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

Response:
Name: Earthen Servant
Level: 1
School: Conjuration
Classes: Bard, Druid, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Varies
Components: V, M
Material cost: sand, dirt, rock, gravel, clay, or mud which is then consumed
Description: You summon a small creature made out of earth, specifically the kind of earth you used to summon it. You can only summon one Earthen Servant at a time. The Earthen Servant rolls its own initiative and acts on its own on its turn and is friendly to you and will carry out your commands to the best of its abilities. On each of your turns, you can use a Bonus Action to manually command the Earthen Servant if the creature is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Any of its actions that require a saving throws, refers to the caster's spell save DC. Once given an order, the creature continues to follow it until its task is complete. After 1 hour, it crumbles back into the material it was made from. Your Earthen Servant can also be dismissed early as a bonus action.
It has the statistics of the Earthen Servant creature in addition to these bonuses depending on what material they are made of.
HP: (+2 if sand,+1 if dirt, +6 if rock, +3 if gravel, +1 if clay, +0 if mud.)
AC: (+2 if sand,+0 if dirt, +3 if rock, +1 if gravel, +0 if clay, +1 if mud.)
Movement Speed: (+10 if sand,+15 if dirt,+0 if rock, +5 if gravel, +10 if clay, +15 if mud.)
Str: (+0 if sand, +0 if dirt, +2 if rock, +1 if gravel, +1 if clay, +0 if mud.)
Dex: (+2 if sand, +1 if dirt, +0 if rock, +1 if gravel, +0 if clay, +1 if mud.)
Con: (+0 if sand, +1 if dirt, +2 if rock, +1 if gravel, +0 if clay, +1 if mud.)
Int: (+1 if sand, +0 if dirt, +1 if rock, +1 if gravel, +2 if clay, +1 if mud.)
Wis: (+0 if sand, +0 if dirt, +2 if rock, +1 if gravel, +1 if clay, +0 if mud.)
Cha: (+1 if clay)
The Earthen Servant also gains access to these additional actions:
Turf toss: Ranged weapon attack: (Dexterity Modifier) to hit, range 30/60 feet., one target.
If sand: 1d4 + Dexterity modifier bludgeoning damage and the target must make a Dexterity saving throw, becoming blinded on a failed saving throw. At the start of each of it's turns, it can redo the saving throw. On the fourth failed attempt, it succeeds instead.
If dirt or mud: 1d4+1 + Dexterity modifier bludgeoning damage and the target must make a Constitution saving throw, becoming blinded on a failed saving throw until the end of its next turn.
If gravel/clay: 1d6+1 + Dexterity modifier bludgeoning damage
If rock: 1d8+1 + Dexterity modifier bludgeoning damage
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the Earthen Servant's Hitpoints by 32 (4d10 + 4) increase all its stats by 2, AC by 1 and damage dice by 1. it's size becomes medium, now lasts for 24 hours and now has Resistance of non-magical bludgeoning, slashing, or piercing damage.
When cast using a 5th level spell slot, increase all its stats by 4, AC by 2, hit points by 50 (7d10 + 8), and the number of damage dices by 2. Your Earthen Servant now lasts for 1 Week and now has Multiattack (two turf tosses, two slams, or 1 turf throw and 1 slam).
When cast using a 7th level spell slot, increase all its stats by 8, AC by 3, hit points by 72 (10d10 + 12), and the number of damage dices by 3. Its size becomes large. Your Earthen Servant now lasts for 1 Month.
When cast using a 9th level spell slot, increase all its stats by 16, AC by 4, hit points by 104 (14d10 + 20), and the number of damage dices by 4. Its size becomes huge. Your Earthen Servant now lasts until dismissed or reduced to 0 Hitpoints


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

Response:
Name: Earthshatter
Level: 0
School: Evocation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You use your abilities to cause a point within range to shatter, causing a loud boom that shakes the bodies of those within 5 feet of the point. Creatures in the area must succeed on a Constitution saving throw, taking 1d4 thunder damage on a failed save.
At Higher Levels. The spells 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: Ebb And Flow, Dagger
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer
Casting time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Components: S, M
Material cost: Dagger
Description: You create a tether of water to your dagger then throw it at a target in range, then return it attacking for a second time, make two ranged spell attacks against a single target in range, each hit deals Water damage.
The spell’s damage increases when you reach higher levels. At 5th level, the attack deals an extra 1d4 damage to the target, at 11th level (2d4) and 17th level (3d4)


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

Response:
Name: Ebb And Flow, Handaxe
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer
Casting time: 1 Action
Range: Self (Cone 15 Feet)
Duration: Instantaneous
Components: S, M
Material cost: Handaxe
Description: You create a chilling wave in the form of an axe, all targets within range must each make a constitution save or take 1d6 Water 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: Ebb And Flow, Quarterstaff
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer
Casting time: 1 Action
Range: Self (30 Foot Cone)
Duration: 1 Minute
Components: V, S, M
Material cost: Quarterstaff
Description: As you raise your staff a wave of refreshing energy washes over all allies in range, each ally receives a number of temporary hit points equal to your spellcasting modifier.
This spell’s temporary hitpoints increases by 1d4 when you reach 5th level (1d4), 10th level (2d4) and 17th level (3d4)


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

Response:
Name: Ebb And Flow. Mace
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: Mace
Description: You slam your mace into the ground as a film of water rushes to a target in range, water rises at the target location to encompass the target, they must make a strength save or take 1d8 Water damage and are moved up to 10 feet in any direction of your choice.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 1th level (3d8) and 17th level (4d8)


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

Response:
Name: Echoes
Level: 4
School: Illusion
Classes: Bard
Casting time: 1 Action
Range: 100 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a tiny tin gong or cymbal
Description: Choose one creature you can see within range. For that creature, every sound is amplified and reverberates with distressing loudness. The creature must make a Constitution saving throw. On a failure, the creature is deafened and has disadvantage on all attack rolls and ability checks. A creature immune to the deafened condition automatically succeeds on its saving throw.
At the end of each of its turns, and each time it takes damage, the target can make another Constitution saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends


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

Response:
Name: Echoes of Agony
Level: 3
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Action
Range: Self (15-Foot Radius)
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: A shard of black quartz
Description: Gathering negative energy from a darker plane, you intensify the pain and misfortune that befalls your foes. This negative energy suffuses an area within a 15-foot radius, spreading around corners. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. A creature that enters the area for the first time on a turn or starts its turn there must make a Constitution saving throw. On a failed save, they are afflicted with a dark curse for the duration. Any time a creature affected by this curse takes damage, they take an additional 2d6 necrotic damage. A creature cannot be afflicted by more than one instance of this curse at a time.
A remove curse or similar spell cast at a level greater than or equal to the level at which this spell was cast ends the effect of this curse on its target.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 3rd.


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

Response:
Name: Echolocate
Level: 0
School: Divination
Classes: Artificer, Bard, Druid, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: V
Description: You utter a bat-like screech into the surrounding area, audible to a range of 150 feet. Until the beginning of your next turn, you have blindsight within a 60-foot cone. This area of effect can't pass through walls or other blocking materials.


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

Response:
Name: Eclipse
Level: 8
School: Illusion
Classes: Cleric, Druid, Warlock, Wizard
Casting time: 1 Action
Range: Self (100-Foot Radius)
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: 1 ounce of stardust, powdered moon rock, or meteorite fragment
Description: You can create the massive image of a solar eclipse occurring directly overhead. Each creature within a 100-foot radius of you must make a Wisdom saving throw at the beginning of each of their turns. On a successful save, they ignore it. On a failed save, they look directly at it and become blinded for 1 minute. If they are already blinded, they don’t need to make the Wisdom saving throws, but can attempt to make a Constitution saving throw ending the effect on a success. If the effect ends, either naturally or otherwise, they must continue to make Wisdom saving throws again as long as eclipse continues.
In addition, all creatures in the radius must make a Dexterity saving throw or take 1d12 radiant or necrotic damage (your choice)


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

Response:
Name: Eclipse Life
Level: 9
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a steel sphere 6" across, which the spell consumes, and a diamond bowl filled with alchemist's fire and worth at least 1,000 gp
Description: You target a creature you can see within range, attempting to draw out its life force and bind it to the steel sphere used casting. The target must make a Charisma saving throw. On a failed save, target is paralyzed until the start of its next turn and steel sphere vanishes, appearing adjacent to the target and exploding in a blast of magical force; this blast is a sphere centered on the target with a radius in feet equal the target's Constitution modifier (minimum 1) times 15. Each creature within this area, including the target, must make a Dexterity saving throw, taking 1d12 force damage for each Hit Die the target has on a failed save, or half as much on a success


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

Response:
Name: Eco Dolor
Level: 7
School: Transmutation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Turn
Range: 120 Feet
Duration: Concentration, Up To 1 Turn
Components: V, S
Description: You select one living creature and create a small copy of the target in your hand and remain concentrated, unable to do anything other than use your movement to keep able to see the targuet (if you lose vision of the targuet the spell fail), at the beginning of your next turn you need to do an action to "pop" the small copy of the target that was in your hand (in case the "pop" doesn't happen, the spell restarts, forgetting the damage from the previous turn, and storing the damage from that turn to increase in the next), the target receives again all the damage caused to it since you cast the spell (all damage caused is considered magical for upcoming resistances), the target has to make a Constitution saving throw if was successful the damage is cut by half.
At Higher Levels. When you cast this spell using a spell slot of 8th level you can select up to 3 living creatures for the spell. Using a spell slot of 9th level you can select up to 5 living creatures for the spell.


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

Response:
Name: Eidolon
Level: 9
School: Conjuration
Classes: Wizard
Casting time: 1 Action
Range: Touch
Duration: Indefinite
Components: V, S
Material cost: 1 lb unbaked clay, 100 gp of diamond dust per hit die expended (see below), consumed in spellcasting
Description: This spell, once cast, creates an identical duplicate of a target creature. In order to do so, you must "lock" hit die equal to either half the hit die of the target if they have class levels, or 2/3rds it's challenge rating otherwise. These locked hit die cannot be used to regain health during a short rest, do not get returned during a long rest, and cannot be used for further spells that lock hit die. You must lock at least one hit die.
This spell cannot be used to target creatures without self-awareness or intelligence, or creatures who would force you to lock hit die greater than your current amount available. If you duplicate a willing creature, it knows all information that the original creature knew, plus all information you know. If you duplicate an unwilling creature, it can make a Wisdom save at advantage; on a success the duplicate only knows information you know.
Once you've cast the spell, the duplicate obeys your orders, and will be considered to be Charmed by you, even if the original creature is immune to Charmed effects. Dismissing the duplicate is a one minute ritual that will refund you your locked hit die. However, if the duplicate is destroyed, you are not immediately refunded your locked hit die, and they return at a rate of one hit die per week.
If you duplicate a creature that can cast spells, it only has up to one spell slot per spell slot level, up to 7th only, but you can give it spell slots you have so it may cast spells.
You can use a Wish spell to negate the hit die cost of this spell, but doing so grants the duplicate it's own soul, making it a self-aware entity distinct from you or the original creature


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

Response:
Name: Eilistraee's Moonfire
Level: 1
School: Evocation (Ritual)
Classes: Druid, Warlock
Casting time: 1 Action
Range: 40 Feet
Duration: 10 Minutes (Self)
Components: V, S
Description: This spell creates a globe of moonlight, 1 foot in diameter, that orbits around you within your space. It sheds bright light to a distance of 10 feet, and dim light for an additional 15 feet. You may have the globe take on any color you wish when you cast the spell.
On your turn, you may use a bonus action to command the globe to do one of the following:
Reduce its intensity, causing the globe shed only dim light to a distance of 10 feet.
Revert it back to its normal intensity.
Fly back to your position and return to following you wherever you move.
Fly up to 40 feet in any direction, passing through openings as small as 1 inch. The globe cannot move further than 40 feet away from you.
Make a melee spell attack against a creature adjacent to itself, dealing 2d6 cold damage on a hit. Once this attack resolves, the spell ends


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

Response:
Name: Eilistraee's Moonfire, Variant
Level: 2
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: Self
Duration: 1 Hour
Components: V, S, M
Material cost: A moonstone worth at least 50 gp
Description: You conjure a beacon of light, either onto your person or hovering beside you in benign orbit.
The beacon is under your control and is incorporeal. It sheds moonlight with a brightness and color of your choice. For brightness, you may choose either dim light with a radius of 5 to 10 feet, or bright light with a radius of anywhere from 5 to 30 feet, with dim light extending for the same distance thereafter. The brightness is not capable of blinding a creature. The color of the light can be chosen from white, soft blue, pale green, or silver.
As a bonus action on your turn, you can will the beacon to do any (or all) of the following actions:
Change the light's intensity, choosing from the options above.
Change the light's color, choosing from the options above.
Move from your person to your orbit or back. Being in your orbit has the beacon hover beside you in your space, making illumination easier but concealment extremely challenging. You can freely move your orbiting beacon within your space (no action required).
Move up to 40 feet in any direction, passing through openings as small as 1 inch. The beacon must be within 120 feet of you, and it winks out if it exceeds this distance, ending the spell. If you and the beacon occupy the same space, you can have it enter or leave your orbit, hovering where you left it (no action required).
If the beacon ever enters an area of magical darkness created by the darkness spell, both this spell and the darkness spell are dispelled.


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

Response:
Name: Eldritch Armor
Level: 2
School: Abjuration
Classes: Sorcerer, Warlock
Casting time: 1 Action
Range: Self
Duration: 8 Hours
Components: V, S, M
Material cost: an iridescent beetle elytra
Description: Developed by Imperial Wardens, this spell allows you to summon a piece of glowing heavy armor that surrounds your body. If you are already wearing medium or heavy armor, this spell fails.
You gain a +3 bonus to AC for the duration. The AC bonus is reduced by 1 each time you are hit by an attack: thus after the third attack hits you, the spell ends.


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

Response:
Name: Eldritch Burst
Level: 0
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You launch an invisible blast towards a target. Target a creature within range, on a hit, they take 1d6 force damage. If you dealt more than 3 damage with this attack, every creature within 5 feet of the target (not including the target) must make a Dexterity saving throw or take 1d4 force damage.
This spell's initial damage increases by 1d6 and bonus damage increases by 1d4 when you reach 5th level (2d6 and 2d4), 11th level (3d6 and 3d4), and 17th level (4d6 and 4d4)


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

Response:
Name: Eldritch Cannon
Level: 9
School: Evocation
Classes: Warlock
Casting time: Instantaneous
Range: Self (120-Foot Line)
Duration: Duration: Instantaneous
Components: V, S, M
Material cost: a rod of emerald worth at least 200pp
Description: A huge beam of crackling energy streaks from you forming a line 120 feet long and 10 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 20D12 force damage on a failed save, or half as much damage on a successful one. The force destroys any objects in the area that aren’t being worn or carried


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

Response:
Name: Eldritch Legerdemain
Level: 0
School: Transmutation
Classes: Warlock
Casting time: 1 Action
Range: 20 Feet
Duration: Up To 1 Hour
Components: S
Description: You manifest a minor magical feat summoned from the realm of dreams. You create one of the following magical effects within range:
You create illusionary writing (static or animated) which can appear on any surface in range, and be no larger than two square feet. The writing can be in any language you know, and can seem to be written in ink, blood, seeping ichor, or glowing letters.
You render invisible a single unattended object within range. The object must be no more than eight inches on a side and weigh no more than 1 pound.
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You summon a very minor creature in range, which can be no larger than a mouse. This creature has only 1 hit point, no effective attacks, and no traits or features just it's movement speed. It lasts until you dismiss it or you summon another creature.
You create a nonmagical trinket or an illusory image in your hand that persists until the end of your next turn.
You instantly light or snuff out a candle, small campfire, torch, or lantern in range with witches' fire; a purple, indigo, or green flame. You can choose it to produce neither smoke nor heat.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
A non-instantaneous effect produced by this spell lasts for up to one hour


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

Response:
Name: Eldritch Portent
Level: 6
School: Divination
Classes: Cleric, Warlock, Wizard
Casting time: 1 Minute
Range: Self
Duration: 24 Hours
Components: S, M
Material cost: An item warped or touched by an elder god
Description: You make contact with a great old one, and try to extrapolate knowledge of the future from it. Make a DC 20 Intelligence saving throw: On a failed save, your mind fractures from the stress of touching a higher being, dealing 3d6 psychic damage to you. You also suffer from a random long-term madness effect until either the madness expires[1] or until you finish a long rest.
On a successful save, you come away with knowledge of the future. Roll 2d20 and choose one of the results to become a portent die. Until the end of the duration, you can expend this portent die to replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the portent die's result. You must choose to do so before the roll is made, and you cannot replace a die roll with a portent more than once per turn.
The spell ends once the portent die is expended, or when the duration expires.
If you try to cast this spell while you already have a portent die from a previous casting, you automatically fail the saving throw.
Portent Replacement. If you have a class or subclass feature that grants you a similar effect, such as the Divination wizard's Portent feature, you can opt to replace the result of a portent die from that other feature with the result of the portent die in this spell. If you do, you have advantage on the saving throw.
Warlock Patron. If you are a warlock with a Great Old One patron, you can deliberately contact your patron using this spell. Contacting your patron instead of any other elder god using this spell grants you advantage on the saving throw.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you roll one additional d20 for each slot level above 7th. You still choose only one roll to be the portent die.
If you cast this spell using a spell slot of 9th level, the potency of the connection allows you to directly dictate fate. Instead of rolling d20s for the portent die, you may outright choose any result from 1 to 20 for the portent die.


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

Response:
Name: Eldritch Rebuke
Level: 1
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, Which You Take In Response To Being Damaged By A Creature Within 60 Feet Of You That You Can See.
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You point your finger, and the creature that damaged you is momentarily surrounded by pure cosmic energy. The creature must make a Dexterity saving throw. It takes 2d10 force damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st


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

Response:
Name: Eldritch Strikes
Level: 0
School: Evocation
Classes: Warlock
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: Dark energy focuses into your weapon and hastens your strikes, releasing it upon an creature in range. Make a spell attack. On a hit, the target takes 1d10 force damage.
At Higher Levels. The spell lets you make more attacks when you reach higher levels: two at 5th level, three at 11th level, and four at 17th level. You can direct the attacks at the same target or at different ones. Make a separate attack roll for each attack. These attacks happen all at once.


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

Response:
Name: Elemental Ammunition
Level: 1
School: Transmutation
Classes: Artificer, Ranger
Casting time: 1 Action
Range: Touch
Duration: 8 Hours
Components: S, M
Material cost: a piece of ammunition
Description: You imbue a number of pieces of ammunition with elemental energy. When you cast this spell choose one of the following damage types; fire, cold, lightning, acid, poison, or thunder. Then, choose one of the following options.
Single Shot. Touch one piece of ammunition. The next time this piece of ammunition hits a target before the spell ends, add an additional 3d8 damage of the chosen element to the damage roll.
Multishot. Touch three pieces of ammunition. The next time any of these pieces hit a target before the spell ends, add an additional 1d8 damage of the chosen element to the damage roll.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage from the single shot option increases by 1d8 and the number of pieces of ammunition for the multishot option increases by 1 for each slot level above 1st.


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

Response:
Name: Elemental Arrows
Level: 1
School: Transmutation
Classes: Ranger
Casting time: 1 Bonus Action
Range: Touch
Duration: Concentration, Up To 1 Hour On Quiver Or Up To 1 Minute On A Single Arrow
Components: V, S
Description: You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d4 of a random elemental damage (use a d6 to determine the element of acid, cold, fire, lightning, poison, or thunder damage) or you can use 1 action to cast the spell to do 1d6 elemental of your choice. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when eight pieces of ammunition have been drawn from the quiver. If you concentrate on one shot the next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition transforms into an elemental arrow. Make the attack roll as normal, The target takes 2d6 of a random elemental damage (use a d6 to determine the element of acid, cold, fire, lightning, poison, or thunder damage)or you can use 1 action to cast the spell to do 2d8 elemental of your choice on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 1d4 damage when it is element random, 1d6 damage when it is an element specified on a failed save, or half as much damage on a successful one. The piece of ammunition then returns to its normal form.
At Higher Levels. For quiver: When you cast this spell using a spell slot of 2nd level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 1st. For a single arrow: When you cast this spell using a spell slot of 2nd level or higher, the damage the spell increases by 1d6 to random, 1d8 to specified for each level above 1st, the AOE goes up to 1d6 to random, 1d8 to specified on 2nd spell slot, 3rd spell slot and higher adds extra 1d6 to random, 1d8 to specified.


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

Response:
Name: Elemental Beckoning
Level: 0
School: Conjuration
Classes: Sorcerer
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: From the palm of your hand opens a small portal to the plane of Elemental Chaos, summoning an unpredictable blast of energy to maim a creature within range. Make a ranged spell attack against the target and roll a d6. On a hit, the target takes 1d12 damage of a type on the list below, determined by the d6 roll.
Acid
Cold
Fire
Force
Lightning
Thunder
This spell's damage increases by 1d12 at 5th level (2d12), 11th level (3d12), and 17th level (4d12)


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

Response:
Name: Elemental Blade
Level: 2
School: Evocation
Classes: Druid, Paladin, Ranger, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a twig
Description: You create a weapon of ice, fire, or lightning in your hand.
The weapon is similar in appearance to a short sword and lasts for the duration of the spell. If you let go of the blade, it disappears, but you can evoke it again as a bonus action.
As an action you can make a melee spell attack using the weapon, and on a hit, the target takes 3d6 damage of the either cold, fire, or lightning depending on the elemental type of the weapon.
A weapon made of ice sheds bright light for a 5-foot radius and dim light of an additional 5 feet; a weapon made of fire sheds bright light for a 10-foot radius and dim light of an additional 10 feet, and a weapon made of lightning sheds bright light for a 20-foot radius and dim light of an additional 20 feet.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can change the appearance of the weapon into that of 2 short swords that each inflict 3d6 of the chosen elemental damage or a great sword that inflicts 6d6 of the chosen elemental damage


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

Response:
Name: Elemental Blessing Rune
Level: 4
School: Abjuration
Classes: Artificer, Bard, Wizard
Casting time: 1 Action
Range: 50 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: stone with an elemental rune on it or drawing the symbol of the rune in sand/air
Description: You choose a willing creature within range and bless them with an elemental rune. You choose a damage type from fire, cold, thunder, acid, lightning, or poison and grant the creature immunity to all damage of that type for the duration of the spell.
In addition, the affected creature deals an 1d4 damage of the selected damage type with successful melee attacks.
At Higher Levels. When you cast this spell using a spell slot of 6th level, the duration increases by 12 seconds and the damage increases by 2d4. When you cast this spell using a spell slot of 8th level, the duration increases by 24 seconds, the damage increases by 3d4 and the caster can change the damage type of this blessing at will on their turn, but only once per turn.


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

Response:
Name: Elemental Blow
Level: 0
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: Self (10Ft Cone)
Duration: Instantaneous
Components: V, S
Description: You cast a 10 foot cone of elemental damage against creatures. When you cast this spell you decide which type of damage it deals. If it deals Acid, Poison, or Cold damage then the targets must succeed on a Constitution saving throw (against your spell save DC) or take 1d6 of the specified damage and cannot take reactions until the start of their next turn. If the the damage type that is dealt is Fire or Lightning, then the targets must succeed on a Dexterity saving throw (against your spell save DC) or take 1d6 of the specified damage and cannot take reactions until the start of their next turn.
You chose between fire, cold, lightning, acid, or poison damage
At Higher Levels. 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: Elemental Bolt
Level: 2
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous, See Text
Components: V, S, M
Material cost: an 8-sided prism
Description: You fire a bolt of raw elemental energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 damage of a damage type of your choice of acid, cold, fire, force, lightning, poison, psychic, or thunder. In addition, if the attack hits, the target suffers an additional effect based on the damage type chosen.

Acid
If the target is wearing armor, it must succeed on a Dexterity saving throw or the armor takes a cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. Penalties inflicted by this disappear after 1 hour.

Cold
You may create an ice pillar in an unoccupied space within 10 feet of the target. The pillar is 1 foot wide, 10 feet tall, and 1 foot thick. The pillar has AC 10, 10 hit points, vulnerability to fire damage, and immunity to cold, poison, and psychic damage. The pillar disappears after 1 minute.

Fire
The target takes 1d6 extra fire damage.

Force
The target must succeed on a Strength saving throw or be knocked prone.

Lightning
The target must succeed on a Constitution saving throw or be paralyzed until the end of their next turn.

Poison
The target must succeed on a Constitution saving throw or be poisoned for 1 minute.

Psychic
The target must succeed on a Wisdom saving throw or take 2d6 extra psychic damage.

Thunder
The target must succeed on a Wisdom saving throw or be frightened for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd


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

Response:
Name: Elemental Edge
Level: 0
School: Transmutation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Minute
Components: V
Description: Your spell sends traces of your magic into the edge of a weapon and causes its physical properties to be changed in some way. Upon casting this spell, the damage type of the current weapon you're wielding instantly changes based on your chosen edge. The weapon must be capable of dealing damage and able to be placed in your inventory. You may dismiss this cantrip as a bonus action during your turn. When this cantrip is cast on a different weapon, it will immediately end the effects on the previous weapon.
Flame Edge: The weapon takes on a low ember, causing its edge to become red-hot. The damage type of the weapon is now Fire damage.
Cold Edge: The weapon frosts over and becomes ice cold to the touch. The damage type of the weapon is now Cold damage.
Shocking Edge: The weapon begins to produce small arcs of electricity. The damage type of the weapon is now Lightning damage.
Air Edge: The weapon vibrates with a low hum. The damage type of the weapon is now Thunder damage.
Forceful Edge: The weapon pulsates with an unseen energy. The damage type of the weapon is now Force damage.
Toxic Edge: The weapon glows with a sickly green light and smells faintly of almonds. The damage type of the weapon is now Poison damage.
Biting Edge: The weapon's surface becomes caustic, reacting violently with other substances. The damage type of the weapon is now Acid damage.
Psionic Edge: The weapon begins to produce an unnerving aura. The damage type of the weapon is now Psychic damage.
Holy Edge: The weapon glows with the light of a shooting star. The damage type of the weapon is now Radiant damage.
Evil Edge: The weapon begins to produce a deathly aura. The damage type of the weapon is now Necrotic damage.
Regardless of what edge is cast when you attack with this weapon, you can use your spellcasting ability modifier, instead of Strength or Dexterity, to attack and damage rolls. The weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage (if it already isn't), and the weapon's damage die will increase by one step (ex: If the weapon affected by this spell is a shortsword, the damage die will increase from 1d6 to 1d8).
At higher levels the damage die increase by an additional step at 5th level, 11th level, and 17th level.
One-handed: 1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12 -> 2d6 -> 2d8 -> 2d10
Two-handed: 1d8 -> 1d10 -> 1d12 -> 2d6 -> 2d8 -> 2d1


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

Response:
Name: Elemental Hex
Level: 2
School: Transmutation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Hour
Components: V, M
Material cost: A body part treated with preservatives worth at least 5gp, such as a shrunken head or mummified claw
Description: You utter a foul incantation that weakens a target-within-range's resolve against a certain type of damage. The target must make a Wisdom saving throw, becoming vulnerable to your choice of one of the following damage types on a failed save: acid, cold, fire, lightning, poison, or thunder. Objects automatically fail this saving throw.
This spell has no effect if the target is immune to the selected damage type. If the target is resistant to the selected damage type, they instead lose that resistance for the duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd level, you may target an additional creature for every level above 3rd.


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

Response:
Name: Elemental Maelstrom
Level: 5
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: 160 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a tiny glass sphere, sulfur, powdered amber, and an adder’s stomach
Description: You hurl a sphere of crackling elemental energy that blossoms into a storm of energy at a point within range. Each creature within a 20-foot radius of that point must make a Dexterity saving throw, taking 2d6 acid plus 2d6 cold plus 2d6 fire plus 2d6 lightning damage on a failed save, or half as much damage on a success.
At Higher Levels. When you cast this spell with a spell slot of 6th level or higher, the spell deals an additional 1d6 acid, cold, fire, or lightning and an additional 1d6 acid, cold, fire, or lightning damage for each slot level above 6th. The two elements you choose for each slot level cannot be the same


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

Response:
Name: Elemental Strike
Level: 1
School: Evocation
Classes: Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Minute
Components: V, M
Material cost: A weapon
Description: The next time you hit a creature with a weapon attack during this spell duration, your weapon is imbued with the magical energy of the element of your choosing. You may choose from Fire, Cold, Lightning or Thunder.
The attack damage type is that of the weapon used and the element of choice and does an additional 1D6 damage of the elemental type. The target must succeed on a Constitution saving throw at the beginning of its next turn. On a failed save, it feels the effects of the element chosen (See effects below). On a successful save, the effects of the spell end. A creature with a vulnerability to the elemental type automatically fails the saving throw.
Fire The target is set alight and burns for an additional 1D6 fire damage at the beginning of each of its turns unless the fire is put out.
Cold The target's movements speed is reduced by half for their next turn and its place in the initiative queue is set to last.
Lightning The target is stunned slightly and can not move or make attack actions on their next turn.
Thunder The target is disorientated, their next attack action has disadvantage and all ability checks have disadvantage until the end of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, add 1D6 to the spells damage, for each spell slot above 1st Level


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

Response:
Name: Elemental Weapon, Variant
Level: 2
School: Evocation
Classes: Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a weapon or natural weapon
Description: You condense on your hand pure elemental power, in a shape of solidified energy. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. At the start of each of your turns, you can change the chosen damage type or the shape of the weapon, for the duration of the spell, without requiring an action.
You can shape the weapon as any simple or martial weapon of your choice made of the chosen element. This weapon will be considered to be a regular weapon of the chosen shape, and you are proficient with. The damage is the same regardless of the form of the weapon, 2d6 damage from the chosen type, but the elemental weapon will have the properties of the chosen form.
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. A ranged weapon will magically create a piece of elemental ammunition each time you make a ranged attack, ignoring the reload property of weapons.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d6


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

Response:
Name: Elemental Wrath
Level: 6
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S
Description: You unleash a powerful burst of energy. Choose cold, fire, lightning, or thunder damage. Each creature in a 60-foot radius of you must make a dexterity saving throw. A creature takes 10d8 damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th


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

Response:
Name: Elfin Wave
Level: 7
School: Conjuration (Ritual)
Classes: Druid, Wizard
Casting time: 1 Action
Range: 60 Ft.
Duration: 1 Minute
Components: V, M
Material cost: A golden ring
Description: A wall of water sweeps down the water source you chose as your target. It extends 10 feet beyond the water source. If a creature enters the wave or starts it's turn inside it, it must make a Dexterity saving throw (vs your spell save DC) or take 10d6 force damage and be pushed along 50 feet.
You can shape the crest of the wave to whatever you want, i.e horses, spears, even fire! The wave does 1d10 extra damage of the type that the shape would have. Spears-piercing, horses-bludgeoning, fire-slashing, etc. These shapes normally only do bludgeoning, piercing, or slashing damage, unless the DM rules otherwise. A creature who is hit may make a Strength (Athletics) or Dexterity (Acrobatics) check or get pushed along the wave for 50 feet more. The creature can save at the beginning of each of its turns.
The wave parts around you and up to 7 other designated creatures.
At Higher Levels. When you cast this spell using a spell slot of 8 or higher, the extra damage increases by 1d10 for each spell slot above 7


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

Response:
Name: Elonia's Glamour
Level: 1
School: Illusion
Classes: Bard, Wizard
Casting time: 1 Action
Range: Touch
Duration: 3 Hours
Components: V, S, M
Material cost: a pinch of ruby dust and a pinch of chalk dust
Description: You subtly change the appearance of yourself or one other humanoid, making that person more or less attractive. This does not make that person look like someone else. Rather, for the positive version, makes the target’s eyes appear to sparkle, their skin clearer and smoother, their teeth straighter and whiter, and their hair thicker and more lustrous; or for the negative version, makes the person seem lackluster and unkempt. An unwilling target may make a Wisdom saving throw to resist. While the positive version of this spell is active, the target has advantage on all Charisma ability checks designed to illicit a positive reaction. While the negative version of this spell is active, the target has disadvantage on all Charisma ability checks


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

Response:
Name: Elusive
Level: 3
School: Conjuration
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V
Description: Once per round, either as a bonus action or as a reaction to an attack or spell, you can teleport up to 10 feet. You can take the reaction after an attack or spell result has been determined, before damage is rolled.
If the space you teleport to is occupied, you and the occupant take 2d6 bludgeoning damage


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

Response:
Name: Ember Blast
Level: 0
School: Evocation
Classes: Sorcerer
Casting time: 1 Action
Range: Self (15-Foot Line)
Duration: Instantaneous
Components: V, S
Description: You thrust your hand forward, shooting out multiple blasts of flame. All creatures in a line 5 foot wide and 15 foot long must succeed on a Dexterity saving throw. On a failed save, a target takes 1d8 damage if within 5 feet, 1d6 if within 10 feet and 1d4 if within 15 feet.
You can create one additional 15-foot line when you reach the 5th level (for a total of two 5-foot per 15-foot lines), two when you reach the 11th level (for a total of three) and three at 17th level (total of four).


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

Response:
Name: Ember Strike
Level: 0
School: Evocation
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, M
Material cost: a weapon
Description: Drawing from the air around your weapon, it lights aflame as you strike.
You touch a weapon that you are wielding and it begins to glow yellow and white with heat. As part of casting this spell, you make a weapon attack with this weapon, which deals additional fire damage equal to 1d6 plus your spellcasting modifier on a hit. If you roll a 1 with this attack, the spell backfires, dealing the same fire damage to yourself and forcing you to drop the weapon.
At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6+your spellcasting modifier), 11th level (3d6+your spell casting modifier), and 17th level (4d6+your spell casting modifier)


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

Response:
Name: Emberbolt
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: Focus and swing with fire flying through the gaps in your fingers. Sometimes you just need to punch something with fire. Like a shotgunned version of fire bolt, this blast from the caster's hand dissipates quickly, but burns hotter than a normal fire bolt when cast. The caster makes a melee spell attack against a single target, if it hits it does 1d12 fire damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12)


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

Response:
Name: Emerald Splash
Level: 3
School: Evocation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (20-Foot Cone)
Duration: Instantaneous
Components: V, S
Description: A blast of water and emeralds comes from your hands in a 20-foot cone in the direction you face. Each creature caught within that cone must make a Dexterity saving throw. A target takes 6d6 piercing damage on a failed save and half as much on a successful save. The emeralds damage any object they come in contact with that aren't being carried or worn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 or the range increases by 10 feet for each spell slot level above 3rd.


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

Response:
Name: Emit Spores
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 5 Feet
Duration: Instantaneous
Components: S, M
Material cost: any mushroom
Description: You emit a cloud of toxic green and purple spores. Each creature in range, other than you, must make succeed on Constitution save or take 1d6 poison 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: Empowered
Level: 2
School: Transmutation
Classes: Cleric, Druid, Paladin, Sorcerer
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: While in combat, you tap into your inner strength, and this heightened focus makes you more capable in physical challenges. For the duration you have advantage on Dexterity and Strength ability checks, and your weapon attacks deal an additional 1d4 damage.


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

Response:
Name: Empowering Sacrifice
Level: 0
School: Necromancy
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Round
Components: V, S, M
Material cost: a sharp fragment
Description: As your blood pulsates out of your body, and the pain rushes over, you recite a profane enchantment that turns these feelings into brute arcane power. You take 1d4 necrótic damage and become vulnerable to radiant damage until the beginning of your next turn. In return, the next spell you cast within the duration deals extra damage equal to 1d4 plus your spellcasting ability modifier. Creatures that don't possess blood cannot cast this spell.


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

Response:
Name: Emyhr's Rhyme
Level: 3
School: Enchantment
Classes: Bard
Casting time: 1 Bonus Action
Range: 30 Feet
Duration: 1 Minute
Components: V
Description: You recite a puzzling, cryptic rhyme and force a creature you can see within range to ponder it for some time. If the target can hear and understand you, it must make an Intelligence or Wisdom saving throw (your choice). On a failed save, the target's Intelligence and Wisdom scores are swapped for the duration. An affected creature can use an action on its turn to repeat the saving throw, ending the spell on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Me? We.


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

Response:
Name: Enchant Item
Level: 3
School: Transmutation (Ritual)
Classes: Bard, Cleric, Druid, Paladin, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: an emerald pendant with a rune of creation emblazoned on it
Description: You touch one object that was meant to be crafted as a magic item. A casting of this spell adds 3d20+15 gold to the output of crafting. For non-consumable items of rare or rarer rarity, this spell is required to make the item magical unless higher levels spells or magically charged material components are used to do so.
If that object has not been crafted to be a magic weapon, the spell fails. If that object has had a spell cast on it that solely targets that object and requires concentration, the effect instead remains for the full duration.
This spell cannot enchant artifacts.
Note: This spell is made for the magic crafting system of the Lospiri setting


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

Response:
Name: Enchantment of the Wind
Level: 2
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Round
Components: S
Description: Until the start of your next turn, wind swirls around you, acting as an extension of your own body. For the duration of the spell, you add 30 feet to your reach when you attack with a melee weapon or unarmed strike, as well as determining your reach for Opportunity Attacks. Additionally, when you hit a creature with a melee weapon or unarmed strike, you deal magical wind damage equal to 2d6 plus the to the amount of damage the weapon attack would otherwise deal.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each two slot level above 2nd.


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

Response:
Name: Endless Null
Level: 9
School: Abjuration
Classes: Sorcerer, Warlock
Casting time: 3 Minutes
Range: 300 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A magic item worth 10,000 GP or more
Description: Design Note: This spell uses the Enhanced Existence Magic Overhaul homebrew ruleset. As a result, it is meant to be 10th level magic, and is ALL classes of magic at the same time. See the ruleset for clarification on what that means before calling the spell overpowered. Please?
(hold value 8)
The caster targets a single creature that it can see within 300 feet and begins doing odd gestures as though possessed and muttering words in incomprehensible languages. The creature is then consumed in a 60 foot cone of chromatic energy. If this creature is a construct,undead, or aberration, it is destroyed instantly. If the creature is a fiend or celestial, it is turned into a normal human, taking on characteristics similar to its original form. If it is any other type of creature it stays the same. The target loses all magical ability and cannot regain it by any means other than direct contact with a greater deity. It also gains a disadvantage against all spell saving throws and cannot be affected by magical buffs of any sort and cannot attune to any magic items


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

Response:
Name: Endless Sleep spell)
Level: 6
School: Enchantment
Classes: Bard, Druid, Sorcerer, Warlock
Casting time: 1 Day
Range: Touch
Duration: Special
Components: V, S, M
Material cost: A diamond worth at least 500 gp for each target
Description: The souls of any willing creature are transported away from their bodies and and each soul is then stored within a different diamond. Their bodies appear to be dead except that they aren't rotting. They stay in the dead like state until the diamond that houses their soul is destroyed (AC23 64 HP immunity to nonmagical damage, Primary caster can destroy them as a bonus action) which then awakes the caster whose soul is in it. While in the death like state the bodies can't be harmed in any way. You can also choose to store your body and soul in the diamonds.


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

Response:
Name: Endrian Slash
Level: 0
School: Evocation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 5Ft
Duration: Instantaneous
Components: V, S, M
Material cost: a melee weapon
Description: Make a melee weapon attack. On a hit, you deal the weapon's normal damage plus an additional 1d4 force damage.
At Higher Levels. This spell's damage increases by 1d4 at 5th (2d4), 11th (3d4), and 17th (4d4) level.


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

Response:
Name: Endure Elements
Level: 1
School: Abjuration (Ritual)
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 8 Hours
Components: V, S
Description: Protection from normal environmental hazards.
You can target up to 6 willing creatures. A creature protected by endure elements suffers no harm from being in a hot or cold environment. It automatically succeeds on all saving throws made to resist the effects of Extreme Cold and Extreme Heat weather conditions.* The creature’s equipment is likewise protected. This spell doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
*See weather conditions in chapter 5 of the Dungeon Master's Guide (pages 109 to 110)


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

Response:
Name: Enemy Insight
Level: 0
School: Divination
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: Choose a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, you gain a general idea of the creature's combat capabilities as compared to your own. At the DM's discretion, you may learn about other pertinent capabilities. The target gains no inherent knowledge that you cast the spell, or that it was being targeted by your spell.
Once you cast this spell on a specific creature, regardless of the saving throw outcome, that creature becomes immune to your enemy insight spell for 24 hours


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

Response:
Name: Energizing Smite
Level: 3
School: Evocation
Classes: Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V
Description: The next time you hit a creature with a melee weapon attack before this spell ends, the weapon sends electrifying energy through the target's body, and the attack deals an extra 3d8 lightning damage to the target. Additionally, the target must succeed on a Constitution saving throw or be stunned until the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd


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

Response:
Name: Energy Beat
Level: 1
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a mirror made of silver or gold worth at least 50 gp
Description: You create a mote of radiant light that hovers above your head. It lasts for the duration.
When the mote appears, you make a ranged spell attack against a creature of your choice within 30 feet of you. On a hit, the target takes 1d8 radiant damage. Until the spell ends, you can use a bonus action on each of your turns to repeat this attack against the same target or a different one


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

Response:
Name: Energy Burst
Level: 6
School: Evocation
Classes: Bard, Cleric, Sorcerer
Casting time: 1 Action
Range: Self (45-Foot Radius)
Duration: Instantaneous
Components: V, S
Description: You unleash a wave of bright searing energy all around you. Each creature of your choice within a 45-foot-radius sphere centered on you must make a Constitution saving throw. It takes 10d4 radiant damage on a failed save, or half as much damage on a successful one. This energy passes through walls or any other obstacles in its path before stopping 45 feet away from you.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d4 for each slot level above 6th


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

Response:
Name: Energy Drain
Level: 9
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 25 Feet
Duration: Instant
Components: V, S
Description: Drains hit points equal to hit dice.
You fire a ray of necrotic energy at the target. If it fails a Constitution save, it loses hit points equal to the maximum number of its hit dice multiplied by 1D6 and the caster gains temporary hit points equal to half the result. If it succeeds, divide the end result in half and the caster does not gain temporary hit points. If the target's hit points is reduced to 0 from this spell, the target dies. These hit points can only be restored at the end of a long rest or by the effect of a Greater Restoration spell


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

Response:
Name: Energy Drain, Variant
Level: 1
School: Necromancy
Classes: Warlock
Casting time: 1 Reaction
Range: 10 Feet, Self
Duration: Instantaneous
Components: S
Description: As a reaction, At the cost of a 1st level spell slot your palm expels and negate the damage from an attack that deals magical and non-magical elemental damage types. you can then chose to either attack or absorb the energy.
Attack: You make a melee spell attack at a target of your choice within 10ft of you, on a hit you deals 1d6 of the damage type you negated.
Absorb: You regain expended spell slots that have a combined level that is equal to or less than half your warlock level (rounded up), and none of the slots can be 6th level or higher.


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

Response:
Name: Energy Immunity
Level: 5
School: Abjuration
Classes: Cleric, Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: Choose one of the following: Acid, cold, fire, lightning, or thunder. For the duration, the willing creature you touch has immunity to damage of this type.


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

Response:
Name: Energy Rupture
Level: 8
School: Evocation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S
Description: You create a mystical field of energy absorption around a creature, which then ruptures out from them once it reaches critical mass. The target of this spell gains resistance to acid, cold, fire, lightning, posion, and thunder damage.
In addition, when the spell ends, the energy erupts out from them. Every creature in a 20-foot radius sphere of the creature, excluding the creature, must make a Dexterity saving throw. On a failed save, they take force damage equal to the total amount of acid, cold, fire, lightning, poison, and thunder damage dealt to the target of the spell during the duration of the spell. On a successful save, they take half as much damage. The target of the spell can, as an action, release the energy early, ending the effect of the spell.


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

Response:
Name: Energy Strike
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 5 Feet
Duration: Instantaneous
Components: V, M
Material cost: a weapon
Description: Using willpower alone, you condense the space around your weapon as you attack.
Make an attack with a weapon you are holding against one creature within the spell's range. On a hit, the target takes additional force 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: Enervation, Variant
Level: 5
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 25 Feet
Duration: Instant
Components: V, S
Description: You fire a ray of necrotic energy at a creature within range and attempt to drain its life away. If it fails a Constitution saving throw, it loses hit points equal to the maximum number of its hit dice multiplied by 1d4, if it succeeds, divide the end result in half. If the target's hit point maximum is reduced to 0 from this spell, the target dies. These hit points can only be restored at the end of a long rest or by the effect of a greater restoration spell or similar magic


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

Response:
Name: Enhanced Darkness
Level: 3
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60
Duration: 1 Hour
Components: V
Description: A 60-foot-radius of magical darkness spreads out from a point you choose within range. The sphere is pitch-black, and turns any light within an extra 60 feet into low-light.
If you choose a point on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 3rd level or lower, the spell that created the light is dispelled.


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

Response:
Name: Enhanced Durability
Level: 1
School: Abjuration
Classes: Paladin, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: iron filings
Description: You touch one willing creature. For the next minute, the target has a bonus +2 to AC, and gains 4 temporary hit points.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target gains an additional 10 temporary hit points for each slot level above 1st.


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

Response:
Name: Enhanced Permanency
Level: 9
School: Evocation
Classes: Bard, Cleric, Sorcerer, Wizard
Casting time: 1 Hour
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Design Note: This spell uses the Enhanced Existence Magic Overhaul homebrew ruleset. As a result, it is meant to be 10th level magic, and is ALL classes of magic at the same time. See the ruleset for clarification on what that means before calling the spell overpowered. Please?
(Hold Value 5)
After casting this spell, the next spell you cast before this spell ends has its duration magically enhanced to become permanent and without concentration. The spell you choose cannot be a spell that is explicitly damaging or healing (Including Hit Point Maximum and Temporary Hit Points) in any way (Except by a continuous area you have no control over, such as Cloudkill), and cannot already be permanent or Until Dispelled by default. Spells that have a permanent version don't need to meet the requirements of that version to be made permanent this way.
You cannot make cantrips permanent. You cannot make spells with a defined number of uses for the effect permanent. This includes things like asking a set number of questions or speaking a set number of words (Commune, Commune with Nature, Sending, Etc.).
A creature that knows this spell only knows how the spells they already know would interact with it. A Druid wouldn't know how Fly interacts with it, for example. They can, however, make an educated guess at the DM's discretion, especially for anything obvious like Fly.
Spells that affect an area always appear as Necromancy (Along with whatever school of magic they already are) when showing up on spells like Detect Magic, and can be affected by spells that affect Necromancy.
Permanent spells hit by a Dispel Magic, Antimagic Field, etc. that could normally end them do so temporarily, until the Permanent spell would no longer be affected. The exceptions to this are spells that result in permanent non-magical effects, such as shapeshifting spells (The spells themselves are magical, the effects they produce are magically made natural by the Enhanced Permanency).
Finally, spells made permanent that can require spell saves always use the spell save DC you had when you cast the spell, even if that changes later.
Shapeshifting Nonsense[edit]
Spells that shapeshift a creature into another creature (Including Alter Self) alter their true form to cause this to happen, meaning it can't be reverted because there's nothing to revert (And spells that shapeshift the creature all behave as if their new true form is the form to revert to when they expire). Spells that shapeshift a creature's true form this way never affect that creature's personality, languages, ability to speak, Intelligence, Wisdom, or Charisma scores, or their features and traits that aren't related directly to their race. This means a creature affected this way can still cast spells, use items (Assuming they aren't far tinier than reasonable for the item), etc. Spells that shapeshift a creature have all that creature's equipment fall off without damage if it is shapeshifted in a way that dramatically changes their size or shape. Otherwise, the equipment is still worn or carried if it can be.
For any spell that isn't a shapeshifting spell, a creature or area can only be affected by one permanent spell at a time. Trying to make another spell permanent for either causes the one affecting them to end (Except for shapeshifting). This also means Enhanced Permanency can be used to dispel any permanent spell that isn't a shapeshifting one, simply by choosing the spell to dispel before yours ends (Instead of making a spell permanent).
Spells that create or summon creatures still end, but only when the creature dies. Any spell that allows creatures to make a save against it multiple times to end it still ends if they succeed, unless stated otherwise in this spell description.
If the new true form of a creature drops to 0 hit points, the creature is knocked unconscious as their normal form would be. A creature with their true form changed this way doesn't revert if they die, as for all intents and purposes they are that creature now.
Interactions With Other Spells[edit]
Certain other spells cannot be made permanent this way. These spells are Antilife Shell, Antimagic Field, Augury, Bane, Bless, Blink, Command, Compulsion, Confusion, Crown of Madness, Dimension Door, Divination, Divine Word, Dominate Monster, Dominate Person, Dream, Enthrall, Etherealness, Faerie Fire, Globe of Invulnerability, Grasping Vine, Greater Invisibility, Gust of Wind, Hold Monster, Hold Person, Holy Aura, Leomund's Tiny Hut, Major Image, Mass Suggestion, Misty Step, Otiluke's Resilient Sphere, Otto's Irresistible Dance, Pass Without Trace, Phantom Steed, Plane Shift, Power Word Stun, Project Image, Ray of Enfeeblement, Sanctuary, Sending, Shield, Shield Of Faith, Silent Image, Slow, Stone Shape, Tasha's Hideous Laughter, Teleport, Time Stop, Warding Bond, Wish, Zone of Truth.
In addition, some spells can only be made permanent this way by casting them on one creature. These spells are Beacon of Hope, Calm Emotions, Charm Person, Color Spray, Create Undead (Stays under your control), Fear, Water Breathing, Water Walk,
Finally, some spells work differently as described below when cast this way. Only spells described below that deal damage can be made permanent by this spell.
Contagion
Has the target save once, making the disease permanent if they fail, until something removes the disease. Greater Restoration or higher magic removes the disease, and it also ends if the target dies.
Control Water
You control water within a 100 feet cube around you instead of picking a 100 foot cube within range.
Create Food and Water
You can cast the spell once a day without spending a spellslot.
Daylight
Can only be used to make an object shine with the Daylight effect.
Demiplane
This version of the spell can only be used to create a Demiplane. However, afterwards, you can cast Demiplane without using a spellslot, but only to reach the Demiplane you make with this casting of the spell.
Dominate Beast
If it fails the save, the target remains Charmed even if it takes damage, and makes no more saves to end the spell.
Eyebite
Single target, asleep effect only, still ends if awakened but only by magic or damage.
Fog Cloud
A strong wind still disperses the spell, but only until the wind is gone.
Goodberry
Berries are exactly the same but don't spoil after a day.
Hypnotic Pattern
Single target only, still ends if it takes damage or someone uses their action to snap the target back to reality.
Invisibility
Spell still ends if the target attacks or casts a spell.
Mage Armor
Spell still ends if the target don's armor or you dismiss it.
Maze
Single target remains in maze until it escapes.
Mind Blank
Self only.
Mirror Image
Duplicates can still be destroyed by a hit on them.
Mislead
Still ends if you attack or cast a spell.
Mordenkainen's Magnificent Mansion
Once you cast the spell in a spot, you can cast the spell in that specific location without using a spellslot or having the material components normally required to cast the spell. When you cast the spell this way, it's duration is Until Dispelled, regenerating used resources and damaged rooms every 24 hours from when you cast it, and this applies to every time you cast it at that specific location.
Move Earth
You control earth within a 40 feet cube around you instead of picking a 40 foot cube within range.
Passwall
Creates a mundane passage but otherwise behaves identically.
Plant Growth
Both versions of Plant Growth can be made permanent. IF the longer version is made permanent, it fails every 4 years, before returning after that year's end. The area affected this way cannot be made to grow anything during that year.
Sleep
Works identically to Eyebite except with the hit point limit and different range.
Stinking Cloud
Works identically to Fog Cloud except with the dangers of the Stinking Cloud spell. Only the cloud is permanent, not any harmful effects it causes.
Tenser's Floating Disk
Still ends if it's weight limit is exceeded or you move too far away.
Unseen Servant
Acts as if the caster got the Boon of the Servant.
Wall of Force
In any configuration, the spell cannot encompass creatures or objects on its own, and is still destroyed by Disintegrate.
Web
Webs created last until destroyed, but regrow in an hour after being destroyed. Spectral spiders can be seen nesting in the area of the web.
Wind Walk
Single target. Lasts until the target reverts once.
Disclaimer[edit]
The above list only takes into account the spells in the PHB for D&D 5e. The DM determines how spells act that aren't from this set, thought they should try to follow the above rules and understand why something is banned (or not banned) on the list (I.E., if it's obviously broken or blatantly unfair to a creature, such as Greater Invisibility or Slow, or if it doesn't make sense to be permanent, such as Stone Shape, since the effects are lasting anyway)


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

Response:
Name: Enhancement
Level: 0
School: Transmutation
Classes: Artificer, Bard, Cleric
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Minute
Components: V, S, M
Material cost: 1 Metal Weapon
Description: The Metal Weapon you are holding becomes imbued with your magical power, increasing the Damage die of a Metal Weapon by one size to a maximum of a D12, you can use your spellcasting ability instead of your normal modifier for the attack and damage rolls of melee attacks using that weapon.
The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.


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

Response:
Name: Enigma's Paper Seal
Level: 5
School: Abjuration
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Minute
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a valuable piece of paper worth at least 500 gp
Description: You instill the a sense of terror in a person, taking advantage of their fear and putting them a paper seal. You cast this spell and may make the following effects occur:
You touch an object and instantly fold it up in a paper seal. If the item has a name, it is printed on the seal in your native language. You can obtain the item from the seal by unfolding it. You may do this three times per casting of this spell.
You instill a sense of fear in a creature that you can see. As an action, you look at a creature and if it can see or hear you, it must make a Wisdom saving throw or become frightened. You may do this twice per casting of this spell.
You take a frightened creature and fold them up into a paper seal. As an action, you touch a creature with the frightened condition and force them to make a Wisdom saving throw. On a success, they are immune to the effects of the spell for 24 hours and on a failure they are sealed up into a paper seal. If the creature has a name, it is printed on the seal in their native language. The creature is freed from the seal if a creature unfolds the paper. You may do this once per casting of this spell.


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

Response:
Name: Enraged Enhancement
Level: 5
School: Transmutation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 10 Minutes
Components: V, S, M
Material cost: an ounce of your own blood
Description: As the blood used in casting begins to gleam a bright red, it flows straight back into your system, causing your body to bloat and expand. For the duration of the spell, you are effected by the following.
Your Strength and Dexterity scores increases by 4, to a maximum of 22.
Your size increases to Large, if you weren't already larger.
Your unarmed strikes instead deal 1d10 + your Strength modifier bludgeoning damage, if it didn't already deal more.
You gain 3d10 temporary hitpoints, which dissapear after the spell ends.
When you take the attack action, you can instead make two unarmed attacks as part of that action.
You are beserked.
This spell is particularly hard to end. You cannot willingly choose to end it, and dispel magic does not end the spell itself, only stopping the effects for a minute; immediately resuming afterwards.
Finally, while this spell doesn't require concentration itself, you cannot concentrate on other spells while under the effects of this one.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you gain an additional 2d10 temporary hitpoints for every level above 5th. Additionally, when cast at a minimum of 8th level, you can make an additional attack as part of an attack action, for a total of 3.


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

Response:
Name: Enroot
Level: 4
School: Transmutation
Classes: Bard, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a leaf from an oak tree
Description: You invoke the power of the forest in order to root creatures in place. Choose either one unwilling or three willing creatures you can see within range that aren't constructs or undead. An unwilling creature that succeeds on a Constitution saving throw is unaffected. For the duration, an affected creature becomes rooted to the ground as it and its gear is absorbed into the trunk of a tree that sprouts into being around the creature.
A tree created by this spell is a Large plant with AC 11, 30 hit points, and vulnerability to fire damage, and the ground in a 5-foot radius around it is difficult terrain. If a tree is reduced to 0 hit points, the spell ends for the creature within that tree.
While affected by this spell, a creature is blinded, paralyzed, and restrained, and it has total cover to effects outside the tree. The creature is in a form of stasis, during which it doesn't need to eat or sleep and is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. When the spell ends for a creature, the wood cracks and falls away from its body, rotting to nothing over the course of an hour.
At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 8 hours. If you use a spell slot of 6th level or higher, the duration is concentration, up to 24 hours. If you use a spell slot of 8th level or higher, the duration is 10 days. If you use a 9th level spell slot, the duration is 30 days. Using a spell slot of 7th level or higher grants a duration that doesn't require concentration.


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

Response:
Name: Ensemble of Elegance
Level: 7
School: Enchantment
Classes: Bard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: an instrument you are proficient with
Description: Invigorating music fills a 30-foot radius around you for the duration, granting supernatural speed and focus. When you cast this spell, choose any number of willing creatures in that radius. While it remains within the spell's radius, a target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends for a creature, it becomes stunned until the end of its next turn.


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

Response:
Name: Enspell
Level: 4
School: Transmutation
Classes: Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (15 Feet)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a miniature blade made from crystal
Description: Choose one damage type from acid, cold, fire, lightning, and thunder. Upon casting this spell, any or all creatures you choose within 15 feet of you have their weapons infused with magical energy corresponding to that damage type. For the duration, the affected creatures' weapons are magical, and on a hit deal an extra 1d6 damage of the type you chose. Any affected weapon loses this property if loses contact with the affected creature.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for every two slot levels above 4th.


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

Response:
Name: Entropy
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S
Description: You create a point of entropy in your hand and touch it to a creature or object within range. Make a melee spell attack against the target. On a hit, the target takes 1d8 force damage. This spell deals maximum damage if the target is an object or is a creature that is grappled, incapacitated, prone, or restrained.
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: Entropy Field
Level: 9
School: Evocation (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 150-Feet Radius Sphere
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a rare black crystal, which is consumed by spell
Description: A powerful evocative spell that creates an area of magical devastation around the caster. When you cast, creates a field of chaotic forces and dark energies that warp space and time within a 150-foot radius sphere.
Within the Entropy Field, reality disintegrates, and the laws of physics are broken. Creatures within the area are held at an intense temporal distraction, causing confusion, weakness, and disorientation. All creatures within the field take 10d10 force damage and are supported by a random effect, determined by 1d4 for each affected creature:
Enfeeblement: The creature has its Strength, Dexterity, and Constitution reduced by 6 points each. This penalty lasts until the spell ends.
Temporal Confusion: The creature is unable to act or move, losing all actions, action bonuses, reactions, and movement on its turn. It also loses any bonus actions and reactions on subsequent turns until the spell ends.
Disorientation: The creature has disadvantage on all attack rolls and saving throws, and it can't cast spells.
Warped Effect: The laws of magic are unstable within the Entropy Field. Any spell cast by creatures within the area has a 50% chance to automatically fail, regardless of the result of your attack rolls or saving throws. The GM spins a coin where face means success and tails means fail.


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

Response:
Name: Eradication Flame
Level: 8
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (120-Foot Line)
Duration: 1 Minute
Components: V, S, M
Material cost: ruby dust worth at least 500 gp
Description: You create a large, unstable white flame in the palm of your hand that flickers for only a moment before blasting into a 120-foot-long, 5-foot wide beam. Each creature in this beam must succeed on a Dexterity saving throw or take 6d6 fire damage and 6d6 force damage. A creature who takes this fire damage without resistance is ignited for an extra 4d6 fire damage. An ignited creature takes this extra fire damage at the end of each of its turns until uses an action to put out the flame, if an adjacent creature uses such an action, if the flame is put out by water or wind, if the target takes cold damage, or if this spell ends


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

Response:
Name: Erase
Level: 1
School: Transmutation
Classes: Wizard, Sorcerer
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: With a wave of your hand, you erase all writing from scrolls, sheets of parchment or paper, or similar objects that you touch. This spell can affect a number of distinct pages or writing surfaces equal to your spellcasting ability modifier.
Nonmagical writing is automatically erased if you touch it. A creature holding an object you attempt to erase can make a successful Dexterity saving throw to avoid your touch.
This spell can also erase magical writing, such as a spell found on the pages of a spellbook or within a spell scroll, or end the effects of one spell which relies on writing of some form, including glyph of warding, illusory script, instant summons, symbol, or teleportation circle. When you attempt to erase magical writing, you must make an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. On a successful check, the writing is erased, ending the spell or rendering the scroll or spellbook pages nonmagical. On a failure, this spell fails and the casting is wasted, and a harmful spell is triggered if applicable (such as with glyph of warding or symbol).


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

Response:
Name: Erase Memory
Level: 9
School: Enchantment
Classes: Cleric, Wizard, Sorcerer
Casting time: 8 Hours
Range: Planar
Duration: Instantaneous
Components: V, S, M
Material cost: a ring with 2 gems (Emerald, Ruby, or Jet) worth at least 7,500 gp each
Description: Make everyone forget that time you were naked in public.
the effects of this spell are determined by the gems set into the ring for the material component.
Emerald: When you have at least 2 of the gems in the ring set as Emeralds you can eradicate something you remember from the minds of all creatures of your choosing including you.
Ruby: When you have at least one of the gems in the ring set as a Ruby you can name a sentient being you have met and erase their existence from the minds of any number of creatures of your choosing. The DM can re-purpose the character in whatever way they see fit, or simply have the character discover who they are.
Jet: When you have at least one of the gems in the ring set as Jet you can erase a piece of text from the minds of everyone on your current plane, and erase it from every scroll and book as well. Once you do the texts become by-and-large jumbled in-cohesive jumble messes of words that cannot be understood except by the most deranged minds.
Once the effects have taken place whatever you decide your memory is also affected. Furthermore when the casting is complete you take psychic damage equal to the number of people you affected up to one point below your maximum


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

Response:
Name: Erasure
Level: 0
School: Transmutation
Classes: Bard, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S, M
Material cost: a painter's supplies
Description: You can paint over others to destroy their bodies little by little, but not enough to fully make them nonexistent. Using your painter's supplies, you send a lash of negative essence at a creature within 60 feet of you as an action. It must succeed on a Constitution saving throw or take 1d4 force damage and have disadvantage on the next attack roll it makes before the end of its 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: Erode Defenses
Level: 3
School: Transmutation
Classes: Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock
Casting time: 1 Action
Range: 120 Ft. ( 20 Ft. Cube )
Duration: Concentration, Up To 1 Minute.
Components: V, S, M
Material cost: A pebble or smooth rock, consumed
Description: You soften the defenses for up to four creatures of your choice in a 20 foot cube within range. Each target must succeed on a constitution saving throw. On a successful save, nothing happens. On a failed save, the target takes a -2 penalty to AC, and gains a weakness to the last damage type dealt to it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the AC penalty increases by -1 per spell slot level. (e. g. A 5th level spell slot would have an AC penalty of -4)


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

Response:
Name: Erratic Bolt
Level: 1
School: Evocation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: A wild and unstable bolt of electricity arcs from your fingertips towards a creature of your choice in range. Roll two d20s—you immediately take self-inflicted lighting damage equal to the lower rolled number upon casting the spell. Then, make a ranged spell attack against the chosen creature. On a hit, the target takes lighting damage equal to the higher rolled number.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of d20s you roll increases by 1 per slot level above 1st. Discard all but the lowest and highest rolled numbers.


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

Response:
Name: Eruption
Level: 2
School: Evocation
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a greatsword
Description: You begin casting this spell by holding the greatsword used as a material component overhead, wreathing it in blue fire. Your concentration on this spell persists for only as long as this weapon is held, you do not move, and you take no other actions or reactions.
Within the duration, you can use your reaction to plummet this greatsword into the ground, ending your concentration and causing an explosion of blue fire to erupt around you. Each creature in range must succeed on a Dexterity saving throw. On a failed save, a creature takes fire damage equal to 3d10 plus 1d10 for each turn you spent concentrating on this spell after the first.
The radius increases by 5 feet for each turn you spent concentrating on this spell after the first, to a maximum radius of 60 feet.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each spell slot level above 2nd


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

Response:
Name: Eruption Counter
Level: 1
School: Evocation
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Round
Components: S, M
Material cost: A melee weapon worth at least 1 sp
Description: You ready your weapon as it glows with fiery power. The next time a creature makes an attack against you, roll 3d10. If you roll higher, their attack fails, and if you are within 5 feet of them, you can make an attack against them with the weapon used as a component. On a hit, it deals an extra 1d10 damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you roll an extra 1d10 for both the counter and the damage for every level above 1st


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

Response:
Name: Eruption, Grisaire Supplement
Level: 2
School: Evocation
Classes: Druid
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: a shard of volcanic glass
Description: Explosive power coalesces into a fragment of volcanic glass within your fingers, preparing to erupt with the force of a volcano. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 fire damage. Hit or miss, the shard then explodes with volcanic energy. The target and each creature within a 15 foot cone must succeed on a Dexterity saving throw or take 3d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the explosion's damage increases by 1d6 for each slot level above 2nd.


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

Response:
Name: Essence of the Elements
Level: 9
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 1000 Feet
Duration: Instantaneous
Components: V
Description: You conjure an explosion made of the pure essence of elemental force at a point you choose within range. Each creature in a 30-foot radius sphere centered on that area must make a Dexterity saving throw, on failed save taking 10d8+40 points of damage of a type determined by the force you choose to evoke at casting (see below), or half as much on a success
Choose the damage type by which element you want to evoke:
Air: Thunder damage.
Darkness: Necrotic damage.
Earth: Magical bludgeoning damage.
Fire: Fire damage.
Light: Radiant damage.
Water: Cold damage.


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

Response:
Name: Eternal Darkness
Level: 2
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (Pull Of Spell Is A Circle With A Radius Of 10Ft.)
Duration: 1 Minute
Components: V, S
Description: Thrusting upward with your arcane focus conjures a dark blue gravitational void above your head that pulls in projectiles (arrows/bolts, etc.) and ranged spell attacks (only if they are casted with a spell slot level equal to or less than the spell slot level used to cast this spell). This spell cannot pull in spells that require a saving throw such as Shatter (5e Spell). This spell can pull in spells not targeted at the caster that pass through the range of this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the pull of the spell increases by 5ft per level.


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

Response:
Name: Eternal-Force Blizzard
Level: 5
School: Evocation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a vial of pure water, or a shard of pure ice
Description: You unleash magic emulating eternal cold, solidifying the very air itself momentarily, threatening to deep-freeze even the souls of creatures caught within. Choose a point you can see on the ground within range. The air within a 25-foot cube originating from that point then suddenly sublimates and freezes solid due to the instantaneous drop in temperature. Each creature inside the area must make a Constitution saving throw. A creature takes 6d8 cold damage and is paralyzed for 1 minute on a failed save, or takes half as much damage and isn't paralyzed on a successful one. A creature paralyzed by this spell can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.