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

Response:
Name: Find Steed
Level: 2
School: Conjuration
Classes: Paladin
Casting time: 10 Minutes
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with it telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.


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

Response:
Name: Find Traps
Level: 2
School: Divination
Classes: Cleric, Druid, Ranger
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You sense the presence of any trap within range that is within line of sight.
A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.


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

Response:
Name: Find Vehicle (UA)
Level: 2
School: Conjuration
Classes: Paladin, Sorcerer, Warlock, Wizard
Casting time: 10 Minutes
Range: 30 Feet
Duration: 8 hours
Components: V, S
Description: You summon a spirit that assumes the form of a nonmilitary land vehicle of your choice, appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice in origin). The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish SUV might be jet black in color, with tinted windows and a sinister-looking front grille.

You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle.

If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear.

You can't have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can conjure a nonmilitary water vehicle large enough to carry six Medium creatures. When you cast this spell using a spell slot of 5th level or higher, you can conjure a nonmilitary air vehicle large enough to carry ten Medium creatures. When you cast this spell using a spell slot of 7th level or higher, you can conjure any type of vehicle, subject to the DM's approval.


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

Response:
Name: Flame Blade
Level: 2
School: Evocation
Classes: Druid, Sorcerer
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 10 minutes
Components: V, S, M
Material cost: a leaf of sumac
Description: You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

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 2nd.


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

Response:
Name: Flaming Sphere
Level: 2
School: Conjuration
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a bit of tallow, a pinch of brimstone, and a dusting of powdered iron
Description: A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

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: Flock of Familiars
Level: 2
School: Conjuration
Classes: Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: 1 hour
Components: V, S
Description: You temporarily summon three familiars – spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell.

Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.

When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.


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

Response:
Name: Fortune's Favor
Level: 2
School: Divination
Classes: Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 hour
Components: V, S, M
Material cost: a white pearl worth at least 100 gp, which the spell consumes
Description: You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


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

Response:
Name: Gentle Repose
Level: 2
School: Necromancy
Classes: Cleric, Paladin, Wizard
Casting time: 1 Action
Range: Touch
Duration: 10 days
Components: V, S, M
Material cost: a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration
Description: You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.


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

Response:
Name: Gift of Gab
Level: 2
School: Enchantment
Classes: Bard, Wizard
Casting time: 1 Reaction
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: 2 gold coins, which is consumed as tax for using the spell
Description: When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.


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

Response:
Name: Gust of Wind
Level: 2
School: Evocation
Classes: Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a legume seed
Description: A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.


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

Response:
Name: Healing Spirit
Level: 2
School: Conjuration
Classes: Druid, Ranger
Casting time: 1 Bonus Action
Range: 60 Feet
Duration: Concentration, up to 1 minute
Components: V, S
Description: You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd.


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

Response:
Name: Heat Metal
Level: 2
School: Transmutation
Classes: Artificer, Bard, Druid
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a piece of iron and a flame
Description: Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


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

Response:
Name: Hold Person
Level: 2
School: Enchantment
Classes: Bard,Cleric, Druid,Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a small, straight piece of iron
Description: Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.


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

Response:
Name: Icingdeath's Frost (UA)
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (15-foot cone)
Duration: Instantaneous
Components: S, M
Material cost: a vial of meltwater
Description: A burst of icy cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is covered in ice for 1 minute or until a creature uses its action to break the ice off itself or another creature. A creature covered in ice has its speed reduced to 0. On a successful save, a creature takes half as much damage with no additional effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.


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

Response:
Name: Immovable Object
Level: 2
School: Transmutation
Classes: Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 hour
Components: V, S, M
Material cost: gold dust worth at least 25 gp, which the spell consumes
Description: You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.

If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.

At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.


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

Response:
Name: Invisibility
Level: 2
School: Transmutation
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, up to 1 hour
Components: V, S, M
Material cost: an eyelash encased in gum arabic
Description: A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


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

Response:
Name: Jim's Glowing Coin
Level: 2
School: Enchantment
Classes: Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 minute
Components: S, M
Material cost: a coin, 2 gold coins, which is consumed as tax for using the spell
Description: When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.


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

Response:
Name: Knock
Level: 2
School: Transmutation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V
Description: Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.


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

Response:
Name: Lesser Restoration
Level: 2
School: Abjuration
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.


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

Response:
Name: Levitate
Level: 2
School: Transmutation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 10 minutes
Components: V, S, M
Material cost: either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end
Description: One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.


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

Response:
Name: Locate Animals or Plants
Level: 2
School: Divination
Classes: Bard, Druid, Ranger
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: a bit of fur from a bloodhound
Description: Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.


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

Response:
Name: Locate Object
Level: 2
School: Divination
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, up to 10 minutes
Components: V, S, M
Material cost: a forked twig
Description: Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.


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

Response:
Name: Magic Mouth
Level: 2
School: Illusion
Classes: Artificer, Bard, Wizard
Casting time: 1 Minute
Range: 30 Feet
Duration: Until dispelled
Components: V, S, M
Material cost: a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes
Description: You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.


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

Response:
Name: Magic Weapon
Level: 2
School: Transmutation
Classes: Artificer, Paladin, Ranger, Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: Concentration, up to 1 hour
Components: V, S
Description: You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.


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

Response:
Name: Maximillian's Earthen Grasp
Level: 2
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a miniature hand sculpted from clay
Description: You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.

As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.


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

Response:
Name: Melf's Acid Arrow
Level: 2
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: 90 feet
Duration: Instantaneous
Components: V, S, M
Material cost: powdered rhubarb leaf and an adder’s stomach
Description: A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.


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

Response:
Name: Mental Barrier (UA)
Level: 2
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Reaction
Range: Self
Duration: 1 round
Components: V
Description: You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.


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

Response:
Name: Mind Spike
Level: 2
School: Divination
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 hour
Components: S
Description: You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


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

Response:
Name: Mind Thrust (UA)
Level: 2
School: Enchantment
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: 60 Feet
Duration: 1 round
Components: V, S
Description: You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.


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

Response:
Name: Mirror Image
Level: 2
School: Illusion
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 minute
Components: V, S
Description: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.


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

Response:
Name: Misty Step
Level: 2
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: V
Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.


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

Response:
Name: Moonbeam
Level: 2
School: Evocation
Classes: Druid
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: several seeds of any moonseed plant and a piece of opalescent feldspar
Description: A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.

On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.


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

Response:
Name: Nathair's Mischief (UA)
Level: 2
School: Illusion
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 minute
Components: S, M
Material cost: a piece of crust from an apple pie
Description: You fill a 20-foot cube centered on a point you choose within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced. At the start of each of your turns, you can move the cube up to 10 feet and reroll on the table.

Mischievous Surge
d4	Effect
1	The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2	Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3	Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4	Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn.


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

Response:
Name: Nystul's Magic Aura
Level: 2
School: Illusion
Classes: Wizard
Casting time: 1 Action
Range: Touch
Duration: 24 hours
Components: V, S, M
Material cost: a small square of silk
Description: You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.

When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

False Aura. You change the way the target appears to spells and magical effects, such as Detect Magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a sym bol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.


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

Response:
Name: Pass Without Trace
Level: 2
School: Abjuration
Classes: Druid, Ranger
Casting time: 1 Action
Range: Self
Duration: Concentration, up to 1 hour
Components: V, S, M
Material cost: ashes from a burned leaf of mistletoe and a sprig of spruce
Description: A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.


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

Response:
Name: Phantasmal Force
Level: 2
School: Illusion
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a bit of fleece
Description: You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall; it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.


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

Response:
Name: Prayer of Healing
Level: 2
School: Evocation
Classes: Cleric, Paladin
Casting time: 10 Minutes
Range: Touch
Duration: Instantaneous
Components: V
Description: Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.


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

Response:
Name: Protection from Poison
Level: 2
School: Abjuration
Classes: Artificer, Cleric, Druid, Paladin, Ranger
Casting time: 1 Action
Range: Touch
Duration: 1 hour
Components: V, S
Description: You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.


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

Response:
Name: Pyrotechnics
Level: 2
School: Transmutation
Classes: Artificer, Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.


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

Response:
Name: Ray of Enfeeblement
Level: 2
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 minute
Components: V, S
Description: A black beam of enervating energy springs from your finger toward a creature within range.
Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.


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

Response:
Name: Rope Trick
Level: 2
School: Transmutation
Classes: Artificer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 hour
Components: V, S, M
Material cost: powdered corn extract and a twisted loop of parchment
Description: You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends.


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

Response:
Name: Scorching Ray
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.


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

Response:
Name: See Invisibility
Level: 2
School: Divination
Classes: Artificer, Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 hour
Components: V, S, M
Material cost: pinch of talc and a small sprinkling of powdered silver
Description: For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.


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

Response:
Name: Shadow Blade
Level: 2
School: Illusion
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
Description: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

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.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.


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

Response:
Name: Shatter
Level: 2
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a chip of mica
Description: A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


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

Response:
Name: Silence
Level: 2
School: Illusion
Classes: Bard, Cleric, Ranger
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, up to 10 minutes
Components: V, S
Description: For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.


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

Response:
Name: Skywrite
Level: 2
School: Transmutation
Classes: Bard, Druid, Wizard, Artificer
Casting time: 1 Action
Range: Sight
Duration: Concentration, up to 1 day
Components: V, S
Description: You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.


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

Response:
Name: Snilloc's Snowball Storm
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 90 feet
Duration: Instantaneous
Components: V, S, M
Material cost: a piece of ice or a small white rock chip
Description: A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold 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 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: Spider Climb
Level: 2
School: Transmutation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, up to 1 hour
Components: V, S, M
Material cost: a drop of bitumen and a spider
Description: Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.


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

Response:
Name: Spike Growth
Level: 2
School: Transmutation
Classes: Druid, Ranger
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, up to 10 minutes
Components: V, S, M
Material cost: seven sharp thorns or seven small twigs, each sharpened to a point
Description: The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.


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

Response:
Name: Spiritual Weapon
Level: 2
School: Evocation
Classes: Cleric
Casting time: 1 Bonus Action
Range: 60 Feet
Duration: 1 minute
Components: V, S
Description: You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.

When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.


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

Response:
Name: Suggestion
Level: 2
School: Enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, up to 8 hours
Components: V, M
Material cost: a snake’s tongue and either a bit of honeycomb or a drop of sweet oil
Description: You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed.

If you or any of your companions damage the target, the spell ends.


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

Response:
Name: Summon Beast
Level: 2
School: Conjuration
Classes: Druid, Ranger
Casting time: 1 Action
Range: 90 feet
Duration: Concentration, up to 1 hour
Components: V, S, M
Material cost: a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp
Description: You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell’s level appears in the stat block.


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

Response:
Name: Tasha's Mind Whip
Level: 2
School: Enchantment
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 90 feet
Duration: 1 round
Components: V
Description: You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.


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

Response:
Name: Thought Shield (UA)
Level: 2
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 8 hours
Components: V, S
Description: You weave a clouding veil over the mind of one creature you touch. For the duration, the target’s mind can’t be read or detected, creatures can’t telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth.


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

Response:
Name: Warding Bond
Level: 2
School: Abjuration
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Touch
Duration: 1 hour
Components: V, S, M
Material cost: a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration
Description: This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.

While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.


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

Response:
Name: Warding Wind
Level: 2
School: Evocation
Classes: Bard, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, up to 10 minutes
Components: V
Description: A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.

The wind has the following effects:

It deafens you and other creatures in its area.
It extinguishes unprotected flames in its area that are torch-sized or smaller.
The area is difficult terrain for creatures other than you.
The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
It hedges out vapor, gas, and fog that can be dispersed by strong wind.


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

Response:
Name: Wristpocket
Level: 2
School: Conjuration
Classes: Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, up to 1 hour
Components: S
Description: You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.

Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.


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

Response:
Name: Zone of Truth
Level: 2
School: Enchantment
Classes: Bard, Cleric, Paladin
Casting time: 1 Action
Range: 60 Feet
Duration: 10 minutes
Components: V, S
Description: You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.


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

Response:
Name: Animate Dead
Level: 3
School: Necromancy
Classes: Cleric, Wizard
Casting time: 1 Minute
Range: 10 feet
Duration: Instantaneous
Components: V, S, M
Material cost: a drop of blood, a piece of flesh, and a pinch of bone dust
Description: This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). 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. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.


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

Response:
Name: Aura of Vitality
Level: 3
School: Evocation
Classes: Cleric, Druid, Paladin
Casting time: 1 Action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
Components: V
Description: Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.


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

Response:
Name: Beacon of Hope
Level: 3
School: Abjuration
Classes: Cleric
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, up to 1 minute
Components: V, S
Description: This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.


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

Response:
Name: Blinding 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 during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.


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

Response:
Name: Blink
Level: 3
School: Transmutation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 minute
Components: V, S
Description: Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane).

At the start of you next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more that one space is equally near). You can dismiss this spell as an action.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything more than 60 feet away.You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.


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

Response:
Name: Call Lightning
Level: 3
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, up to 10 minutes
Components: V, S
Description: A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.


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

Response:
Name: Catnap
Level: 3
School: Enchantment
Classes: Artificer, Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 10 minutes
Components: S, M
Material cost: a pinch of sand
Description: You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.


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

Response:
Name: Clairvoyance
Level: 3
School: Divination
Classes: Bard, Cleric, Sorcerer, Wizard
Casting time: 10 Minutes
Range: 1 mile
Duration: Concentration, up to 10 minutes
Components: V, S, M
Material cost: a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing
Description: You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.


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

Response:
Name: Conjure Animals
Level: 3
School: Conjuration
Classes: Druid, Ranger
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 hour
Components: V, S
Description: You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range.

Choose one of the following options for what appears:

One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.


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

Response:
Name: Conjure Barrage
Level: 3
School: Conjuration
Classes: Ranger
Casting time: 1 Action
Range: Self (60-foot cone)
Duration: Instantaneous
Components: V, S, M
Material cost: one piece of ammunition or a thrown weapon
Description: You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.


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

Response:
Name: Conjure Lesser Demon (UA)
Level: 3
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 hour
Components: V, S, M
Material cost: a vial of blood from an intelligent humanoid killed within the past 24 hours
Description: You summon up to a total of eight manes or dretches that appear in unoccupied spaces you can see within range. A manes or dretch disappears when it drops to 0 hit points or when the spell ends.

The demons are hostile to all creatures. Roll initiative for the summoned demons as a group, which has its own turns. The demons attack the nearest non-demons to the best of their ability.

As part of casting the spell, you can scribe a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. The summoned demons cannot cross the circle or target anyone in it while the spell lasts. Using the material component in this manner consumes it.

At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon sixteen demons. If you cast it using a spell slot of 8th or 9th level, you summon thirty-two demons.


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

Response:
Name: Counterspell
Level: 3
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Reaction
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.


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

Response:
Name: Create Food and Water
Level: 3
School: Conjuration
Classes: Artificer, Cleric, Paladin
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.


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

Response:
Name: Crusader's Mantle
Level: 3
School: Evocation
Classes: Paladin
Casting time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V
Description: Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.


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

Response:
Name: Daylight
Level: 3
School: Evocation
Classes: Cleric, Druid, Paladin, Ranger, Sorcerer
Casting time: 1 Action
Range: 60 Feet
Duration: 1 hour
Components: V, S
Description: A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.


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

Response:
Name: Dispel Magic
Level: 3
School: Abjuration
Classes: Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.


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

Response:
Name: Elemental Weapon
Level: 3
School: Transmutation
Classes: Artificer, Druid, Paladin, Ranger
Casting time: 1 Action
Range: Touch
Duration: Concentration, up to 1 hour
Components: V, S
Description: A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.


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

Response:
Name: Enemies Abound
Level: 3
School: Enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, up to 1 minute
Components: V, S
Description: You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.


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

Response:
Name: Erupting Earth
Level: 3
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a piece of obsidian
Description: Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.


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

Response:
Name: Fast Friends
Level: 3
School: Enchantment
Classes: Bard, Cleric, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, up to 1 hour
Components: V
Description: When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.

You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.

When the spell ends, the creature knows it was charmed by you.

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.


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

Response:
Name: Fear
Level: 3
School: Illusion
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a white feather or the heart of a hen
Description: You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.


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

Response:
Name: Feign Death
Level: 3
School: Necromancy
Classes: Bard, Cleric, Druid, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 hour
Components: V, S, M
Material cost: a pinch of graveyard dirt
Description: You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.


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

Response:
Name: Fireball
Level: 3
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a tiny ball of bat guano and sulfur
Description: A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

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


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

Response:
Name: Flame Arrows
Level: 3
School: Transmutation
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, up to 1 hour
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 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.


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

Response:
Name: Flame Stride (UA)
Level: 3
School: Transmutation
Classes: Artificer, Ranger, Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
Description: The billowing flames of a dragon cover your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks. When you move within 5 feet of a creature or object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. Additionally, the spell deals an additional 1d6 fire damage for each slot level above 3rd.


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

Response:
Name: Fly
Level: 3
School: Transmutation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, up to 10 minute
Components: V, S, M
Material cost: a wing feather from any bird
Description: You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

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.


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

Response:
Name: Galder's Tower
Level: 3
School: Conjuration
Classes: Wizard
Casting time: 10 Minutes
Range: 30 Feet
Duration: 24 hours
Components: V, S, M
Material cost: a fragment of stone, wood, or other building material
Description: You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:

A bedroom with a bed, chairs, chest, and magical fireplace
A study with desks, books, bookshelves, parchments, ink, and ink pens
A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
A lounge with couches, armchairs, side tables and footstools
A washroom with toilets, washtubs, a magical brazier, and sauna benches
An observatory with a telescope and maps of the night sky
An unfurnished, empty room
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.

You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.


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

Response:
Name: Gaseous Form
Level: 3
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, up to 1 hour
Components: V, S, M
Material cost: a bit of gauze and a wisp of smoke
Description: You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.

While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.


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

Response:
Name: Glyph of Warding
Level: 3
School: Abjuration
Classes: Artificer, Bard, Cleric, Wizard
Casting time: 1 Hour
Range: Touch
Duration: Until dispelled or triggered
Components: V, S, M
Material cost: incense and powdered diamond worth at least 200 gp, which the spell consumes
Description: When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph.

If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose explosive runes or a spell glyph.

Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.


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

Response:
Name: Haste
Level: 3
School: Transmutation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a shaving of licorice root
Description: Choose a willing creature that you can see within range. Until the spell ends, the 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, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.


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

Response:
Name: Haywire (UA)
Level: 3
School: Enchantment
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 feet
Duration: Concentration, up to 1 minute
Components: V, S
Description: This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot-radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the spell.

At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect.

d6	Effect
1	The device shuts down and must be restarted. Do not roll again for this device until it is restarted.
2-4	The device does not function.
5	The device experiences a power surge, causing an electric shock to the wielder (if any and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one.
6	The device is usable as normal.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd.


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

Response:
Name: Hunger Of Hadar
Level: 3
School: Conjuration
Classes: Warlock
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a pickled octopus tentacle
Description: You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherwordly tentacles rub against it.


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

Response:
Name: Hypnotic Pattern
Level: 3
School: Illusion
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, up to 1 minute
Components: S, M
Material cost: a glowing stick of incense or a crystal vial filled with phosphorescent material
Description: You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.


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

Response:
Name: Incite Greed
Level: 3
School: Enchantment
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a gem worth at least 50 gp
Description: When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.


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

Response:
Name: Intellect Fortress
Level: 3
School: Abjuration
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, up to 1 hour
Components: V
Description: For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.

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. The creatures must be within 30 feet of each other when you target them.


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

Response:
Name: Invisibility To Cameras (UA)
Level: 3
School: Illusion
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 10 feet
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a scrap of black paper
Description: Four creatures of your choice within range become undetectable to electronic sensors and cameras for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target’s person. The targets remain visible to vision.


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

Response:
Name: Leomund's Tiny Hut
Level: 3
School: Evocation
Classes: Bard, Wizard
Casting time: 1 Minute
Range: Self (10-foot radius hemisphere)
Duration: 8 hours
Components: V, S, M
Material cost: a small crystal bead
Description: A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.


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

Response:
Name: Life Transference
Level: 3
School: Evocation
Classes: Cleric, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.

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: Lightning Arrow
Level: 3
School: Transmutation
Classes: Ranger
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
Description: The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage 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 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.


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

Response:
Name: Lightning Bolt
Level: 3
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (100-foot line)
Duration: Instantaneous
Components: V, S, M
Material cost: a bit of fur and a rod of amber, crystal, or glass
Description: A stroke of lightning forming a line of 100 feet long and 5 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 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren’t being worn or carried.

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