantage;
Decreasing gravity reduces the fall damage die to 1d4, jump height and distance is doubled, checks and saves to resist falling or dropping an item or to catch an item or person are made with advantage.
Any creature within 5ft of an effect must make a Dexterity saving throw against your spell save DC or suffer full damage. You can describe cosmetic and material changes as a bonus action, as long as the material doesn't exceed 5 gp per pound. You also gain three special actions called Legendary Actions, which you can use at the end of any creature's turn, and all expended Legends Actions are restored at the beginning of a round. You can only use Legendary Actions on another creature's turn, and you can only perform one Legendary Action on a turn. You have all of the aforementioned abilities to use as Legendary Actions. The caster can choose to end the spell as an action, and can decide whether it ends abruptly or it slowly fades back into normality. If not ended as an action, Limbo ends abruptly when the caster is incapacitated or cannot maintain concentration, leaving the terrain deformed, potentially unstable, and composed of odd materials.
Designed in conjunction with the Quantumancer archetype.