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

Response:
Name: Wind Blast
Level: 0
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: A small burst of wind explodes with a bang next to a target
you can see within range. Make a ranged spell attack against
the target. On A hit, the target suffers 1d6 wind damage
and is deafened until the end of its next turn
This spell's damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).


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

Response:
Name: Wind Slash
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: S, M
Material cost:  a feather, a fan or a bit of sand
Description: You lash out a powerful blast of wind at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target Takes 1d10 slashing damage. you snuff any tiny unprotected flames (such as a torch or a candle) between you and the target.
This spell creates more than one blast when you reach certain levels: two blasts at 5th level, three at 11th level and four at 17th level. you can lash out the blasts at the same targets or at different ones. Make a separate attack roll for each blast.


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

Response:
Name: Wind Strike
Level: 0
School: Evocation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a melee weapon worth at least 1 sp
Description: You brandish the weapon used in the spell’s casting and swing through the air, projecting an attack towards your target. Make a ranged spell attack using your spellcasting ability modifier against one creature within range, and on a hit, the target suffers your weapon attack’s normal effects.
This spell’s range increases by 30 feet when you reach 5th level (60 feet), 11th level (90 feet), and 17th level (120 feet).


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

Response:
Name: Windflower Wind Barrier
Level: 4
School: Abjuration
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction
Range: Self
Duration: Instantaneous
Components: V, S
Description: You cast this spell as a reaction in response to an attack targeting you, or an effect that forces you to make a saving throw. The spell creates a barrier of wind around you, with pressure so powerful that virtually nothing can penetrate it. The attack which targets you fails to hit, regardless of the attack roll. If the saving throw is made to negate or mitigate damage (other than psychic damage), you automatically succeed on the saving throw.

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

Response:
Name: Winds of Change
Level: 4
School: Evocation
Classes: Druid, Ranger
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a fan
Description: Howling winds swoop in, orbiting a point that you designate within range and rearranging creatures caught within a 60-foot radius. Each creature within the spell’s area is moved to an unoccupied position you choose within the area. An unwilling creature may make a Strength saving throw to avoid being taken by the winds.


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

Response:
Name: Winds Of Chaos, Dagger
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer
Casting time: 1 Action
Range: 15 Foot Cone
Duration: Instantaneous
Components: V, S, M
Material cost: Dagger
Description: You create a wide arc of wind, each target in the area must make a strength save or be pushed back 10 feet and take 1d4 wind damage.
At Higher Levels. This spell pushes the target back further and deals more damage when you reach higher levels. At levels 5th (2d4), 11th (3d4), and 17th (4d4) the push is increased by 5 each.


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

Response:
Name: Winds Of Chaos, Handaxe
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer
Casting time: 1 Action
Range: Self (30 Foot Line)
Duration: Instantaneous
Components: V, M
Material cost: Handaxe
Description: You create a handaxe made of magical wind that is thrown out of your actual handaxe that slashes through in a line, make a single ranged spell attack that targets each target in the line, dealing 1d6 wind damage on a hit.
At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (1d6), 11th level (2d6) and 17th level (3d6).


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

Response:
Name: Winds Of Chaos, Mace
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S, M
Material cost: Mace
Description: You throw out your mace, pushing you 5 feet from the target, your mace goes hurdling forward to strike the target then returns to you, the target makes a dexterity save or takes 1d8 wind damage and is pushed 5 feet from you.
At Higher Levels. 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: Winds Of Chaos, Quarterstaff
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: Instantaneous
Components: S, M
Material cost: quarterstaff
Description: You slam your staff down creating a large amount of wind energy, each target within range must make a dexterity save or take 1d6 wind 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: Wings of the Phoenix
Level: 3
School: Evocation
Classes: Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Reaction, When You Would Be Reduced To 0 Hitpoints
Range: Self
Duration: 1 Minute
Components: M
Material cost: a phoenix's feather
Description: As you are struck down, your body surges with a fiery burst of renewed energy. When you are reduced to 0 hit points, you can regain 5d6 hit points instead. After you regain hit points with this spell, fiery wings sprout from your back granting you a flying speed of 60 feet, which lasts until the spell ends.


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

Response:
Name: Wisplight
Level: 1
School: Evocation (Ritual)
Classes: Druid, Sorcerer, Warlock
Casting time: 1 Action
Range: 15 Ft
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a pinch of bone ash, consumed by the spell
Description: You create a Tiny magical light within range, appearing as a glowing orb or shimmering flame. It emits bright light in up to a 10-foot radius and dim light for the same amount of feet past that. As a bonus action on your turn while a wisplight is within 120 feet of you, you can issue a mental command to it, moving it up to 60 feet in a direction or having it follow you or another creature in its space.
A wisplight has an AC equal to your spell save DC and has 1 hit point. It is immediately destroyed if it enters an unlit area of magical darkness. Once all wisplights created by this spell are destroyed, the spell ends.
When you use a bonus action to issue a command a wisplight, you can choose for it to take one of the following additional actions:
Alter Light. The wisplight alters the radius and color of the light it gives off, to a maximum radius of 10 feet of bright light or to a minimum radius of 5 feet of bright light.
Disperse Vapor. The wisplight hedges out fog, gas, dust, or similar visual obscurements in a 10-foot radius around it.
Spark. Make a melee spell attack against a target within 5 feet of the wisplight. On a hit, the target takes fire, lightning, or cold damage (your choice when you create the wisplight) equal to 1d4 + your spellcasting ability modifier.
Detonate. The wisplight explodes, destroying it. All creatures within a 5-foot radius of the exploding wisplight must make a Dexterity saving throw, taking 2d6 damage on a failure, or half as much on a success. The damage type is the same as the wisplight's Spark ability.
At Higher Levels. This spell uses  Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points.
The default 1st-level Power Point allocation for this spell is Light/Disperse Radius 0, Detonate Radius 0, Damage 0, Duration 0, Amount 1.

—Power Point Cost—

-1
0
1
2
3
4
5
6
7
8
9

Maximum Light and Disperse Radius 🔗
—
10 ft.
15 ft.
20 ft.
30 ft.
60 ft.
—
—
—
—
—

Detonate Radius 🔗
—
5 ft.
10 ft.
15 ft.
20 ft.
—
—
—
—
—
—

Spark/Detonate Damage 🔗
None/1d6
1d4/2d6
1d4/3d6
2d4/4d6
2d4/5d6
3d4/6d6
3d4/7d6
4d4/8d6
4d4/9d6
5d4/10d6
—

Duration 🔗
Up to 1 round
Up to 1 hour
Up to 8 hours
24 hours*
—
Until dispelled*
—
—
—
—
—

Wisp Amount 🔗
—
—
1
2
—
3
—
4
—
5
—
*The duration of 24 hours or greater no longer requires concentration.
Wisp Amount. By allocating power points into this attribute, you can create and command multiple wisplights with a single casting of this spell. You can command all wisplights within 120 feet of you with the same bonus action, issuing the same or different commands to each one. At least one power point must be allocated into this attribute to cast this spell.


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

Response:
Name: Witchcraft
Level: 0
School: Transmutation
Classes: Druid, Warlock
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You have mastered the essence of mysterious phenomena and supernatural creation. Using the spell, you can create one of the effects within range:
You instantaneously create, freshen, warm, chill or flavour up consumable food or beverages of your choice as long as the amount does not exceed 1 cubic foot.
You instantaneously cause flames, candles, bonfires etc light sources to light up, extinguish, dim or flicker.
You instantaneously create phenomena such as harmless tremors in the ground, strong gusts of wind, light to medium rain, thunderous sounds, cries or sounds of animals, ominous whispers, scent of perfume, musical notes etc.
You instantaneously create, clean or soil clothes of your choice on yourself or any other creature. The created clothes replace the clothes already worn. If clothes created through this spell are taken off or replaced, then they burst into colurful glitters.
Your are able to transmute elements in various ways such as creating small or tiny non-magical life using rocks and leaves, animating fire or water no larger than 1 cubic feet, changing the flow of water, turning rain to mist etc.


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

Response:
Name: Witchfire
Level: 5
School: Evocation
Classes: Warlock
Casting time: 1 Action
Range: Self (100-Foot Line) Or Self (60-Foot Cone)
Duration: 1 Minute
Components: V, S
Description: You conjure a mysterious screaming purple flame which burns the body and soul. When you cast this spell, you can choose to affect a 100-foot long, 10-foot wide line, or you can choose to fan the flames across the area, sweeping through a 60-foot cone. Each creature in the area must make a Dexterity saving throw. On a failure, a creature takes 5d6 fire damage and 5d6 psychic damage, and is weakened for 1 minute. A weakened creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half damage and isn't weakened


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

Response:
Name: Wither
Level: 3
School: Necromancy
Classes: Artificer, Cleric, Druid, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: A small plant, which disintegrates after casting this spell
Description: You cause someone to rapidly age. One creature in range must make a Constitution saving throw, or be magically aged 1d6 + 1 years.
At Higher Levels. When cast at 4th level or higher, the amount they are aged increases by 1d6 + 1 for every level above 3rd.


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

Response:
Name: Withering Destruction
Level: 7
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a withered flower, a piece of obsidian worth at least 50 gp, and an amethyst worth at least 100 gp
Description: You conjure a bolt of dark energy that leaps at a creature or object within range. The target must make a Constitution saving throw, taking 9d10 necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, increase the damage by 1d10 for each slot level above 7th.


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

Response:
Name: Withering Ray
Level: 2
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You create three rays of necromantic energy and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 necrotic damage. If this damage reduces an organic target to 0 hit points, it dies instantly and withers into a husk. Inorganic targets such as constructs (except wood or flesh constructs) do not wither but are not immune to this spell's damage.
This spell automatically causes up to a 10-foot cube of nonmagical plants, excluding plant creatures, to wither on a hit.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd


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

Response:
Name: Withering Thorn
Level: 0
School: Evocation
Classes: Sorcerer, Cleric, Druid, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: 1 Round
Components: S, M
Material cost: a melee weapon worth at least 1 sp
Description: You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then your weapon passes onto your target dark, withering magical thorny vines that sap vitality. If the target uses a form of healing while the effect of this spell is still active, you may roll a 1d8 + your spellcasting modifier and reduce the amount of hit points gained by that amount. If you reduce hit points gained from healing to 0, any damage left over is dealt onto the target in necrotic damage. Necrotic damage that comes from this spell does not effect undead or constructs, but does still reduce any healing capabilities as normal.
At Higher Levels. At 5th level, you deal an extra 1d8 necrotic damage on a hit, and the reduction to magical healing increases to 2d8 + your spellcasting modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and 17th level (3d8 and 4d8).


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

Response:
Name: Withering/Burning
Level: 5
School: Necromancy
Classes: Bard, Cleric, Druid, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: leaves and charcoal
Description: You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose to curse the target with magical Withering or Burning. If you choose Withering and the creature is immune to necrotic damage, they automatically succeed their saving throw. If you choose Burning and the creature is immune to radiant damage, they automatically succeed their saving throw.
Withering. While cursed, the target's flesh and blood is twisted to become mortally dependent on light. While in darkness, the target takes 20 necrotic damage at the start of every turn, loses any resistances to bludgeoning, piercing, slashing, acid, and cold damage, and has disadvantage on ability checks. While in dim light, the target takes 10 necrotic damage at the start of every turn, and suffers -5 on ability checks. The target gains resistance to radiant damage for the duration of the curse
Burning. While cursed, the target's flesh and blood is twisted to become hypersensitive to light. While in bright light, the target takes 20 radiant damage at the start of every turn, loses any resistances to bludgeoning, piercing, slashing, lightning, and fire damage, and has disadvantage on ability checks. While in dim light, the target takes 10 radiant damage at the start of every turn, and suffers -5 on ability checks. The target gains resistance to necrotic damage for the duration of the curse.
A Greater Restoration spell ends this effect.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a spell slot of 8th level or higher, the duration is one week. If you use 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 6th level or higher grants a duration that doesn't require concentration.


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

Response:
Name: Wizzro's Blast
Level: 5
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: See Description
Duration: Instantaneous
Components: V, S
Description: You push both hands forward to blast a searing beam of life-draining energy. This beam lingers for several seconds. During this brief period, you can point the beam in one direction as a 60-foot line, sweep it over a small area as a 60-foot cone, or spiral it around you as a 60-foot-radius circle centered on you. When the beam covers a wider area, each individual target suffers it for less time, and consequently takes less damage. Any target in range must succeed on a Dexterity saving throw to duck out of the way, or take damage based on the area selected:
60-Foot Line: 42 (12d6) necrotic damage
60-Foot Cone: 35 (10d6) necrotic damage
60-Foot Radius: 28 (8d6) necrotic damage
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the necrotic damage by 1d6 for every slot level above 5th


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

Response:
Name: Woeful Stab
Level: 6
School: Conjuration
Classes: Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: one dagger, which the spell consumes
Description: A dagger in the back might hurt for some time, but the pain of a woeful dagger never ends. You conjure a woeful dagger in your free hand, which lasts for the duration.
You are proficient with the woeful dagger and you may use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of melee attacks using it. It deals 2d4 piercing damage and is a magic weapon.
Once during the spell's duration, when you hit a creature with the woeful dagger, you can make a woeful stab. The creature you hit must make a Charisma saving throw. On a failure, you deal an extra 10d10 psychic damage and the target has disadvantage on saving throws for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns in an attempt to end the effect


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

Response:
Name: Wolfsbane
Level: 2
School: Abjuration
Classes: Druid, Ranger
Casting time: 1 Reaction, Which You May Take When Another Creature Uses A Spell Or Effect To Change Its Shape.
Range: 90 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a handful of animal fur
Description: Whenever creature uses a spell or effect that would change its form, that creature must make a Constitution saving throw.
On a failure, the creature does not change shape and takes 4d6 psychic damage. The target’s action is wasted, and if the shapechanging feature has limited uses, one use is also wasted


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

Response:
Name: Wonderment
Level: 0
School: Enchantment
Classes: Bard, Paladin
Casting time: 1 Minute
Range: Touch
Duration: 1 Hour
Components: V, S
Description: The spell targets three creatures. The targets must succeed on a charisma saving throw or be charmed. While they are charmed they cannot attack you or your allies. They look at you in amazement for the duration of the spell. The song played during the scene where they see the dinosaurs for the first time in the movie Jurassic Park plays.
At Higher Levels. The spell targets more creatures at higher levels: 6 targets at 5th level, 9 at 11th level, and 12 at 17th level.


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

Response:
Name: Wood Shape
Level: 2
School: Transmutation
Classes: Druid
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You touch a piece of wood, which may be a Large or smaller tree or wooden object or a section of wood that fits entirely within a 10-foot cube, and cause it to twist into any shape you desire. The extant of these changes can't cause the wood to extend beyond 10 feet in any dimension. While it is possible to make crude coffers, doors, and so forth, fine detail isn't possible. You can also create simple melee weapons, such as a club, greatclub, or quarterstaff, using this spell, but shields, armor, and martial or ranged weapons are too complex to create.


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

Response:
Name: Word of Stumbling
Level: 1
School: Enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V
Description: You speak an enchanted word at a creature. The creature must pass a Wisdom saving throw or it will fall prone and drop whatever it is holding. The creature will remain incapacitated for one round.
Undead and creatures immune to being charmed aren't affected by this spell

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can select an additional target for your spell.


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

Response:
Name: Word of Virulence
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Components: V, S
Description: You utter a divine word, and corrupting virulence erupts from you. Each creature of your choice that you can see within range of you or a creature with Corruption you can see within 90 feet must succeed on a Constitution saving throw or take 1d4 poison damage and gain one Corruption. For the next minute you are aware of the direction, distance to, and level of Corruption of, any creatures with Corruption within 90 feet. Corruption is removed any time a creature takes a rest or is subjected to an effect that can remove disease or curses. Affected creatures with one Corruption take 1d8 poison damage instead. Creatures that already had 2 or more Corruption take 1d8 poison and 1d8 necrotic damage instead. You regain hit points equal to the necrotic damage dealt by this spell. A creature with 3 or more corruption has disadvantage on Constitution saving throws until the Corruption is removed
At Higher Levels. The spell’s damage increases by one of each die when you reach 5th level (2d4, 2d8 or 2d8 plus 2d8), 11th level (3d4, 3d8 or 3d8 plus 3d8), and 17th level (4d4, 4d8 or 4d8 plus 4d8).


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

Response:
Name: Wrath
Level: 1
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: You point your finger, and dark energy washes over a target you can see within range. The target must make a Constitution saving throw, taking 4d6 necrotic damage on a failed save, or half as much damage on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional 2d6 necrotic damage for every spell level above 1st


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

Response:
Name: Wrath of Morass
Level: 3
School: Conjuration
Classes: Bard, Druid, Ranger, Sorcerer, Warlock
Casting time: 1 Action
Range: 120 Feet (60 Ft Circle)
Duration: Concentration Up To 10 Minutes
Components: V, S, M
Material cost: a small chunk of lichen or moss
Description: A carpet of moss blankets a 60ft radius circle on the ground centered on a point that you can see within range. Creatures movement speeds are reduced by 5ft when walking or running on the carpet of moss, also when a creature first enters the zone or takes movement while on or up to 30ft above the carpet of moss, a puff of spores is emitted in a 5ft area centered on the movement and up to 15 ft in the air. Any creatures within this spore cloud must make a constitution saving throw or take 3d6 poison damage and are poisoned, choking on the spores with audible coughs or sneezes. On a successful save, a creature takes half damage and is not poisoned.
Alternatively, Wrath of Morass can be cast defensively. If cast over a period of ten minutes, the moss carpet covers an area up to the equivalent to a 120ft circle, in any shape the caster desires. This larger carpet functions identically to the standard casting, but deals 3d4 damage instead of 3d6
When cast in a forest or naturally warm and damp environment where moss grows well, the moss is difficult to see and compared to non-magical moss the spell effect is difficult to distinguish. A perception check vs the casters Passive Nature DC (10+ Nature modifier) must be made to notice this affected area, and perhaps understand the nature of this spell. The moss is also more potent in its natural environment, dealing one additional damage die of a type determined by the spell's method of casting.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the damage increases by one additional damage die for each slot level above 3rd.


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

Response:
Name: Wrathful Arrow
Level: 1
School: Enchantment
Classes: Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To A Minute
Components: V, M
Material cost: a piece of ammunition
Description: You imbue a piece of your ammunition with pure wrath. The first time you hit with a ranged attack that uses an ammunition weapon within the duration, the attack deals an extra 1d6 psychic damage. If the target is a creature, it must succeed on a Wisdom saving throw or be frightened of you for the duration. The affected creature can use its action to attempt to steel its resolve and make a new saving throw, ending the effect on a success.


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

Response:
Name: Wreath of Life
Level: 1
School: Conjuration
Classes: Cleric, Druid, Paladin
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Round
Components: V, S, M
Material cost: a flower petal
Description: You chant a mystic incantation, creating a magical garland on the head of an ally. If it is not destroyed, it restores their health. If the target takes no damage before the start of your next turn, it regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st


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

Response:
Name: Wrecking Squall
Level: 1
School: Conjuration
Classes: Bard, Cleric, Druid, Paladin
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a dried oak leaf
Description: A massive burst of wind explodes from a point you can see
within range. Each creature in a 20 foot radius sphere area
must make a Strength saving throw. Targets that fail their
saving throw are pushed outside the spells area to a space you
choose, and then knocked prone.


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

Response:
Name: Wyrd Reconstruction
Level: 0
School: Necromancy
Classes: Druid, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You raise your arms and channel the power of the occult to haphazardly mend the wounds of a creature within range, with risk of injury. The target regains 1d4 hit points and makes a Constitution saving throw. On a failed save, the target loses 1d10 hit points due to blood loss.
The hit points regained by this cantrip become 1d6 when you reach 5th level, 1d8 when you reach 11th level, and 1d10 when you reach 17th level.


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

Response:
Name: Wyvern Watch
Level: 1
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: Touch
Duration: 8 Hours
Components: V, S, M
Material cost: holy symbol
Description: You touch a wall, pillar or other immovable object. An insubstantial haze, resembling a Small wyvern, lurks within 5 feet of that object. A Wisdom (Perception) check is required for other creatures to notice the wyvern, with a DC equal to your spell save DC.
Within the duration, the next humanoid other than yourself to move within 10 feet of the object is struck by the wyvern. The target must make a Constitution saving throw or be paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the paralysis ends.
In addition, you become aware that the wyvern has made a strike although you cannot determine what kind of creature triggered it.
The wyvern dissipates and the end of the spell's duration, or when the wyvern strikes.
At Higher Levels. When you cast this spell using a 5th-level spell slot, the spell is triggered by any type of creature (instead of just humanoids)


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

Response:
Name: Xenae's Aquabind
Level: 2
School: Transmutation
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: a flask of water with a tiny octopus within
Description: You call forth a watery appendage from a body of water to bind a nearby creature. Choose a freestanding body of water (or a liquid that is principally water) at least 10 cubic gallons in volume that you can see within range, out of which a tentacle of pure water rises and grabs a Large or smaller creature of your choice within 20 feet. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.
As an action, you can command the tentacle. When you do so, you cause the restained target to be moved up to 10 feet horizontally. You can then attempt to crush the target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much on a success.
At the end of each of its turns, a creature restrained by this spell can make a Strength check against your spell save DC. On a success, the spell ends for that creature. The spell also ends on a target if it is more than 40 feet from the body of water at the start of its turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


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

Response:
Name: Xenae's Aquaforme
Level: 1
School: Transmutation (Ritual)
Classes: Cleric, Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: holy water which the spell consumes
Description: Rapidly converts a target 20 ft cube on the ground into clean water. The target ground area must not have any anti-magic properties, and must be solid ground without difficult terrain or any structures on top of it weighing more than 100 lb.
All creatures standing on the ground when it is being converted into water must make a Dexterity (Acrobatics) saving throw or lose an action struggling to stay afloat in the water.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target area increases by 5 ft per spell level above 1st


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

Response:
Name: Xenae's Bubble Prison
Level: 5
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a piece of silver coral worth 50 gp, which the spell consumes
Description: You trap a Huge or smaller creature within range in a suffocating mass of water. This water is drawn from within a 30-foot radius of the target, and the spell fails if there isn't enough freestanding water in this area to fully engulf the creature: at least 50 gallons, plus an additional 100 gallons for each size category above Medium.
For the duration, the target is restrained and must make a Constitution saving throw at the start of each of its turns to resist the effects of crushing pressure; a creature which doesn't need to breathe or which can breathe underwater makes this saving throw with advantage. On a failed save, the target takes 3d8 bludgeoning damage and suffers a level of exhaustion. On a successful save, the target takes half as much damage and doesn't gain a level of exhaustion.
As an action, a creature restrained by this spell can make a Strength (Athletics) check to attempt to free itself, ending the spell and falling prone on a success.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of increases by 2d8 for each slot level above 5th.


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

Response:
Name: Xenae's Waterspout
Level: 4
School: Transmutation (Ritual)
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Minute (Concentration)
Components: V, S, M
Material cost: holy water which the spell consumes
Description: Generates a large waterspout at a target location up to 120ft away.
All creatures within 5 ft of the waterspout must make a Strength saving throw. On a failed save, they take 2d8 bludgeoning damage per turn, and are sucked upwards into the air for up to 20ft. On a successful save, they take half damage and are only sucked up 10 ft, but are ejected from the waterspout up to 5d6 ft away.
All creatures within 15 ft of the waterspout must also make a Strength saving throw. On a failed save, they are pulled 10ft towards the waterspout.
As an action, you can also command the waterspout to move to a ground location up to 20ft away, with a maximum of 20ft of elevation difference for each time it moves.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of this spell increases by 1d8, and the movement range of the waterspout increases by 5 ft, per spell level above 4th


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

Response:
Name: Youngblood
Level: 3
School: Enchantment (Ritual)
Classes: Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Hour
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You perform a refreshing hour-long ritual on a conscious creature that gives them temporary hit points equal to half their maximum hit points, restores all spell slots of 3rd level and below, and heals them of any curable mental ailments.
Upon casting Youngblood on a creature, you may attempt to revert its mental age to 24 hours in the past, erasing any memories made in that period of time and reverting their mental structure to what it was before. If the creature's mind is unwilling, it may make a Charisma saving throw to avoid mental reversion. Unconscious creatures can also be reverted, though creatures who have died or creatures younger than 24 hours cannot be reverted.


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

Response:
Name: Zantetsuken
Level: 4
School: Conjuration
Classes: Bard, Paladin, Ranger, Warlock
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, M
Material cost: a weapon that deals slashing damage
Description: You teleport to an enemy and slash them with a blade, rending them apart.
Make a melee spell attack against a creature within range. On a hit, you teleport to any open space within 5 feet of the target and strike the target with your focus component, dealing 6d12 slashing damage instead of the weapon's normal damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 and the range increases by 10 feet for each slot level above 4th


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

Response:
Name: Zap
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: You fire a thin streak of electric energy that strikes one creature of your choice within 60 feet of you. The target must succeed on a Dexterity saving throw or take 1d6 lightning damage and the target can't take reactions until the end of its next turn.
At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


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

Response:
Name: Zap Bolt
Level: 1
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You fire a small, but concentrated electric current from your hand to zap a creature or object in range. Make a ranged spell attack against the target, dealing 3d8 lightning damage on a hit.
At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, increase the damage by 1d8 for each slot level above 1st


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

Response:
Name: Zealousy
Level: 5
School: Enchantment (Ritual)
Classes: Bard, Cleric, Warlock, Wizard
Casting time: 1 Day, During Which Time Rests May Be Taken.
Range: 30Ft
Duration: Instantaneous
Components: V, S, M
Material cost: a uniform worth at least 100gp, which is given to the target for them to keep, rare incense and cermonial drinks worth 50gp, which are consumed.
Description: Touch one willing creature with an intelligence score of at least 4. For the duration of casting, this creature must stay within 30 feet of you, be able to hear you speak, and understand at least some of your words. You perform a ceremony with the creature in the process of casting zealousy, at the end of which you both partake of ceremonial drinks, and you present the creature with a uniform, symbolizing its entry into eternal servitude in your name.
The creature must be aware of what the ceremony will do, and be willing for the entire duration of casting, in order to be considered willing for the purposes of the spell. Creatures that can't be charmed are immune to the effects of this spell.
When the ceremony is finished, the creature becomes immune to further charm effects. It cannot defy any command given by you, even if that command would cause harm to the target, the target's loved ones, or even you. It is considered charmed by you. Unless commanded not to, it must take any action necessary, including self-sacrifice, to protect you or advance your interests.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature per slot level above 5th.


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

Response:
Name: Zeno's Death Summon
Level: 4
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 5 Ft
Duration: 1 Minute
Components: None
Material cost: scythe, 1 liter of blood, 125gp
Description: The caster summons an ethereal scythe and places it in the ground, drawing a blood circle around the scythe. Subsequently an avatar of death (from the deck of many things) will appear and fight alongside its summoner for one minute.
After the minute ends the avatar of death will disappear taking 125gp and 6d8 of the casters hit points as payment for its services. While the avatar is summoned the caster has an exhaustion level of 3, on its disappearance the summoner loses one level of exhaustion but is blinded for 5 rounds. The hit points of the avatar are 1/4th of the summoner's hp and its AC is a
17.


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

Response:
Name: Zeno's Grim Reaping
Level: 5
School: Necromancy
Classes: Cleric, Warlock, Wizard
Casting time: 1 Bonus Action
Range: 60 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: a chunk of obsidian carved into the shape of a scythe
Description: You manifest a spectral image of a scythe fitting to be wielded by an avatar of death. This spectral image lasts for the duration, and appears at a point you designate within range. When you cast this spell, you can make a melee spell attack against a creature within 5 feet of the scythe. On a hit, the target takes necrotic damage equal to 3d10 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. A humanoid killed by this spell rises up as a zombie at the start of your next turn. This zombie is considered to be under your control, and may be given orders as part of the bonus action required to attack with the scythe.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for every 2 levels above 5th.


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

Response:
Name: Zephyr-Burst Strike
Level: 0
School: Evocation
Classes: Druid, Sorcerer
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: Instantaneous
Components: S, M
Material cost: a melee weapon
Description: Strong winds envelop your weapon, ready to release a burst of gusting winds.
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise, the spell fails. On a hit, the target suffers the attack's normal effects and is dealt an additional 1d8 slashing damage, the target also gets pushed back 5ft. Enemy creatures within 5ft. of the target take slashing damage equal to your spellcasting ability modifier.
At 5th level, the melee attack deals an extra 1d8 slashing damage to the target, and the slashing damage to the surrounding creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.


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

Response:
Name: Zodiac Strike
Level: 1
School: Evocation
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: M
Material cost: A Zodiac ring
Description: The raw power of the zodiac ring and its components placed into a small orb. When using this spell, roll 1d12 to determine the damage type:

Element
Damage Type
Effect

Fire
Fire
The sphere explodes, creating a wave of fire to incinerate your target.

Earth
Bludgeon
The sphere solidifies into a large stone and smashes into your enemy.

Water
Water
The sphere shatters like glass and unleashes a wall of water upon the target.

Air
Wind
A gust of wind emerges and harms the enemy.
The target must make a Wisdom saving throw against your spell save DC. If they fail, they take 1d8 damage of the determined type. If they succeed, they take half as much damage. If the date in-game is an equinox or a solstice (ask your DM before using the spell), the target takes double the amount of damage that they would normally take.
At Higher Levels. When you cast this spell using a spell slot of 2 or higher, its damage increases by 1d16


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

Response:
Name: Zombie Infection
Level: 8
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (Radius 60 Feet)
Duration: 1 Hour
Components: V, S, M
Material cost: The tooth of a zombie
Description: You send out a wave of necrotic energy. Any humanoid corpses within the radius rise as a zombie. All living humanoids within the radius must make a Constitution saving throw. On a failure, if the creature dies within 1 minute of this spell being cast, its corpse rises as a zombie. The zombies are not under your control, though they will not attack you or other creatures of your choice.
Any zombies created by this spell gain the following attack as well as Multiattack(One Bite attack and one Slam attack).
Bite
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing plus (2d8 + 6) necrotic damage. The target makes Constitution saving throw against your Spell save DC. On a failure, if the creature dies within 1 hour, it rises as a zombie. Zombies created by this attack also gain the Bite attack and Multiattack.
Casting greater restoration, remove curse, or wish on a creature can remove the effect of becoming a zombie when the creature dies


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

Response:
Name: Zone of Faith
Level: 3
School: Divination
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Self (30-Foot Cylinder)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a symbol of faith
Description: When you cast this spell, you create an area where the powers of your chosen god hold more sway than they usually have.
Choose a divine entity. All creatures in this zone that are the same alignment as the divine entity gain advantage on all saving throws and skill checks.
All creatures that have the exact opposite alignment as the chosen god must make a Wisdom saving throw. On a failed save, the creature gains disadvantage on all saving throws and skill checks.
If the alignment of the god chosen is Neutral, then you may chose a non neutral alignment (Lawful Good, Chaotic Good, Lawful Evil, and Chaotic Evil) that will get disadvantage. Unaligned creatures are not effected by this spell

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the range is increased by 10ft for each level above 1st


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

Response:
Name: Zone of Frost
Level: 3
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: an ice cube
Description: You call forth an area of freezing cold on a location you can see within range. Everything within a 20-feet square centered on that location is covered with frost, creeping up and encasing any creature unfortunate enough to be within the area of effect.
The entire area affected by the spell counts as difficult terrain. Any creature moving within it for the first time on their turn must make a Dexterity saving throw or fall prone.
When the ice appears and whenever a creature starts its turn on the area, or enters the area for the first time on their turn they have to make a Constitution saving throw, if they fail they become encased in ice, take 2d4 cold damage and are restrained until the spell ends, if they succeed on the Constitution saving throw they instead take half the cold damage and lose 10 feet of movement speed until the end of their next turn instead of becoming restrained.
Any creature that is restrained by the spell can repeat the Constitution saving throw at the end of their turn. If they succeed they break free of the ice and are no longer restrained but have their movement speed reduced by 10 feet until the end of their next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher the area increased by 10-feet and the cold damage by 2d4 for each spell slot above 3rd


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

Response:
Name: Zone of Lies
Level: 2
School: Enchantment
Classes: Bard, Cleric, Paladin
Casting time: 1 Action
Range: 60 Feet
Duration: 10 Minutes
Components: V, S
Description: You create a magical zone that wards away truth in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate truth while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with the truth. Such a creature can be evasive in its answers as long as it remains outside boundaries of the truth.
If a zone of lies and a zone of truth overlap or intersect, they cancel out, ending both spells.


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

Response:
Name: Zone of Power
Level: 6
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a small quartz sphere worth at least 100 gp, and an acorn or a few pieces of wheat chaff
Description: You create a zone of slightly bluish energy that suffuses an area you can see. Choose a 15-foot cube within the spell's range that you can see. That area takes 4d6 force damage at the start of each of your turns. Creatures within the area must make a Dexterity saving throw, taking full damage on a failed save, or half as much damage on a successful one. You may use a bonus action on your turn to move the zone up to 15 feet.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, increase the damage by 1d6 for each slot level above 6th.


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

Response:
Name: Zone of Silence
Level: 4
School: Illusion
Classes: Bard
Casting time: 1 Minute
Range: Self (5-Foot-Radius Sphere)
Duration: 1 Hour
Components: V, S
Description: You manipulate sounds waves in a 5-foot-radius sphere centered on yourself to protect against eavesdroppers while allowing those within to converse normally. No sound can pass through the sphere; creatures within are immune to thunder damage from sources originating outside and are effectively deafened to everything not within the sphere, and vice versa. Until the spell ends or you dismiss it as a bonus action, the sphere moves with you, centered on you.
A successful Wisdom (Insight) check to read lips can still reveal what's said on the other side of the sphere.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 hour for each slot level above 4th.


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

Response:
Name: Zone of Sweet Air
Level: 2
School: Abjuration (Ritual)
Classes: Bard, Cleric, Druid, Paladin, Ranger
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Hour
Components: V, S, M
Material cost: a silk handkerchief
Description: You do not need to have the "Ritual Casting" feature to cast this spell as a ritual.
You create an invisible magical zone that eliminates noxious airs in a 15-foot radius sphere centered on a point of your choice within range.
All poisonous or otherwise damaging gases of natural or magical origin, except those created by breath weapons, are blocked by this spell and cannot enter the zone. Fresh air passes into the zone without hindrance. If any fumes are present when the spell was cast, or are created inside the area of protection, they are instantaneously purged from it.


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

Response:
Name: Zuzar's Flaming Laser Sword
Level: 6
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (600 Feet)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a copper and silver rod worth at least 40gp
Description: You invoke the ancient power of dragon breath. You create a 600 feet long, one inch wide beam, which is only stopped by full cover.
Whenever something starts their turn within or enters the area of the beam, they must make a Dexterity saving throw, taking 20 radiant damage and becoming ignited on a failed save, or taking half as much and not becoming ignited on a success.
As an action, you can change the direction of the beam, up to 45 degrees.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, its damage increases by 5 for each slot level above 6th.


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

Response:
Name: Ætherstorm
Level: 4
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 300 Feet
Duration: Instantaneous
Components: V, S
Description: A sphere of astral energy rips through at a space centered on a point within range. All creatures within a 25 foot-radius sphere must make a Constitution saving throw. On a failure, creatures are pulled 15 feet towards the center and take 6d8 force damage. If a creature is at the center, or the center is occupied by a creature so that another cannot occupy the space, all such creatures take an additional 2d6 bludgeoning damage, and are knocked prone on a failure. On a success, creatures take half damage, and are not knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, it deals an additional 1d8 force damage for every level above 4th


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

Response:
Name: Éclair Noir de l'Apocalypse
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Special
Duration: Instantaneous
Components: S
Description: Your control over the laws of heaven and earth and understanding of the way of existence has allowed you control over Éclair Noir Apocalypse, the heaven-defying black lightning. You channel your life-force and convert it into this lighting. Creation of this force comes with a price; whenever you cast this spell, your internal organs are electrocuted and burned, dealing you Xd12 lightning damage(this damage cannot be reduced in any way).
When you cast this spell, you strike a maximum of X targets within a radius of 10X feet with black lightning from the sky, instantly disintegrating non-magical structures. This causes a loud booming sound to resound within a 100X feet. Creatures attacked in this way must make a dexterity save contested against your spell save DC. They take Xd4 lightning damage on a failure and are restrained by black shackles springing up from space for X minutes. On a success, nothing happens.
You may also imbue the lightning into weapons. If you do, the weapon deals an additional Xd6 lightning damage. This effect lasts for a number of hits equal to your proficiency bonus, after which the weapon disintegrates into dust(if it is non-magical).
X is any number chosen by the caster. It's value is the same for all damages and effects. All effects take place after you take the damage. If you cannot take the damage, the spell fails.
At Higher Levels. At 10th level, you ignore resistance to lightning damage. At 15th level, your movement speed becomes 10X feet while you wield the lightning imbued weapon. At 20th level, you ignore immunity to lightning damage.


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

Response:
Name: Acid Splash
Level: 0
School: Conjuration
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


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

Response:
Name: Blade Ward
Level: 0
School: Abjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 round
Components: V, S
Description: You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.


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

Response:
Name: Booming Blade
Level: 0
School: Evocation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-foot radius)
Duration: 1 round
Components: S, M
Material cost: a melee weapon worth at least 1 sp
Description: You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).


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

Response:
Name: Chill Touch
Level: 0
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 round
Components: V, S
Description: You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

At Higher Levels. 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: Control Flames
Level: 0
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous or 1 hour
Components: S
Description: You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


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

Response:
Name: Create Bonfire
Level: 0
School: Conjuration
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 minute
Components: V, S
Description: You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.

At Higher Levels. The 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: Dancing Lights
Level: 0
School: Evocation
Classes: Artificer, Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a bit of phosphorus or wychwood, or a glowworm
Description: You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.


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

Response:
Name: Decompose (HB)
Level: 0
School: Necromancy
Classes: Cleric
Casting time: 1 Action
Range: Touch
Duration: 1 minute
Components: V, S
Description: You reach out and touch the corpse of a creature. Over the next minute, the corpse begins to rapidly decompose, sprouting fungus and moss as it begins to degrade into compost and mulch. An odd-colored flower or two may also spring from the corpse in this time. Applicable requirements for resurrection are unaffected by this decomposition.


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

Response:
Name: Druidcraft
Level: 0
School: Transmutation
Classes: Druid
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: Whispering to the spirits of nature, you create one of the following effects within range:

You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
You instantly light or snuff out a candle, a torch, or a small campfire.


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

Response:
Name: Eldritch Blast
Level: 0
School: Evocation
Classes: Warlock
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.


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

Response:
Name: Encode Thoughts
Level: 0
School: Enchantment
Classes: Wizard
Casting time: 1 Action
Range: Self
Duration: 8 hours
Components: S
Description: You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.

If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as Detect Thoughts or Modify Memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.

Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting Detect Thoughts on the strand has the same effect.)


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

Response:
Name: Fire Bolt
Level: 0
School: Evocation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).


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

Response:
Name: Friends
Level: 0
School: Enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: S, M
Material cost: a small amount of makeup applied to the face as this spell is cast
Description: For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.


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

Response:
Name: Frostbite
Level: 0
School: Evocation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

At Higher Levels. The 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: Green-Flame Blade
Level: 0
School: Evocation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-foot radius)
Duration: Instantaneous
Components: S, M
Material cost: a melee weapon worth at least 1 sp
Description: You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).


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

Response:
Name: Guidance
Level: 0
School: Divination
Classes: Artificer, Cleric, Druid
Casting time: 1 Action
Range: Touch
Duration: Concentration, up to 1 minute
Components: V, S
Description: You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.


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

Response:
Name: Gust
Level: 0
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You seize the air and compel it to create one of the following effects at a point you can see within range:

One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.


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

Response:
Name: Hand of Radiance (UA)
Level: 0
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 5 feet
Duration: Instantaneous
Components: V, S
Description: You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.

At Higher Levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d8).


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

Response:
Name: Infestation
Level: 0
School: Conjuration
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a living flea
Description: You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

At Higher Levels. The 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: Light
Level: 0
School: Evocation
Classes: Artificer, Bard, Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 hour
Components: V, M
Material cost: a firefly or phosphorescent moss
Description: You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.


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

Response:
Name: Lightning Lure
Level: 0
School: Evocation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (15-foot radius)
Duration: Instantaneous
Components: V
Description: You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

At Higher Levels. 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: Mage Hand
Level: 0
School: Conjuration
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 minute
Components: V, S
Description: A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magical items, or carry more than 10 pounds.


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

Response:
Name: Magic Stone
Level: 0
School: Transmutation
Classes: Druid, Warlock, Artificer
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 minute
Components: V, S
Description: You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.

If you cast this spell again, the spell ends early on any pebbles still affected by it.


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

Response:
Name: Mending
Level: 0
School: Transmutation
Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: two lodestones
Description: This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.


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

Response:
Name: Message
Level: 0
School: Transmutation
Classes: Artificer, Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 round
Components: V, S, M
Material cost: a short piece of copper wire
Description: You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.


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

Response:
Name: Mind Sliver
Level: 0
School: Enchantment
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 round
Components: V
Description: You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 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: Minor Illusion
Level: 0
School: Illusion
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 minute
Components: S, M
Material cost: A bit of fleece
Description: You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.


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

Response:
Name: Mold Earth
Level: 0
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous or 1 hour
Components: S
Description: You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


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

Response:
Name: On/Off (UA)
Level: 0
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by On/Off.


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

Response:
Name: Poison Spray
Level: 0
School: Conjuration
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 10 feet
Duration: Instantaneous
Components: V, S
Description: You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

At Higher Levels. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).


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

Response:
Name: Prestidigitation
Level: 0
School: Transmutation
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 10 feet
Duration: Up to 1 hour
Components: V, S
Description: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


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

Response:
Name: Primal Savagery
Level: 0
School: Transmutation
Classes: Druid
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: S
Description: You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.

At Higher Levels. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).


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

Response:
Name: Produce Flame
Level: 0
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: Self
Duration: 10 minutes
Components: V, S
Description: A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

At Higher Levels. 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: Ray of Frost
Level: 0
School: Evocation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

At Higher Levels. The 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: Resistance
Level: 0
School: Abjuration
Classes: Artificer, Cleric, Druid
Casting time: 1 Action
Range: Touch
Duration: Concentration, up to 1 minute
Components: V, S, M
Material cost: a miniatrue cloak
Description: You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.


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

Response:
Name: Sacred Flame
Level: 0
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

At Higher Levels. The 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: Sapping Sting
Level: 0
School: Necromancy
Classes: Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.

At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


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

Response:
Name: Shape Water
Level: 0
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous or 1 hour
Components: S
Description: You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


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

Response:
Name: Shillelagh
Level: 0
School: Transmutation
Classes: Druid
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 minute
Components: V, S, M
Material cost: mistletoe, a shamrock leaf, and a club or quarterstaff
Description: The wood of a club or quarterstaff you are holding is imbued with nature’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: Shocking Grasp
Level: 0
School: Evocation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

At Higher Levels. The 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: Spare the Dying
Level: 0
School: Necromancy
Classes: Artificer, Cleric
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.


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

Response:
Name: Sword Burst
Level: 0
School: Conjuration
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-foot radius)
Duration: Instantaneous
Components: V
Description: You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.

At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


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

Response:
Name: Thaumaturgy
Level: 0
School: Transmutation
Classes: Cleric
Casting time: 1 Action
Range: 30 Feet
Duration: Up to 1 minute
Components: V
Description: You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.


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

Response:
Name: Thorn Whip
Level: 0
School: Transmutation
Classes: Artificer, Druid
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: the stem of a plant with thorns
Description: You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


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

Response:
Name: Thunderclap
Level: 0
School: Evocation
Classes: Bard, Druid, Sorcerer, Warlock, Wizard, Artificer
Casting time: 1 Action
Range: Self (5-foot radius)
Duration: Instantaneous
Components: S
Description: You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.

At Higher Levels. The 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: Toll the Dead
Level: 0
School: Necromancy
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).


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

Response:
Name: True Strike
Level: 0
School: Divination
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration up to 1 round
Components: S
Description: You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.


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

Response:
Name: Vicious Mockery
Level: 0
School: Enchantment
Classes: Bard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V
Description: You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


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

Response:
Name: Virtue (UA)
Level: 0
School: Abjuration
Classes: Cleric
Casting time: 1 Action
Range: Touch
Duration: 1 round
Components: V, S
Description: You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.


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

Response:
Name: Word of Radiance
Level: 0
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 5 feet
Duration: Instantaneous
Components: V, M
Material cost: a holy symbol
Description: You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.

At Higher Levels. The 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: Absorb Elements
Level: 1
School: Abjuration
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Reaction
Range: Self
Duration: 1 round
Components: S
Description: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.


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

Response:
Name: Acid Stream (UA)
Level: 1
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 bit of rotten food
Description: A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at the start of each of its turns.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.


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

Response:
Name: Alarm
Level: 1
School: Abjuration
Classes: Artificer, Ranger, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 8 hours
Components: V, S, M
Material cost: a tiny bell and a piece of fine silver wire
Description: You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.


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

Response:
Name: Animal Friendship
Level: 1
School: Enchantment
Classes: Bard, Druid, Ranger
Casting time: 1 Action
Range: 30 Feet
Duration: 24 hours
Components: V, S, M
Material cost: a cup of water
Description: This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.