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

Response:
Name: Ethereal Forge
Level: 1
School: Conjuration
Classes: Artificer, Bard, Cleric, Paladin, Warlock
Casting time: 1 Action
Range: Self
Duration: Up To 8 Hours
Components: V, S
Description: You tease raw spellstuff from the weave into the shape of a weapon of your choosing.[1] This weapon is identical to an ordinary nonmagical weapon.
A weapon conjured by this spell disappears when the spell ends, or when you dismiss it. You can dismiss a weapon created with this spell at any time.

At Higher Levels. When you cast this spell with a spell slot of 3rd level or higher, the conjured weapon becomes magical and gains a +1 bonus to attack and damage rolls. This damage bonus increases by +1 again for every two slot levels above 1st: +1 (3rd), +2 (5th), +3 (7th), and +4 (9th).


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

Response:
Name: Ethereal Hunter
Level: 2
School: Divination (Ritual)
Classes: Cleric, Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Minute
Range: Self
Duration: 10 Minutes
Components: S, M
Material cost: A glass or gemstone worth at least 1 gp
Description: For the duration of this spell, you gain the ability to see creatures and objects on the ethereal plane to a distance of 60ft.
In addition, you deal 1d6 extra damage when attacking creatures on the ethereal plane for the spell's duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum range of the ethereal vision increases by 15ft for every level above 2nd. The extra damage of this spell also increases by 1d4 for every level above 2nd


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

Response:
Name: Ethereal Wisps
Level: 3
School: Conjuration
Classes: Wizard
Casting time: Instantaneous
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You summon three Ethereal Wisps from the Ethereal Plane that float around you. While surrounding you, you get a +1 to A/C per wisp and immunity to ranged attacks. As an action, you can grab one wisp and throw it 30 feet at a target you can see. On a hit, the wisp sticks to the target, dealing 3d8 damage for three turns or a dispel magic spell or similar magic is cast on it. Afterward it disappears.


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

Response:
Name: Etzel’s Bolstering Bands
Level: 1
School: Abjuration
Classes: Wizard
Casting time: 1 Minute
Range: Self
Duration: 8 Hours
Components: V, M
Material cost: a small piece of bone wrapped in metal wire
Description: An invisible brace made up of thin filaments of force appears against your skin, strengthening your bones. Until the spell ends, damage you take from falling is reduced by 10, you gain a +1 bonus to Constitution saving throws, and your base AC becomes 11 + your Dexterity modifier.


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

Response:
Name: Evergreen Army
Level: 9
School: Conjuration
Classes: Druid
Casting time: 1 Hour
Range: Self
Duration: Concentration, Up To 24 Hours
Components: V, S, M
Material cost: an emerald worth at least 5,000 gp, up to a maximum of four, which the spell consumes
Description: A druid’s greatest power is to command the forest itself. No other spell proves the truth of this in as direct a manner. When you finish casting this spell, you enter a deep trance that leaves you completely exposed, in this trance you automatically fail any Dexterity saving throws. While in this trance, you call upon the magic of the forest itself, causing the oldest trees in a 1,000 foot radius to be transformed into treants that you roll initiative for and control each of them. You can summon ten treant this way for every emerald you utilize. All of their sight is interlinked with your and can be peered through at any time to create a network of vision that appears like monitors on a security camera set up.
If you take any action other than continuing to concentrate on this spell, the spell ends immediately and the trees and plants set down roots wherever they may be currently located


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

Response:
Name: Everlasting Poison
Level: 7
School: Evocation
Classes: Druid, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Indefinite
Components: V, S, M
Material cost: a wyvern's tooth, consumed by the spell
Description: You jab the tooth into your body, as it disintegrates into your blood stream, as you then make a magical jab at your target. Make a melee spell attack against the target. On a hit, they take 3d6 poison damage, and the poison is transferred to them. If you miss, or they take no damage, you instead take the damage and become the new target of the spell.
At the start of the target's turn, they must make a Constitution saving throw. Regardless of whether they succeed or fail, they then take 3d6 poison damage. Until the target succeeds three different times, the spell does not end. The spell can be forced to end by a healing spell of one level higher than this spell was cast at, the wish spell, or similar effects.
At Higher Levels. When cast at 9th level, a target has disadvantage on the saving throw.


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

Response:
Name: Eversion
Level: 9
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Ft.
Duration: Concentration, 30 Second Or Up To 5 Rounds.
Components: V, S, M
Material cost: a humanoid skull, which the spell consumes
Description: With a single gesture, you turn the enemy inside out.
When you cast the spell on a living target, it is forced to make a Constitution saving throw. On a failed save, the target take 6d12 necrotic damage and looses half of its speed. On a successful save it takes half damage and its speed is reduced by 25%.
Each round you maintain concentration on this spell, you force the target to take additional Constitution saving throws:
Round 2. On a failed save, you deal 6d12 necrotic damage to the target, and its speed is reduced to 0. On a successful save it takes half damage and its speed is reduced to 50% of its original total movement speed.
Round 3. On a failed save you deal 6d12 necrotic damage to the target, and give the target a disadvantage on attack rolls. On a successful save the target takes half damage and is not disadvantaged.
Round 4. On a failed save you deal another 6d12 necrotic damage to the target, and give the target disadvantage on ability checks and saving throws. On a successful save the target takes half damage and is disadvantaged only on saving throws.
Round 5. On a failed save you deal 12d12 necrotic damage to the target.
If, when casting this spell or at anytime during its continuation, the target is already under or drops to under 100 hit points it is turned fully inside out and dies instantly unless a creature cast Wish it's next turn, where then it is at 0 HP and must make a death savings throw or become dead.
If the spell is used against an object, it automatically fails its save and is destroyed. All constructs are immune to this spell


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

Response:
Name: Eviscerate
Level: 8
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: S
Description: You attack the heart(s) of a creature that you can see within range. If the creature has a functioning cardiovascular system, it must make a Constitution saving throw. On a failed save, it has disadvantage on all ability checks and saving throws (except for saving throws against this spell), its speed is halved, and it takes 5d10 necrotic damage. On a successful save, it takes 5d10 necrotic damage and the spell ends.
A creature taking necrotic damage from this spell must make a new saving throw on each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, its heart(s) are bloodily out from its body, killing it instantly. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.


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

Response:
Name: Excarnate Corpse
Level: 1
School: Transmutation (Ritual)
Classes: Warlock, Wizard
Casting time: 1 Minute
Range: 30 Feet
Duration: Instantaneous
Components: S, M
Material cost: a bare human fingerbone
Description: You point at a corpse of a Medium or smaller humanoid or beast within range. Instantly, the flesh, muscle, and organs are stripped messily from the corpse's bones, leaving a perfectly clean skeleton behind.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can excarnate twice the number of corpses or a corpse of one size larger for each two slot levels above 1st


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

Response:
Name: Exit Beam
Level: 0
School: Divination
Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: You hold forth your open palm and utter the word "Exit," appealing to the higher powers that be that you are so hopelessly lost that you can't be bothered to find your own way out.
When this spell is cast, a glowing green line will extend out along the shortest and most direct route to a location open to the sky, snaking around corners and through mazes to find a route for you. The beam sheds dim light out to a distance of 5 feet from all parts of the line.
This spell can get confused by structural elements such as open courtyards and holes in the ceiling, and may lead to those places instead of the real exit.
If the spell is unable to work out a path that can be navigated by a medium-sized creature without flying or swimming speeds, the spell fails


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

Response:
Name: Expiate
Level: 4
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S
Description: You expel the sin from a hostile creature within range, whilst simultaneously redeeming their actions. Make a ranged spell attack against a creature within range. That creature takes 6d10 radiant damage. An aberration, fiend, monstrosity, undead, or evil-aligned creature takes an additional 2d10 damage from this spell and must make a Wisdom saving throw or become paralyzed for 1 minute. A celestial or good-aligned creature takes 2d10 less damage.
A creature that is reduced to 0 hit points by this spell has its body disintegrated, and all sins committed in its life are forgiven, setting it to a neutral alignment, unless it is already good, allowing it a second chance in the next life.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radiant damage increases by 1d10 for each level above 4th level. If you cast this spell using a spell slot of 7th level or higher, the damage no longer decreases against celestials and good-aligned creatures.


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

Response:
Name: Explosion of Death
Level: 4
School: Necromancy
Classes: Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Hour
Components: V, S, M
Material cost: the hand of a dead humanoid
Description: You unleash necromantic energy at a point within range. All creatures other than you within 30 feet of that point must make a con save against your spell save DC. On a failed save a creature takes 6d8 necrotic damage. Zombies automatically fails the save. If there are any large or smaller corpses within 30 feet of the spell after creatures have taken damage all the corpses rises as Zombies. You control the zombies fo the duration. If a zombie would take damage from this spell it instead gains temporary hit points equal to the damage taken and if you didnt allready control it it is now under your controll for the duration if it was large or smaller.
Here is a link to a Zombie template
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher The damage of the spell increases by 2d8 per slot level above 4th.


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

Response:
Name: Explosion, Variant
Level: 8
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 500 Feet
Duration: Instantaneous
Components: V, S
Description: A massive explosion erupts from a point you choose within range, emitting a thunderous boom audible up to 1,000 feet away. Each creature in a 60-foot radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table, and if it is no larger than Huge size it is also pushed 20 feet away from the point and knocked prone. On a successful save, a creature takes half as much damage, is pushed 10 feet away from the point (if it is no larger than Huge size), and isn't knocked prone. The distance a creature is pushed is reduced by 10 feet if is 31 or more feet away from the origin of this spell. Unsecured objects of Huge size or smaller are automatically pushed 20 feet away from the origin of this spell, or 10 feet away if 31 or more feet away from the origin of this spell; Flammable objects within the area of this spell that aren't being worn or carried are also ignited.

Distance from Origin

Damage

20 ft. away or closer
6d6 fire damage + 6d6 force damage + 6d6 thunder damage

21 to 40 ft. away
5d6 fire damage + 5d6 force damage + 5d6 thunder damage

41 or more feet. away
4d6 fire damage + 4d6 force damage + 4d6 thunder damage
Additionally, a creature which takes damage from this spell must also Constitution saving throw, which is made at advantage if a creature is 31 or more feet away from the origin of this spell. On a failed Constitution save, a creature is stunned and deafened for 1 minute. At the end of each of its turns, the target can make a Constitution saving throw. On a success, it is no longer stunned or deafened.


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

Response:
Name: Explosive Arrow
Level: 5
School: Transmutation
Classes: Ranger
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 10 Minute
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 6d6 fire damage. In addition, each creature (excluding the initial target) within a 20ft radius of the target must make a Dexterity saving throw. On a failed save, targets take 3d6 fire damage or half as much on a successful save. The spell's magic ends on the piece of ammunition when it hits or missed, and the spell ends when eight pieces of ammunition have been drawn from the quiver


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

Response:
Name: Explosive Frog
Level: 3
School: Conjuration
Classes: Druid, Wizard
Casting time: 1 Action
Range: 5 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: Something from a swamp/bog/fen; such as flowers, swamp water, or part of a frog
Description: A frog constructed from magic appears at the casting location. It looks identical to an ordinary frog, and uses the statistics of a frog, but its true nature can only be seen with truesight or magic detection. On each of your turns, you can use a bonus action to command the frog to perform its various actions. You perceive all things the frog can perceive.
As a bonus action, or when the frog perishes, you can command the frog to explode. It rapidly inflates like a balloon before bursting, excreting magical toxins in all directions. All creatures within a 15-foot radius must make a Dexterity saving throw, taking 3d6 bludgeoning and 3d6 poison damage and becoming poisoned on a failed save, or taking half as much and not becoming poisoned on a success. A creature poisoned in this way can make a con saving throw at the beginning of each of its turns to end the effect.
If you drop concentration on this spell, the frog vanishes without exploding and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it deals an additional 1d6 bludgeoning or 1d6 poison damage for each slot level above 3rd


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

Response:
Name: Explosive Ghostflame
Level: 4
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (10-Foot Radius)
Duration: 1 Minute (Ghostflame Trails)
Components: V, S
Description: Slamming your arcane focus into the ground calls forth a spherical explosion of ghostflame with a radius of 10ft. Every creature in the radius of the explosion must make a Dexterity saving throw. On a failed save, the target takes 2d6 cold damage plus 1d8 necrotic damage, on a successful save, the target takes half. The remnants of the explosion are ghostflame trails extending 20ft in every direction (6 trails) that when stepped on, the target takes 1d4 cold damage plus 1d4 necrotic damage and if a creature ends their turn in one of the trails, they take this damage again.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial explosion increases by 1d6 cold damage and 1d8 necrotic damage.


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

Response:
Name: Expose
Level: 3
School: Divination
Classes: Artificer, Bard, Cleric, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You choose a target creature within range and use your magic to bring to light its weaknesses. For 1 minute, or until you lose concentration, all attack rolls against the target creature require a minimum roll of 1 less to critically hit. For example, a creature that would normally require a roll of 20 to critically hit would only need a roll of 19 or 20 to critically hit the chosen target while this spell is in effect.
At Higher Levels. The minimum roll required to critically hit is reduced by a further 1 when cast at 6th spell slot level (2 less), and 9th spell slot level (3 less).


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

Response:
Name: Exsanguinate
Level: 3
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You point your hand at a creature within range and attempt to drain it of its vital fluid. The target must make a Constitution saving throw.
On a failed save, the target has their blood drained from their body taking 2d10 necrotic damage and must repeat the save on each of your turns for the duration.
On a successful save, the target takes half as much damage and the spell ends. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
If the target drops to 0 hit points before this spell ends, you can use your action on a subsequent turn of yours to drain a new creature.
If a creature does not have blood nor ichor, this spell has no effect on them.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, 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: Extended Stasis
Level: 3
School: Transmutation (Ritual)
Classes: Artificer, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Up To 30 Days
Components: V, S, M
Material cost: A specialized timepiece worth at least 100 gp
Description: You perform a ritual on a creature, and, if it is unconscious or willing, stop it in time for a specified duration up to 30 days. If the creature is unwilling, it must pass a Charisma saving throw to be unaffected by the spell.
When a creature is placed in stasis, it is effectively petrified with the exact same characteristics, velocity, damage, etc. as before it was stopped in time. All damage, energy, spells, magic, etc. inflicted on a creature stopped with Extended Stasis is absorbed and dissipated.


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

Response:
Name: Extra
Level: 6
School: Transmutation
Classes: Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Round
Components: V, S
Description: When you cast this spell as an action, your turn ends.
During your next turn, your speed doubles, you can take one extra action, and you can take one extra bonus action.
Once you cast this spell, you cannot be affected by it for 1 minute. For the duration of this minute, all attack rolls against you have advantage.


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

Response:
Name: Extrasensory Strike
Level: 7
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: Self (30-Foot-Radius Sphere)
Duration: Instantaneous
Components: S
Description: You assail the minds of numerous foes and assault their senses. You gain truesight out to a range of 30 feet until the end of this turn, and each creature of your choice that you can see within range must make an Intelligence saving throw. On a failed save, a creature takes 10d8 psychic damage and becomes blinded for 1 hour; on a success, it takes half as much damage and doesn't become blinded.
At the end of every minute, a creature blinded by this spell can make another Constitution saving throw. On a successful save, it is no longer blinded.


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

Response:
Name: Eye of the Storm
Level: 9
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (500 Foot Radius)
Duration: 3 Rounds
Components: V, S, M
Material cost: A diamond encased in glass worth at least 5,000 gp, which the spell consumes
Description: You stand in the center of a blizzard of your own making, wreaking havoc among your foes.
You summon a blizzard in a 500 foot radius around yourself. You may choose any sections in that area to not be affected by the blizzard (You can use this to not affect friendly creatures).
Each creature in the blizzard must make a constitution save. Creatures that are flying have disadvantage on this save. Any creature that fails the save is knocked prone, takes 10d10 cold damage, and is incapacitated for the duration of the spell. Any creature that passes the save is not knocked prone, takes 5d10 cold damage, and its movement speed is reduced to 5.
At the beginning of the second round of the blizzard, all creatures must make another constitution throw, with flying creatures suffering disadvantage. Any creature that fails this second constitution save in addition to the first one takes 10d10 cold damage, becomes unconscious, and you can move it in any direction up to 50 feet. Any creature that fails this constitution save, after passing the first constitution save, suffers the same effects as though it had just failed the first saving throw. Any creature that succeeds in addition to succeeding the first save takes 5d10 more cold damage.
At the beginning of the third round of the blizzard, all creatures must make a third saving throw, and flying creatures have disadvantage on it. Any creature that fails after having failed the first two constitution saves takes 10d10 cold damage, then, if it is still alive, it becomes petrified, turning into an ice statue that cannot melt. Any creature fails after having failed one save and succeeded one save suffers the same effects as if had just failed the second save after failing the first save. Any creature that fails after succeeding the first two saves suffers the same effects as if it had just failed the first save.
During the round after the blizzard ends, creatures regain their original movement speed, although all areas affected by the blizzard become difficult terrain for 1d4 days due to massive amounts of snow on the ground. The following turn, all unconscious creatures will become conscious.
All creatures affected by the blizzard but having succeeded in passing all the constitution saves will have vulnerability to fire damage for 1d4 hours, those who were affected by the blizzard but having failed one of the saving throws will have vulnerability to fire for 1d6 hours, and those who were affected by the blizzard and failed 2 saving throws will have vulnerability to fire for 2d4 hours.
When you use this spell, after taking the action to initiate it, you may not take any other actions whatsoever during the three turns the blizzard is in existence.
Any boulders in the area of the blizzard with dimensions 5x5x5 through 30x30x30 feet are moved a number of feet determined by this equation, -5x+160, where x is the average between the boulder's height length and width (rounded down), directly away from you. Any creature hit by one of these boulders takes x/3 (rounded down) d6 damage (Again, x is the average between the boulder's height length and width [rounded down]). Any trees that are in the area of the blizzard that have a length and width of less than 10x10 feet are also knocked down directly away from you. Any creature hit by a falling tree takes 2y d6 damage, where y is the average length and width of the tree. Roll a d6 with the appropriate modifiers on the following table to determine any structural damage to any buildings that are in the area of effect of the blizzard.
Building Made of Wood: +2
Defensive Structure (Keep, Castle, etc.): -2
Hit by Boulder or Tree: +1 Each
1-:Relatively Unscathed; Very Minor Damage
2 :Slightly Damaged; Doors/Windows Blown In
3 :1/2 Unlikely to Collapse (roll d100 - 1/2 Crumbles on 70-100)
4 :1/2 Likely to Collapse (roll d100 - 1/2 Crumbles on 40-100)
5 :All Likely to Collapse (roll d100 - All Crumbles on 40-100)
6+:Completely Destroyed; Only Some Debris Lef


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

Response:
Name: Eye of the Storm (Cataegis Cantrip)
Level: 0
School: Abjuration
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Until The End Of Your Next Round
Components: V, S, M
Material cost: a small, unattached seed object, which the spell will break
Description: You create a whirlwind cylinder around a small, unattached object within range. Inside the whirlwind is a safe area: any mist, wind, smoke, rain, snow clear from inside the cylinder and the temperature is pleasant.
A large or smaller creature that enters or starts its turn in the whirlwind must make a Strength saving throw or be pushed 10ft in the direction that the whirlwind is spinning. Any gases, smoke or objects not held or carried up to 5lbs, are also pushed this way.
If a creature fails a weapon attack roll that passes through the whirlwind or while in the whirlwind, the weapon/projectile is yanked and thrown 10ft in the direction that the whirlwind is spinning.
The effect can be temporarily suppressed by covering the object completely. The effect lasts until the end of your next round, upon which the seed object breaks with a loud crack, and can't be used again for this spell.
At Higher Levels. At 5th level you can choose expand the safe area radius by 5ft (surrounded at 10ft distance by the whirlwind), at 11th by 10 and at 17th by 15ft.
The spell was designed by spellcasters form Cataegis, the Tiefling sky city. Discuss with your GM how you might know this spell.


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

Response:
Name: Eyes of Fate
Level: 2
School: Divination (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: After requesting assistance from the Lady of Fate, you temporarily have access to the deepest intentions and desires of all the people in this world.
For the duration of the spell, you have advantage on Wisdom (Insight) checks


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

Response:
Name: Eyes of Time
Level: 6
School: Divination (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: After requesting assistance from the Lord of Time you temporarily have access to the knowledge of the entire history of this world.
For the duration of the spell you can accurately recall any fact from the world’s history and make Intelligence (History) checks with advantage, if you fail a history check while using this you know the very basics of whatever you were attempting your history check on


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

Response:
Name: F-Bomb
Level: 4
School: Conjuration
Classes: Artificer
Casting time: 1 Action
Range: 40 Feet Of A Construct You Command
Duration: Instantaneous
Components: V, S, M
Material cost: chilled thermite, steel wool, and spoiled leftovers
Description: You pinpoint a location that you can see and that is within 40 feet of a construct you command. The next time you command that construct this turn, that construct launches or drops a cylindrical bomb that is 1-foot-in-diameter. The bomb explodes in a 20-foot-radius sphere when it impacts the ground.
Roll 4d12. Each creature in that area must make a Dexterity saving throw. On a failed save, the creature takes that much damage, or half as much on a successful save. For each creature that was damaged, determine the damage type and any additional effects by consulting the table below.

Result
Type
Additional Effects

4 - 15
Fire
Fire Bomb - The fire spreads around corners and ignites creatures and flammable objects in the area that aren't being worn or carried. At the end of each ignited creature’s turn, that creature takes 10 (4d4) fire damage, or half that damage if it uses its action to extinguish the flames.

16 - 26
Cold
Freeze Bomb - A wave of liquid freezogen impacts all creatures in the area. Each creature must succeed a Constitution saving throw or be paralyzed until the end of its next turn or until it is damaged. On a successful save, the creature is restrained until the end of its next turn.

27 - 37
Lightning
Fulgur Bomb - A flash of bright lightning blinds creatures in the area. Each creature must succeed a Constitution saving throw or be blinded until the end of its next turn.

38 - 48
Poison
Fungus Bomb - A cloud of fungal spores spreads rapidly through the area. Each creature must succeed a Wisdom saving throw or be frightened of creatures it is hostile to until the end of its next turn.

49 - 60
Force
Frog Bomb - A fog of polymorphic mist changes all dust motes in the area into frogs. Each creature must succeed a Strength saving throw or be overwhelmed and knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, roll an additional 1d12.


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

Response:
Name: Fade
Level: 3
School: Illusion
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, Which You Take When You Are Damaged
Range: Self
Duration: 1 Round
Components: S
Description: Immediately after taking damage, you fade from view and become harder to hit and locate. You and everything you are wearing or carrying becomes invisible until the end of your next turn. The spell ends early if you attack, deal damage, or force someone to make a saving throw.
At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you remain invisible for the duration even if you attack, deal damage, or force a saving throw


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

Response:
Name: Faerie Glitter
Level: 0
School: Evocation
Classes: Artificer, Bard, Druid, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You hurl a mote of sparkling energy at a creature within range. Make a ranged spell attack against the target. On a hit, it becomes outlined by a colored glow for the duration. While outlined in this way, a creature emits dim light in a 5-foot radius, has disadvantage on Dexterity (Stealth) checks, and can't benefit from being invisible.
You may throw more than one mote when you reach higher levels: two motes at 5th level, three motes at 11th level, and four motes at 17th level. When you do so, you can't target a creature with more than one mote.


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

Response:
Name: Faithful Dead
Level: 2
School: Necromancy
Classes: Cleric, Paladin, Warlock
Casting time: 1 Action
Range: Touch
Duration: 8 Hours
Components: V, S
Description: Touch one creature who has been dead no longer than an hour. They immediately return to life with 1 hitpoint.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival–its head, for instance–the spell automatically fails.
After this spell ends, their soul passes on completely. They die again, and cannot be revived any more, except by divine intervention, the wish spell, or similar effects


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

Response:
Name: Fall Control
Level: 2
School: Abjuration
Classes: Artificer, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: 1 Hour
Components: S, M
Material cost: an old shoe worth at least 1 sp
Description: You enchant the feet of yourself and any number of creatures you see within range with deep blue mist. While a creature is under the effects of this spell, it is immune to any and all damage suffered from falling, landing harmlessly with a soundless blue poof. This spell doesn't change how quickly or slowly an affected creature falls.


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

Response:
Name: Fallen Marionette
Level: 2
School: Necromancy
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a drop of blood
Description: Choose a corpse of a Medium or Small humanoid filled with blood within range. The corpse is considered a magical object, has an AC equal to your spellcasting ability and hit points equal 10 + your spellcasting ability.
On your turn, without using an action, you can command the puppet to move up to 30 feet. As a bonus action in each turn, you can cause the puppet to make an attack. The puppet uses your spell attack bonus to attack, and causes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. If the corpse was holding a weapon, or had a natural weapon, you can use its damage die instead, if it is higher.
A puppet reduced to 0 hit points can't be reanimated by this spell again.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can reanimate a Large corpse. A spell slot of 6th or 7th level reanimates a Huge corpse. A spell slot of 9th level reanimates a Gargantuan corpse.


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

Response:
Name: Fallen Meteor
Level: 5
School: Evocation (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 300 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a piece of rock from an earth elemental or an ember from a fire elemental
Description: A bright streak of light appears in the sky: a meteorite heated to incandescence in the atmosphere, which you direct to a point within range. Each creature in a 30-foot-radius sphere centered on the point of impact must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage plus 4d6 fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases by 5 feet for each slot level above 5th.


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

Response:
Name: False Ballad
Level: 3
School: Enchantment
Classes: Bard
Casting time: 1 Action
Range: Self (30-Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V
Description: You perform an extraneous melody laced with subtle enchantments within a 30-foot radius around you. Creatures of your choice in that radius must make a Wisdom saving throw or be charmed by you. While charmed by this spell, the affected creatures will continue to act as normal until the spell ends, in which they would have no recollection of the events that happened within the spell's duration.
Creatures immune to being charmed aren’t affected by this spell.


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

Response:
Name: False Blade
Level: 1
School: Abjuration (Ritual)
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a memento of someone you care deeply about
Description: You give your attacks the blessing of safety. For the duration of this spell, whenever a creature would suffer injuries from an attack you inflicted, it appears as superficial grazes and headaches. In addition, until the duration ends, if you or a spell you cast reduces a creature to 0 hit points, it will fall unconscious and become stable without dying. If a creature would be killed instantly by you or a spell you cast, it instead drops to 0 hit points, falls unconscious, and becomes stable.
This spell does not offer protection from indirect damage sources, such as falling, traps, or other creatures' attacks, even if you cause them. It also does not affect spells cast or attacks made at a distance of farther than 120 feet. Finally, cursed items you wield are unaffected by this spell, so any damage or harmful effects those items cause may still occur normally and be lethal.
At Higher Levels. If you cast this spell with a spell slot of 2nd level, this spell can affect a willing creature you touch when casting the spell. If cast using a spell slot of 3rd level or higher, you can affect one additional willing creature for every level above 2nd


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

Response:
Name: False Death
Level: 3
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Hour
Components: V, S, M
Material cost: a vial of poison or a symbol of a Death Deity
Description: One living, willing creature you can see within range that has current hit points equal to or less than your spellcasting modifier has their hit points lowered to 0. This spell cannot affect a creature that has less than 1 hit point. The target appears as a corpse but is stable. The affected creature can hear everything within 30 feet of it, can feel vibrations within 5 feet of it, but cannot see. At the end of the affected target's turn, it can make a Constitution saving throw to awaken itself. You can end the spell early at any time (no action required), which will also awaken the affected creature. Once awoken, the creature regains 1 hit point


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

Response:
Name: False Tracks
Level: 1
School: Illusion
Classes: Ranger, Druid
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: S
Description: For the duration of this spell, your footprints are those of a normal animal of your choice. If part of your clothes or hair get snagged on undergrowth, it will appear to be bits of animal fur. Dropped objects do not change their appearance. When the spell ends, your footprints and snagged clothing change resume their normal appearance.


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

Response:
Name: False Vision
Level: 4
School: Illusion
Classes: Bard, Wizard, Ranger
Casting time: 1 Action
Range: Self (30-Foot Radius)
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: the ground dust of an emerald worth at least 100 gp, which the spell consumes
Description: Cast upon becoming aware that you or something else within 30 feet of you are being magically spied upon, you create an illusory image or thoughts that will be detected instead. At the same time, you and everything else of your choice that is within that radius become invisible to the scrying method. This spell cannot be cast preemptively; it only functions after a divination spell has been cast on you


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

Response:
Name: Fantastic Arcane Contraption
Level: 7
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Hour
Components: V, S, M
Material cost: a sprocket
Description: You conjure a bizarre-looking contraption in an unoccupied space within range. The contraption is under your control, and as a bonus action you can mentally command it if is within 500 feet of you. You decide what action the contraption will take and where it will move during its next turn, or you can issue a general command, such as to cut down a group of trees or construct a particular building. If you issue no commands, the contraption only defends itself against hostile creatures. Once given an order, the contraption continues to follow it until its task is complete. The contraption can do the work of 100 unskilled laborers unsupervised, or it can do the work of 100 skilled laborers given constant supervision.
The contraption is a Huge construct with AC 10 and 120 hit points. Its Strength is 22, its Dexterity score is 10, its Constitution is 14, its Charisma is 1, and its Intelligence and Wisdom scores are 1. It has a land speed of 60 feet, a fly speed of 60 feet, a swim speed of 60 feet, and a burrow speed of 60 feet with which it can tunnel through rock or stone. It has blindsight with a radius of 60 feet and is blind beyond that distance. When the duration ends or the contraption drops to 0 hit points, it disappears and the spell ends.
If you command the contraption to attack, it can make a single melee attack against a creature or object within 5 feet of it. It makes a slam attack with an attack bonus of +8, dealing 19 (2d12+6) bludgeoning or slashing damage on a hit. The contraption's slam attack deals double damage against objects and structures


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

Response:
Name: Far Jaunt
Level: 5
School: Conjuration
Classes: Artificer, Bard, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Unlimited
Duration: Instantaneous
Components: V, S
Description: You teleport to an unoccupied space that you can see. (You cannot teleport to a space you cannot see.)


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

Response:
Name: Farron Dart
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action Or 1 Bonus Action
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: You hurl a tiny projection of bluish-white energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d2 + 1 force damage.
Farron Dart has an extremely quick casting time. You may cast this spell an arbitrary number of times in one turn, provided that you have the actions to do so.
This spell summons more darts at higher levels. The number of darts increases by one when you reach 5th level (2), 9th level (3), 13th level (4), and 17th level (5)


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

Response:
Name: Farsee
Level: 2
School: Divination
Classes: Wizard
Casting time: 1 Hour Ritual
Range: Self
Duration: 12 Hours
Components: V, S, M
Description: Foretell the results of an event within a 12 hour period. Roll a D20 and record the number rolled.
At any point before the spell expires, you may declare that you will use this number to replace any attack, saving throw, or ability check that you, or a creature within 30ft of you that you can see, makes. This must be done before the roll is made.
Once a foretold roll is used to replace another roll, or the spell reaches the end of its duration, it is consumed and cannot be used again.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, roll an extra dice and record the result. You can now use and replace 2 future dice rolls


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

Response:
Name: Fast Reading
Level: 1
School: Enchantment (Ritual)
Classes: Warlock, Wizard
Casting time: 1 Minute
Range: Self
Duration: 2 Hours
Components: V, S
Description: This spell enhances the speed at which you read to supernatural levels. For every 30 minutes that you read you can finish a large book. For the purpose of magical items such as the Manual of Quickness of action and similar effects, the duration to read these are cut in half, only if you read the entire thing under this spell's effect.


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

Response:
Name: Faust's Card Flourish
Level: 0
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self, 30 Feet
Duration: Varies
Components: S, M
Material cost: a deck of cards
Description: You perform a flourish with 4 cards drawn from your deck and pick one, roll 1d4 to decide the card's suit and spell effect and then 1d10 to decide the effect's intensity.
The cards remain enchanted for the round, they dissipate and return to the deck once used. Optionally, if your DM allows, you can choose to use real playing cards, make a deck containing the cards 1 (Ace) through 10 of each suit and shuffle it each turn.
Hearts
You draw the heart, imbuing your card with vitality, you can touch a creature or yourself with this card and gain 1d10 temporary hit points until the end of their next turn. The dice increases by 1d10 at 5th level (2d10), at 11th level (3d10), and at 17th level (4d10).
Spades
You draw the spade, sharpening your card to a deadly edge, you can make a ranged spell attack roll against a creature you can see within range, the card deals 1d10 slashing damage. At 5th level the card multiplies (2 cards), allowing you to target another creature or the same, it multiplies further at 11th level (3 cards), and at 17th level (4 cards).
Diamonds
You draw the diamond, you lift the card up in front of you and your AC increases by +1 for 1d10 rounds, if you are hit with an attack roll the effect ends. At 5th level the spells effect is enhanced, granting additional AC (+2), at 11th level (+3), and at 17th level (+4).
Clubs
You draw the club, the cards weight increases and is imbued with a gravitational magic, you can throw it at a creature within range and force them to succeed on a Strength saving throw or be pushed back 1d10 feet. The force of the card increases by 1d10 feet at 5th level (2d10), at 11th level (3d10), and at 17th level (4d10).


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

Response:
Name: Fayne's Fiery Flagellation
Level: 4
School: Evocation
Classes: Artificer, Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (60-Foot Cone)
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: A weapon that deals slashing damage, a pinch of sulfur
Description: You ignite your blade and send a burning wall of fire to destroy your enemies. Each creature within a 60-foot cone must make a Dexterity saving throw. A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. A creature within reach of the weapon used to cast this spell has disadvantage on this saving throw. The fire spreads around corners, and ignites flammable objects that aren't being worn or carried.
You can create an additional cone as an action on any turn until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.


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

Response:
Name: Fayne's Transmuted Fire
Level: 4
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: you enhance your fire magic, turning the flames of your spells deep red, or even blue. your spells that deal fire damage will deal an extra 2d10 damage. additionally, you can choose one of the following effects as an additional effect:
Magma: your attacks become magma, they obstruct your enemies.  On a hit fire damage attack, the target of the attack must make a Force saving throw or be restrained for one minute and take 5d6 fire damage on a failed saving throw.  the target can make the saving throw at the start of each of its turns.
 Ignition: The target ignites into intensely fluttering flames.  El's target takes 2d6 fire damage at the start of each of its turns.  this damage can stack up to a maximum amount equal to your spellcasting modifier.  This fire can only be put out by magical means, such as a lesser restoration or similar spell.
toxic gases: your fire will leave a cloud of residual toxic gas, like the one that can be found in volcanoes.  the gas cloud expands within 10 feet of the spell's hit zone, and any creature that enters the gas cloud must make a Constitution saving throw or be poisoned for one minute and take 3d6 fire damage.  the creature affected by this gas will also take a penalty on its Strength, Dexterity, and Constitution rolls equal to half your spellcasting bonus.
 Ash: Your spells leave behind a thick cloud of ash that obscures the vision of all creatures except you.  the ash cloud is 15 feet and any creature that is inside the ash cloud will be under the effects of the darkness spell.  also, any creature that enters the ash cloud must make a Constitution saving throw or take 3d6 fire damage and be blinded for one minute on a failed saving throw.  The creature can repeat its saving throw at the start of each of its turns.


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

Response:
Name: Feather Glide
Level: 1
School: Conjuration
Classes: Bard, Druid, Ranger, Wizard
Casting time: 1 Reaction, Which You Take When You Fall
Range: Self
Duration: 10 Minutes
Components: S, M
Material cost: a small feather or piece of down
Description: In response to falling, you conjure a spectral chicken and hang onto it for dear life in order to slow your fall. Your falling speed slows to a rate of 30 feet per round. You can also direct the chicken to glide horizontally with its wings, moving you 2 feet horizontally for every 1 foot you descend.
If you touch the ground before the end of the duration, you land harmlessly on your feet and take no falling damage, then spell ends.
The spell ends once it reaches the end of its duration, when you touch the ground, or when you let go of the spectral chicken. The chicken vanishes into thin air when the spell ends.


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

Response:
Name: Fell the Greatest Foe
Level: 2
School: Transmutation
Classes: Cleric, Paladin, Ranger
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: A dragon's claw or giant's fingernail
Description: You touch the creature, and its muscles ripple with yellow energy. Until the end of the round, the target, on a successful hit, deals an additional d6 of damage for each size category larger their opponent is.
At Higher Levels. When you cast this spell using a spell slot of 2th level or higher, the spell's duration is increased by 1 round.


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

Response:
Name: Fellhammer
Level: 1
School: Conjuration
Classes: Sorcerer
Casting time: 1 Action
Range: Self (10 Ft. Cube)
Duration: Instantaneous
Components: S
Description: Your arms become a magical instrument of destruction. Choose between fire, ice, lightning, radiant, necrotic, thunder or force. You form a magical hammer over both hands, a weapon or a staff that you may use to attack. Make a melee spell attack against a target. On a hit, the target takes 1d8 of the chosen damage and is pushed 5 ft. back. Alternatively, you may choose to slam the hammer on the ground. All targets within 5 feet of you must make a dexterity saving throw. On a fail, the targets take 1d8 of the chosen damage type and are pushed 5 ft. back. After your attack, the hammer disappears.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage die increases by 1d8 and the radius increases by 5 ft. for each slot level above 1st


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

Response:
Name: Feu Sans Nuit
Level: 0
School: Evocation
Classes: Warlock, Sorcerer
Casting time: 1 Action
Range: Special
Duration: Concentration, Until Dispelled
Components: S
Description: Your mastery over the laws of existence has given you the ability to manipulate casualty through the spontaneous creation of Feu Sans Nuit, the Nightless Fire. When you cast this spell, you create a fire inside your body that deals Xd12 necrotic damage to you per round. This damage cannot be reduced in any way.
The fire extends in a maximum range of 10X feet in any orientation of your choice.
Creatures that come into contact with the fire take Xd10 radiant damage or regain Xd10 hit points(your choice) every round. You may choose to instantly disintegrate any non-magical item or structure that it touches; you may choose not to disintegrate anything at all.
X is any number you choose. The value of X is the same for all damages and effects.
At Higher Levels. At 10th level, you ignore resistance to radiant damage. At 20th level, you ignore immunity to radiant damage.


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

Response:
Name: Field of Fear
Level: 2
School: Enchantment
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60
Duration: 1 Minute
Components: V, S
Description: You point at a location within range that you can see, and a transparent yawning void explodes to fill a sphere with a radius of 15 feet.
Any creature that enters this area, or begins their turn within it, must make a Charisma saving throw. On a failure, the creature is frightened until the beginning of their next turn.


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

Response:
Name: Field of Vineyards
Level: 5
School: Conjuration
Classes: Cleric, Druid, Paladin, Ranger
Casting time: 1 Action
Range: Self (40-Foot Radius)
Duration: 1 Minute
Components: S, M
Material cost: A pile of rose seeds, consumed by the spell
Description: You throw the seeds into the ground as they rapidly burst into giant twisting vines. You may make up to four melee spell attacks using the vines, each dealing 2d6 magical bludgeoning damage. While the spell is still active, you can use an action to make the attacks again.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for every level above 5th.


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

Response:
Name: Fiend Fire
Level: 2
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A tuft of hair and a vial of ink
Description: You hold out your hand and create a 60 foot line of jet-black flame, 5 feet wide. Every creature caught within this line must make a Dexterity saving throw. The fire deals 2d6 fire damage and 2d6 necrotic damage on a failed save and half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell deals an additional 1d6 fire damage and 1d6 necrotic damage for every level above 2nd


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

Response:
Name: Fiendish Desecration
Level: 1
School: Evocation
Classes: Cleric, Warlock
Casting time: 1 Action
Range: 100 Ft, 20 Ft Sphere
Duration: Instantaneous
Components: V, S
Description: You speak an unholy evocation, and black energy erupts in a 20ft sphere centered on a point that you can see. Each creature within the area that does not have an evil alignment must make a Constitution save or take 2d12 psychic damage and get knocked back 10 ft.


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

Response:
Name: Fiery Beam
Level: 3
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Round
Components: V, S, M
Material cost: A small crystal sphere or lens worth at least 25 gp
Description: A burning 5-foot wide beam erupts from your casting implement and lances to a point of your choice that you can see within range. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw, taking 3d8 fire damage on a failed save, or half as much damage on a success. A creature killed by this spell is burned to a crisp.
As a bonus action on your turn, you can move the endpoint of the beam up to 90 feet to a new point within range, making the beam pass over the entire area in between. Any creatures caught within this swathe of movement must make a Dexterity saving throw to avoid the spell's damage.
If you move while concentrating on this spell, the spell ends.
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: Fiery Dance
Level: 5
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet, 10 Feet Circle
Duration: 1 Minute
Components: V, S
Description: You cloak yourself in flames and revolve around yourself while shooting some of the flames. Choose 3 points on a surface within range that you can see. An explosion of hot fire arises from each point. Each creature within 10 feet of the point must make a Dexterity saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one.
The explosions leave a burning field in a 10-foot-radius circle centered on each point for the duration of this spell behind, turning the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 2d10 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 1d10 for each slot level above 5th.


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

Response:
Name: Fiery Disengage
Level: 0
School: Evocation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Reaction
Range: Self, 5Ft
Duration: Instantaneous
Components: V
Description: This spell can be cast as a reaction after taking damage from a melee attack. When cast, this spell propels you 5ft upwards and 5ft backwards. Creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d4 fire damage.

The damage for this spell increases to 2d4 at 5th level. This increases to 3d4 damage, and 10ft distance backwards at 11th level. And this increase again to 4d4 damage at 17th level


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

Response:
Name: Fiery Twin
Level: 8
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You conjure an elemental duplicate of yourself in an unoccupied space within range. The duplicate has the same statistics as you, with the following exceptions:
It only has half your hit points.
It has none of your equipment.
It cannot cast spells.
It has resistance to nonmagical bludgeoning, piercing, and slashing damage, and immunity to fire and poison damage. It is immune to exhaustion as well as to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions.
It has vulnerability to cold and water damage.
Its AC is equal to 10 + your Dexterity modifier + your spellcasting ability modifier.
Your fiery twin can move through a space as narrow as 1 inch wide without squeezing. A creature that touches it or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage. In addition, your fiery twin can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 11 (2d10) fire damage and catches fire. Until someone takes an action to douse the fire, the creature takes 11 (2d10) fire damage at the start of each of its turns.
As a bonus action, you can mentally command your fiery twin if it is within 500 feet of you. You decide what action your twin 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, your twin only defends itself against hostile creatures. Once given an order, your twin continues to follow it until its task is complete.
Your fiery twin can use its action to make two touch attacks or one fire bolt attack.
Touch: Its touch is a melee spell attack which deals 4d6 fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 11 (2d10) fire damage at the start of each of its turns.
Fire Bolt: Its firebolt attack is a ranged spell attack with a range of 150 feet which deals 4d10 fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 11 (2d10) fire damage at the start of each of its turns


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

Response:
Name: Fighting Words
Level: 0
School: Transmutation
Classes: Bard, Warlock
Casting time: One Bonus Action
Range: Touch
Duration: 1 Minute
Components: V, S, M
Material cost: A sprig of dragonstongue, a simple weapon
Description: A simple weapon you are holding is imbued with your voice's power. For the duration, you can use your
spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon,
and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends
if you cast it again or if you let go of the weapon


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

Response:
Name: Fimbulwinter
Level: 9
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 10 Minutes
Range: Self (5-Mile Radius)
Duration: 24 Hours
Components: V, S, M
Material cost: a large crystal sculpted into the shape of a heart worth 500 gp, which the spell consumes
Description: You plunge the area within 5 miles of you into a horrible cursed winter, creating the following effects:
Winter's Bite: The temperature plummets to arctic cold (approximately -60F), with sustained gale-force winds and 4-6 inches of snowfall every hour. The area becomes difficult terrain as well as heavily obscured, and ranged attack rolls made within it using physical projectiles such as arrows are made at disadvantage. Instead of a DC of 10, the saving throw against exhaustion from the cold weather is your spell save DC. Once the spell ends, the weather gradually returns to normal.
Spirits of Winter: The landscape becomes haunted by spirits of winter given physical form. Every hour a creature spends outdoors in the area, roll a d20. On an 18 or higher, it is attacked by either a pack of 2d4 winter wolves or a group of 1d3 ice paraelementals. Creatures summoned by this spell are not hostile to you or your companions, but they are not under your control.
If you cast this spell in the same area every day for a year, the spell lasts until dispelled.


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

Response:
Name: Final Gambit
Level: 1
School: Evocation
Classes: Druid, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a broken spellcasting focus
Description: This spell can only be cast when you only have one spell slot remaining. You release a final massive bolt of energy, draining from your inner reserves. Make a ranged spell attack, dealing 4d8 necrotic damage on a hit. After casting this spell, you gain a level of exhaustion, and cannot cast any more spells until you finish a long rest.
At Higher Levels. When cast at 2nd level or higher, you deal 2d8 extra damage for every level above 1st.


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

Response:
Name: Final Move
Level: 5
School: Evocation
Classes: Bard, Cleric, Druid, Paladin, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: Select a creature within 30ft. of you. If the target is an ally, they regain HP equal to double your current hit points. If they are an enemy, they must make a Constitution Saving Throw. On a failure, they take damage equal to double your current HP, or half as much on a successful save. You drop to 0 HP after the spell takes effect.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you automatically stabilize upon dropping to 0 HP. If cast at 9th level, you do not fall unconscious, and instead lose 3/4 of your current HP.


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

Response:
Name: Final Stroke
Level: 0
School: Evocation
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: S
Description: You become wreathed in magical flame-like energy whose color matches that of your eyes, and you channel all of it into one blast. Make a ranged spell attack against the target. On a hit, the target takes 2d12 force damage, and you suffer half of the total damage dealt. This damage cannot reduce you to 0 hit points.
At Higher Levels. This spell's damage increases by 1d12 at 5th level (3d12), 11th level (4d12), and 17th level (5d12).


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

Response:
Name: Find Animal Companion
Level: 1
School: Conjuration (Ritual)
Classes: Druid, Ranger
Casting time: 1 Hour
Range: 10 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: 50 gp worth of rare herbs and fine food
Description: You summon a spirit that assumes the form of a loyal beast. Appearing in an unoccupied space within range, the spirit takes on a form of a creature of your choice with a CR of 1/4 or lower.
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. If you fall unconscious, the beast can act on its own.
When you make an attack with a weapon, you can forgo that attack to allow the beast to make a single attack using its reaction. The beast uses your Spell Attack Modifier instead of its own proficiency, and add your Wisdom modifier to its damage rolls.
You can’t have more than one animal companion found by this spell at any time. As an action, you can release the animal, causing it to disappear permanently.
At Higher Levels. When you cast this spell using a spell slot of 2nd level, you can summon a beast with a CR of 1/2 or lower. If you cast it using a spell slot of 3rd level or higher, the summoned beast can have the CR of 1, plus 1 for each level above 3rd.


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

Response:
Name: Find Greater Familiar
Level: 3
School: Conjuration (Ritual)
Classes: Wizard
Casting time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: 25 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
Description: You gain the service of a greater familiar, a spirit stronger than a normal familiar that takes an animal form you choose: a Bat, Cat, Flying Snake, Frog (Toad), Hawk, Lizard, Octopus, Owl, Poisonous Snake, Fish (Quipper), Rat, Raven, Sea Horse, Spider, and Weasel. Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your greater familiar acts independently of you, but it always obeys your commands. In Combat, it rolls its own initiative and acts on its own turn. A greater familiar cannot Attack, but can use other abilities as normal. Additionally, it gains the ability to use two cantrips and one 1st-level spell that you teach it and has an extra amount of HP equal to your spellcasting modifier. These spells can be from any one spell list and cannot deal damage. They can cast the 1st-level spell one between long rests. The spellcasting modifier they use is the one appropriate to the spell list they chose from, and they gain +2 to that ability score.
When the greater familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your greater familiar is within 500 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your greater familiar's eyes what it hears until the start of your next turn, gaining the benefits of any Special senses that the familiar has. During this time, you are blind with regard to your own senses but can still feel touch. Additionally, you can choose to hear either through the greater familiar's ears or your own but are deafened to the other.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 60 feet of you.
You cannot have more than one familiar at a time, including both normal and greater. If you cast this spell while you already have a familiar or greater familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you Cast a Spell with a range of self, a range of touch, or with a range equal to or less than 10 feet, your greater familiar can deliver the spell as if it had cast the spell. Your familiar must be within 120 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll


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

Response:
Name: Find Lesser Dragon Familiar
Level: 4
School: Conjuration (Ritual)
Classes: Sorcerer, Wizard
Casting time: 2 Hours
Range: 10 Feet
Duration: Instantaneous
You Have Gained A Greater Understanding And Appreciation Of Your Familiar And Focused Extensive Research Into Methods Of Empowering It Further. You Gain The Following Benefits.
Components: V, S, M
Material cost: 50 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
Description: You gain the services of a familiar, a spirit that takes an form of a Pseudodragon or a faerie dragon that has its stat block already, appearing in an unoccupied space within range. Its size is Small instead of Tiny. Your familiar acts independently of you, but it always obeys your commands (no action required). In Combat, it rolls its own Initiative and acts on its own turn. A familiar can make Actions as normal. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses. When the familiar drops to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
When you cast this spell you can select 1 type of damage: Fire, Cold, Lightning, Necrotic, Radiant. Your Pseudodragon/faery dragon will gain resistance to the selected type, and gains a special attack: Psuedo Breath (Recharge 3-6): the familiar exhales the selected type in a 30 feet line 5 feet wide. Each creature within this line makes a DC 15 Dexterity Saving Throw, taking 2d6 (8) of the selected damage on a failed save, or no damage on a successful save


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

Response:
Name: Find Memory
Level: 1
School: Enchantment
Classes: Artificer, Wizard
Casting time: 1 Minute
Range: Self
Duration: Concentration, Up To 1 Hour
Components: S, M
Material cost: a copper piece
Description: You regress into your own mind and look in your past, allowing you to treat a roll of 9 or lower on the d20 die for all Intelligence checks to be treated as a 10.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the value that lower rolls are treated as increases by 1 for every level above 1st.


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

Response:
Name: Find Omega
Level: 5
School: Conjuration
Classes: Druid, Wizard
Casting time: 4 Hours
Range: 10 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: 500 GP worth of fine incense, powdered opal, and a pinch of salt, all burned within a jewel-encrusted brazier worth at least 2,500 GP
Description: You gain the service of an Omega, a spirit that takes on an animal form that you choose: Brown Bear, Dire Wolf, Giant Eagle, Giant Octopus, Giant Spider, Lion or Tiger. Appearing in an unoccupied space within range, the Omega has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your Omega acts independently of you but always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. An Omega can attack and act normally on its own turn.
When your Omega is reduced to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your Omega is within 1 mile of you, you can communicate with it telepathically. Additionally, as an action, you can see through your Omega's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the Omega has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your Omega. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one Omega at a time, and you may not have a familiar if you have an Omega. If you cast this spell while you already have an Omega or a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your Omega or familiar transforms into the chosen creature.
While your Omega is within 500 feet of you, if you cast any spell with a range of "Self", you may choose to also target your Omega with the spell.
Finally, when you cast a spell that targets only one creature, your Omega can deliver the spell as if it had cast the spell. Your Omega must be within 500 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll


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

Response:
Name: Find Pack of Familiars
Level: 3
School: Conjuration
Classes: Wizard
Casting time: 1 Hour
Range: 10 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: 50 gp worth of charcoal, incense, and herbs that must be consumed by fire in 5 different brass braziers
Description: You gain the service of a number of familiars, spirits that take the form of a beast of CR 1/2 or below, appearing in an unoccupied space within range, the familiars have the Statistics of the chosen forms and are considered your choice of Fey, Fiend, or Celestial. You may have any number of familiars summoned where the collective CR of all forms added together is equal to CR 1/2 or less, with CR 0 creatures counting as CR 1/8th instead.
Your familiars act independently of you, but they always obey your commands. In Combat, they all roll for their own initiative and act on their own turns. Your familiars can attack and take other actions as normal. You can order them as a whole group as an action, or a singular familiar as a bonus action, and they will act upon the last order given to them, or defend themselves if attacked.
When any of your familiars drop to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
As an action, you can temporarily dismiss all of your familiars, so long as all of them are within 30 ft of you. They disappears into a pocket dimension where they all await your summons. Alternatively, you can dismiss them forever. As an action while they are temporarily dismissed, you can cause them to reappear in any unoccupied spaces within 30 feet of you. The familiars may not act for 1 minute after summoning them back.
If you cast this spell while you already have at least one familiar from this spell, you cause it to adopt a new form, chosen as specified above. Your familiar then transforms into the chosen creature. You may do this all at once for any number of them, selecting different forms so long as the CR total remains the same. If you cast this spell another time you may instead cause to appear (and/or disappear) a number of familiars whose CRs, along with any currently summoned, add up to the spells total CR.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the total CR of all summoned creatures increases by 1/2 for each level above 3rd.


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

Response:
Name: Find Person
Level: 2
School: Divination
Classes: Cleric, Druid
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Description: When you cast this spell, a luminous green hand forms and points to a target you specify. The target must be someone you know well be it good or bad, you don't need to remember them for this spell to function. If you are within 30 feet of the target of your spell the hand will form and fade as an outline surrounds the target. An unwilling target may make a Wisdom saving throw, being unaffected by the spell on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the spells range increases by 30 feet for each level until using a 5th level spell slot. Using a 5th level spell slot, this spell's range increases to 300 feet and the spell range increases by 60 feet for each level until using a 9th level spell slot. Using a 9th level spell slot, this spell's range increases to 1 mile.


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

Response:
Name: Finger Gun
Level: 0
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: When casting this spell, you make a finger gun with pointer finger and maybe a thumb to look fancy. You fire a small beam of magic energy towards one object or creature within range that you can see; make a ranged spell attack against your target. On a hit, the target takes 1d8 force damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


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

Response:
Name: Finger of Chaos
Level: 1
School: Evocation
Classes: Sorcerer
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: S, M
Material cost: any kind of ring
Description: You point your finger at a target in range and black flames emerge from the ground. The target must make a Constitution saving throw. On a failed save, the caster rolls a 1d10 and forces the target to take 2d8 damage of the type rolled, according to the table.
1 - Acid
2 - Cold
3 - Fire
4 - Force
5 - Lightning
6 - Necrotic
7 - Poison
8 - Psychic
9 - Radiant
10 - Thunder
At Higher Levels. When you cast this spell using a spell slot of 2th level or higher, the damage increases by 1d8 for each slot level above 1st.


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

Response:
Name: Fingers of the Necromancer
Level: 0
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A bone finger
Description: Rays of necrotic energy shoot from your fingers, withering anything you shoot. Make a ranged spell against a creature. On impact, you deal 1d10 Necrotic damage per ray. If you impact a plant or a non-living object, it burns in black fire, withering without stop.

If you wish to, you can instead deal only 1d4 on impact, and the creature must make a constitution saving throw. On fail, the creature has a disadvantage on his next attack. On success, nothing happens. Even if more than one ray impacts the same creature, it doesn’t make more than one saving throw.

Note that this cantrip is stronger than usual. Talk with your DM if you wish to use this.
At Higher Levels. The number of rays shoot increases when you reach level 4 (2 rays), level 8 (3 rays), level 12 (4 rays), level 16 (5 rays) and level 19 (6 rays).


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

Response:
Name: Finnegan's Forceful Fusillade
Level: 3
School: Evocation
Classes: Wizard, Sorcerer
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You conjure a barrage of arcane lances, and send them forth to strike your enemies. When you cast this spell, and as an action on subsequent turns, you generate and fire a massive bolt of arcana toward an enemy within range. Make a ranged spell attack against the target. On a hit, the target takes 3d10 force damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, 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: Firaga IV
Level: 5
School: Evocation
Classes: Sorcerer
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: A blast of intense flame explodes in a sphere. Make a ranged spell attack against each creature in a 20-foot-radius sphere centred on a point of your choosing. Each target takes 7d6 fire damage and begins burning. Creatures on fire take 1d6 fire damage at the start of each of its turns. A creature may make Constitution saving throws for this effect at the end of each of its turns, ending the effect on itself on a success.


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

Response:
Name: Fire Covenant
Level: 2
School: Necromancy
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: S, M
Material cost: a small knife, which you cut your finger with as part of the casting process
Description: You tap into your life force and draw it out to burn your enemies' souls. As you cast this spell, choose a number. You take necrotic damage equal to the chosen number, which bypasses resistance and immunity to necrotic damage. Then, choose any number of creatures within range. Each creature takes fire damage equal to twice the chosen number divided by the number of creatures chosen this way.


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

Response:
Name: Fire Dragon's Wing Attack
Level: 2
School: Evocation
Classes: Sorcerer
Casting time: 1 Action
Range: 15 Ft
Duration: Instantaneous
Components: S
Description: You create wings of flame and sweep two nearby enemies. Choose two targets within range. The targets must make a Dexterity saving throw, or take 1d10 fire damage on a hit. You can then fly up to 15 feet without provoking opportunity attacks. This flight is just short burst; you fall if you end your turn in the air and nothing else is holding you aloft.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire 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: Fire Enchantment
Level: 5
School: Transmutation
Classes: Artificer, Cleric, Paladin, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Until Dispelled
Components: V, S, M
Material cost: a ruby worth 500 gp, which the spell consumes
Description: A nonmagical weapon you touch becomes a magical flaming weapon. Until the enchantment is dispelled, that weapon becomes magical, and gains the following benefits:
Attack and damage rolls made with the weapon gain a +1 bonus.
The weapon deals an additional 2d6 fire damage on a hit.
Whenever this weapon is used to land a critical hit, it erupts with fire, dealing an additional 2d10 damage to the target.
The weapon is permanently enwreathed in flames. The flames shed bright light in a 30-foot radius, and dim light for an additional 30 feet.


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

Response:
Name: Fire Flow
Level: 5
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (100-Foot Line)
Duration: Instantaneous
Components: V, S
Description: A stroke of flowing fire forming a line 100 feet long and 15 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 6d12 fire damage and becomes ignited. On a successful save, a creature takes half damage and isn't ignited. A creature that is ignited by this spell takes 2d12 fire damage at the end of each of its turns.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th


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

Response:
Name: Fire Orb
Level: 2
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You hurl a very large mote of fire at a creature or object within range. Make a ranged spell attack against the target, dealing 4d6 fire damage on a hit. Hit or miss, each other creature within 5 feet of the target must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a successful one.
A flammable object hit by this spell ignites if it isn’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it deals an additional 1d6 fire damage to the target and 1d6 fire damage to each secondary target for every slot level above 2nd


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

Response:
Name: Fire Seeds
Level: 6
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: Touch
Duration: 1 Hour Or Until Used
Components: V, S, M
Material cost: up to 4 nuts or up to 8 berries
Description: EXPLOSIVE FLORA!
Depending on the material component used for this spell, you can create the following: Nut Grenades or Berry Bombs.
Nut Grenades: As many as four acorns turn into ranged weapons that can be thrown up to 100ft away. To use these objects, it requires you to make a ranged weapon attack to hit the target. Each acorn does 4d6 fire damage. Each nut explodes upon impacting any hard surface. Any combustible materials within 10ft of the target ignites. A targeted creature can make a Dexterity saving throw. On success, targets take half damage.
Berry Bombs: You turn as many as eight berries into special bombs. Berry Bombs have to be placed by hand as attempting to throw it will cause it to detonate on the creature that threw it. If you are within 200ft and speak the command word, each berry bomb instantly bursts into flame, causing 3d8 fire damage to every creature in a 5ft radius and igniting any combustible materials within 5ft. A creature within the area can make a Dexterity saving throw. On success, targets take half damage.
At Higher Levels. When you cast this spell using a spell slot of 7th or higher, increase the number of nut grenades by 2 or the number of berry bombs by 4


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

Response:
Name: Fire Shot
Level: 1
School: Evocation
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet (5-Foot Radius)
Duration: Instantaneous
Components: V, S
Description: You lob a small explosive ball of fire at a point within range. All creatures within a 5-foot radius sphere of that point must make a Dexterity saving throw, taking half damage on a success. On a failed save, a creature takes 1d6 fire damage and becomes ignited.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional projectile for each slot level above first. You may choose new targets or the same target for each projectile


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

Response:
Name: Fire Spin
Level: 1
School: Evocation
Classes: Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (10-Foot-Circle Centered On Yourself)
Duration: Instantaneous
Components: V, S
Description: You outstretch your arms to either side, bursts of fire pour from your hands as you spin in place. Each creature within a 10-foot-circle centered on yourself must succeed on a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much on a failed one. The fire ignites any flammable objects in the are that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


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

Response:
Name: Fire Splash
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 40 Feet
Duration: Instantaneous
Components: S
Description: You hurl an exploding bolt of fire at a point within range. Each creature within 5 feet of that point must succeed on a Dexterity saving throw or take 1d6 fire damage.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)


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

Response:
Name: Fire Spray
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (30-Foot Line)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A burning fan
Description: You extend your hand forward and project a constant stream of fire and sparks, forming a line with 5-foot wide and 30-foot long. You need to spend an action to move up to your movement speed while the spell is active, and a bonus action to turn to a different direction. At the start of each of your turns, you choose a direction to point your hand at. A creature when it enters the spell’s area for the first time on a turn or starts its turn there takes 2d6 fire damage.


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

Response:
Name: Fire Tornado
Level: 7
School: Evocation
Classes: Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a hand of Sulphur
Description: A swirling tornado of fire appears in a 20-foot-radius sphere centered on a point within range. As a bonus action on the turn you summoned the fire tornado and each turn thereafter, you may move the fire tornado 15 feet.
When the tornado appears, each creature in it must make a Constitution saving throw. A creature takes 4d8 fire damage and 4d8 slashing on a failed save or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
If a creature inside the tornado fails three saving throws and does not have resistance or immunity to fire damage, they gain a level of exhuastion due to the excruciating heat


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

Response:
Name: Fire Volley
Level: 5
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You shoot a bolt of fire at a creature or object that you can see within range. Make a ranged spell attack against the target. If the attack hits, the creature takes 8d8 fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 2d8 fire damage at the start of each of its turns.
As an action on each of your turns until the spell ends, you can hurl another bolt of fire


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

Response:
Name: Fire Whip
Level: 1
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You create a magical whip of fire that can be used to lash out at your foes. Make a melee spell attack against a creature within 20 feet of you. On a hit, the target takes 2d4 fire damage. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell will do an additional 1d4 fire damage on a hit for each slot level above 1st.


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

Response:
Name: Firebeads
Level: 3
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a string of beads
Description: A series of fiery beads spring from your hand, darting across the battlefield to explode upon six different points within range; each point must be at least 10 feet away from every other point. Each creature in a 10-foot-radius sphere centered on each point you choose must make a Dexterity saving throw, taking 2d6 fire damage on a failed save or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates one additional bead for each slot level above 3rd.


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

Response:
Name: Firebrand
Level: 0
School: Conjuration
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Until The End Of Your Next Turn
Components: V, S, M
Material cost: a small piece of red chalk
Description: You throw a small shining ball of fire at a creature within range that brands it with your mark. Make a ranged spell attack against the target. On a hit, the target takes 1d6 fire damage and is branded until the end of your next turn. While it is branded, the target takes an extra 1d4 fire damage every time it takes fire damage. If you cast this spell on a creature that is already branded, its current brand lasts until the end of your next turn, but it does not gain another brand.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6)


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

Response:
Name: Firecracker
Level: 0
School: Evocation
Classes: Artificer, Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S, M
Material cost: a pinch of powdered magnesium
Description: You launch a dazzling flurry of colorful magical flecks at an opponent. These flecks hang around the target, exploding successively over the next few seconds and creating sounds that can be heard up to 100 feet away. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d6 thunder damage, and it can't take reactions until the start of its next turn.
This spell's damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6), and 17th level (4d6).


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

Response:
Name: Fires of Entanglement
Level: 5
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: When you cast this spell, vines of fire jump out of the ground and wrap themselves around anything in a 20-foot square around the starting point. For the duration they turn the area into difficult terrain and do 1d6 fire damage to everything in the range that starts their turn in the range.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the fires die down.