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

Response:
Name: Step Up
Level: 0
School: Transmutation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: 30 Feet
Duration: Instantaneous
Components: V
Description: By uttering a phrase laced with magic, you slightly hasten your own movement, or the movement of another creature within range. The target's speed increases by 5 feet until the end of its next turn. If you target yourself, the effect lasts until the end of your current turn.
At Higher Levels. This spell's speed increase becomes 10 feet when you reach 11th level, and 15 feet when you reach 17th level


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

Response:
Name: Sticky Blood
Level: 1
School: Transmutation
Classes: Artificer, Druid, Sorcerer, Wizard
Casting time: 1 Reaction, When You Just Suffered Physical Damage
Range: Self
Duration: Instantaneous
Components: V, S
Description: After you take physical damage you can use your reacton to transmutate spilled blood into a thick sticky substance. You gain hitpoints equal to 1d6 + your Constitution modifier (min. 1). If you took damage from a meelee weapon, it gets stuck in the wound. Opponent may use an Action to try pulling their weapon out dealing 1d4 hitpoints of damage on success, they must succeed a Strength check against your Spell DC. You can safely release the weapon from your wound as a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the regained hitpoints increase by 1d6 for each slot level above 1st.


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

Response:
Name: Sticky Fingers
Level: 3
School: Evocation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: A zipper springs forth from the ground, undoing itself to reveal a space within. As an action, you cast this spell and touch a creature or surface. If you touch a surface, such as the wall of a building, you create a zipper that functions as entry to the other side of the surface when opened. When closed, the zipper disappears and the surface remains undamaged.
If you touch a creature, the creature must make a Constitution saving throw. On a failure, the zipper appears on the creature and they take 3d6 magic damage. On a success, the zipper fails to appear and the creature takes no damage. Zippers that appear on creatures can be hidden within or unzipped forcefully to deal an extra 1d6 magic damage. Unzipping the it forcefully destroys the zipper.
When you attempt to hide inside the artificial space of the zipper, the creature attached to it makes an Intelligence (Investigation) check contesting your spell save DC. On a failure, you may hide as normal, but on a success the creature is aware of the zipper and its properties, removing you from it and destroying the zipper in the process.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you increase the damage the zipper deals by 1d6 for both creating and forcefully unzipping the zipper.


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

Response:
Name: Sticky Spellbook
Level: 2
School: Transmutation (Ritual)
Classes: Wizard
Casting time: 1 Minute
Range: 5 Feet
Duration: Until Dispelled
Components: S, M
Material cost: ink mixed with blood and pearl powder, which the spell consumes; a dagger; and a spellbook worth at least 50 gp
Description: You create a decoy entry in a spellbook you own.
When a creature other than yourself opens the spellbook, their fingers will stick to the page on which the decoy spell is written, and the ink on the page will work its way across the creature over the course of 1 minute. While this is happening, the creature must succeed on a Constitution saving throw at the beginning of each of its turns or take 1d4 force damage. This effect ends if the creature is targeted by an effect that removes a curse. You can drop the spell at any time, which erases the decoy entry and releases any creature stuck to your spellbook.
For the duration, unless the ink was unable to completely transition to the creature's skin, the ink puts out a message to all creatures detecting magic within 30 feet of it, reading that the creature is a thief. Magic that removes curses may end this effect on a creature.


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

Response:
Name: Stone Bolt
Level: 1
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a small rock, which the spell consumes
Description: You fire a piece of stone at an enemy, much harder than normally possible. Make a ranged spell attack against a target within range, dealing 3d8 bludgeoning damage on a hit. The bolt deals double damage to objects and structures.
At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the increases by damage by 1d8 for each slot level above 1st


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

Response:
Name: Stone Drill
Level: 5
School: Evocation
Classes: Druid, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a twisted bar of iron
Description: This spell allows you to bore through natural rock. You target a natural rock surface within range and begin to excavate a cylindrical tunnel 5 feet in diameter at the rate of 1 foot per round (concentrating for the full spell duration creates a tunnel 10 feet long.) You can tunnel horizontally or vertically.
The removed material is crushed into fine gravel and ejected forcefully away: any creature within 10 feet of the targeted rock must succeed on a Dexterity saving throw or take 2d4 bludgeoning damage.
The stone drill has no effect on soft materials like earth or sand, nor worked stone such as masonry walls.
At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the rate of excavation increases by 1 foot per round per spell slot beyond the 5th


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

Response:
Name: Stone Shield
Level: 0
School: Transmutation
Classes: Druid
Casting time: 1 Reaction
Range: Self
Duration: 1 Minute
Components: V, S, M
Material cost: Three small stones
Description: You summon a shield of stone if someone attacks you. This shield lasts 1 minute, then crumbles to dust. The shield act as any other shield, granting the user +2 to AC, you are considered proficient with it. This does not stack.
If the shield is removed from your hands it will crumble into dust


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

Response:
Name: Stone Sleep
Level: 2
School: Enchantment
Classes: Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a tuning fork and a smooth stone on which to strike it
Description: You force one creature made of stone to enter a dormant state. One creature in range, of the kind listed below, must succeed on a Wisdom saving throw, or be stunned for the duration. If the target takes damage, or is subjected to another harmful effect, the condition ends immediately.
Creatures that can be affected by stone sleep include animated objects made of stone, such as earth elementals, gargoyles, clay golems and stone golems, xorn.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, you can target an additional creature for every two slot levels above the 2nd.


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

Response:
Name: Stone Sphere
Level: 4
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a stone marble
Description: You create a polished sphere of stone, 5 feet in diameter. It appears in an unoccupied space of your choice within range and lasts for the duration. The sphere is an object made of stone that can be damaged. It has AC 15 and 250 hit points. Reducing it to 0 hit points destroys it.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, the sphere stops moving and the creature must make a Dexterity saving throw. The creature takes 2d10 bludgeoning damage on a failed save. If you ram the sphere into an object it is automatically damaged, and if this destroys the object the sphere's movement is not halted.
If you do not move the sphere, it may naturally roll down an incline. It does so at a speed of 15 feet on gradients of 1:4, and 30 feet on gradients of 1:2.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th


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

Response:
Name: Stone Spike
Level: 1
School: Transmutation
Classes: Artificer, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a stone carved in the shape of a spike
Description: You cause stone spikes to raise from the ground underneath up to three creatures of your choice on the ground within range. Each target must make a Dexterity saving throw, taking 1d10 piercing damage on a a failed save or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


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

Response:
Name: Stone Tell
Level: 4
School: Divination
Classes: Druid
Casting time: 1 Minute
Range: Self
Duration: 10 Minutes
Components: V, S
Description: You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone's perspective, perception, and knowledge may prevent the stone from providing the details you are looking for.
You can speak with natural or worked stone.


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

Response:
Name: Stone Tent
Level: 1
School: Transmutation (Ritual)
Classes: Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (5 Foot Cube)
Duration: 8 Hours
Components: S
Description: You shape the ground beneath your feet to erect a dome, cube, pyramid, or other basic shape of hard rock to protect yourself. This rocky shelter counts as a structure with an AC of 15 and has 10 hit points, and covers a cubic volume, 5 feet on a side, centered on you.
You may use an action to dismiss the spell. When the spell ends or is dismissed, the rock forming the tent slides seamlessly and harmlessly around you into the ground from whence it came.
This shelter provides protection from the elements, shielding you from the effects of extreme heat and extreme cold. In addition, it grants you and any other creatures inside it total cover from attacks originating outside of it. If an attack or spell would target you, it targets the stone tent instead.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cube volume protected by the tent increases to 10 feet on a side at 2nd level, 15 feet at 4th level, 20 feet at 6th level, 25 feet at 8th level, and 30 feet at 9th level. It also has 10 additional maximum hit points and 2 additional AC for every level above 1st.
Elemental Discipline. A monk following the Way of the Four Elements subclass may spend 1 ki point to cast this spell, provided that they know the Eternal Mountain Defense discipline.


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

Response:
Name: Stoneburst
Level: 2
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 50 Feet
Duration: Instantaneous
Components: V, S
Description: Choose a mass of stone or earth you can see within range. You displace the chosen earth or stone in an area up to a 5-foot cube, the displaced fountain of churned earth or stone erupting in a direction of your choice, filling an adjacent 5-foot cube with rubble.
Any object or creature in either area takes 4d6 bludgeoning damage, taking half damage on a successful Dexterity saving throw. Any creature in the first cube that fails its saving throw is also flung into the area of the second cube.
Additionally, the ground in both areas becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 4th or 6th level, the damage and area of both cubes is increased.

Spell Level
Cube Area
Damage

2
5ft
4d6

4
10ft
8d6

6
15ft
12d6

8
20ft
16d


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

Response:
Name: Stonefists
Level: 0
School: Transmutation
Classes: Wizard, Druid
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: two small rocks, one held in each hand for the duration of the spell
Description: Your fists transmute to hard stone. You drop anything you were carrying. If you unclench either fist (for example to cast another spell with a somatic component, or to pick up or manipulate an item) your hands return to normal, but can be transmuted again as a bonus action.
You can use your action to make a single melee spell attack with your stonefists. On a hit, the target takes 1d6 bludgeoning damage + your spellcasting modifier.
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: Storm Front
Level: 3
School: Evocation
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: an acorn from a tree struck by lightning
Description: You fire a thin bolt of lightning at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage and you can teleport to a space within 5 feet of the target.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.


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

Response:
Name: Storm Grenade
Level: 3
School: Conjuration
Classes: Warlock
Casting time: 1 Action
Range: 60 Feet (10 Foot Radius)
Duration: Instantaneous
Components: S, M
Material cost: A grenade or Palm sized round object worth 5 SP . Component is consumed when spell is cast
Description: You create a 10-foot-radius sphere of clouds centered 30 ft directly above a point within range. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Each target directly below the summoned cloud must succeed on a Dexterity saving throw against your spell casting DC. A target takes 3d8 lightning damage on a failed save, or half as much damage on a successful one as a bolt of lightning strikes the target.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 3rd.


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

Response:
Name: Storm of Swords
Level: 4
School: Conjuration
Classes: Artificer, Paladin, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (30-Foot Cylinder)
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: At least 30 gp worth of titanium
Description: You summon a large number of spectral swords, creating around you a mighty storm that injures anyone who gets too close. The storm occupies a 30-foot diameter sphere with you at its center, and is considered difficult terrain. For the duration, any creature you choose that begins its turn inside the storm or enters the storm for the first time on that turn must make succeed on a Dexterity saving throw or take 4d10 slashing damage. You are immune to the effects of your own storm of swords.


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

Response:
Name: Storm Rune
Level: 3
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You channel the primordial power of nature and a rune depicting a storm appears on your body. You gain the following benefits for the duration:
You ignore difficult terrain made from wind and rain.
Your movement speed increases by 10 feet.
The first weapon attack you make each turn deals 2d6 additional lightning damage


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

Response:
Name: Storm Shield
Level: 2
School: Conjuration
Classes: Bard, Cleric, Druid, Sorcerer, Warlock
Casting time: 1 Reaction, Which You Take When You Are Hit By An Attack Or Targeted By The Magic Missile Spell
Range: Self
Duration: 1 Round
Components: V, S
Description: A shield of lightning protects you from harm, and harms those who would harm you. This effect can either coat yourself or your shield with electricity, or simply be a disk of electrical energy that floats in front of you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. In addition, if a target makes a melee attack against you they take 1d6 lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 3th level or higher, you deal an additional 1d6 when attacked for every spell level above 2nd.


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

Response:
Name: Storm Skin
Level: 2
School: Abjuration
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration Up To 1 Minute.
Components: V, S
Description: You surround yourself in an invisible field of electricity shocking any would-be attackers.-->
Whenever a creature hits you with a melee weapon the attacker takes 1d4 lightning damage. After 4 hits the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher the damage die increases by 1d4


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

Response:
Name: Stormblast
Level: 9
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Minute
Range: Self (1500-Foot Sphere)
Duration: Instantaneous
Components: V, S, M
Material cost: a diamond worth at least 500,000Gp and a Sapphire worth at least 500,000Gp
Description: You fall to your knees and black clouds start to gather and swirl above you, then your body starts to have little lightning bolts jumping across your skin, your eyes will have gone bright white, then as the clouds become a huge swirling mass of black (1500ft in diameter) above you, a huge pillar of lightning (15ft in diameter) strikes you with a torrent of energy then the lightning will arc out to all enemies within range they must succeed on a DC 30 constitution saving throw dealing 20d12 Lightning Damage on a failed save and half as much on a successful one


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

Response:
Name: Stormcraft (Cataegis Cantrip)
Level: 0
School: Transmutation
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: Whispering to the spirits of the sky, you create one of the following effects within range:
Weather orb: 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.
Raindance: You control the water within a 5ft cube or smaller. You instantaneously cause the water or rain to change state - freeze/unfreeze/turn into mist (provided that there are no creatures in it), change course or flow differently, move it 5 ft, or form into simple shapes and animate at your direction. This change lasts for 1 hour and does not do damage to creatures.
Thunder: You create an instantaneous effect of ominous thunder rumbling within range. If in an open area, the thunder can be heard 300ft away.
Charged: You can make your eyes glow with the force of lightning for 1 minute. This sheds dim light within 5ft in front of you.
Thunder voice: Your voice booms up to three times as loud as normal for 1 minute.
Breeze: You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam unlocked shutters/windows/doors closed or open, or your clothing to ripple in a breeze. A light breeze is capable of pushing 5 cubic feet of air/mist/gas/smoke another 5ft in one round.
You can have a number of such effects active at the same time up to your spellcasting modifier.
This spell was designed by the spellcasters of Cataegis, the Tiefling City in the Sky. Think about how your character might have had access to this spell.


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

Response:
Name: Stormstrike
Level: 4
School: Evocation
Classes: Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, 1 Minute
Components: V, S, M
Material cost: a golden rod worth 15 GP and a tuning fork
Description: Make a melee spell attack against a single creature in range. On a successful hit, the target takes 3d6 lightning damage, and 3d6 thunder damage. At the beginning of each of the target's turns, they and every creature within 5 feet of them take an additional 2d6 lightning damage and 2d6 thunder damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher the initial damage of the spell increases by 1d6 lightning damage and 1d6 thunder damage. If cast using a spell slot of 7th level or higher, the area of effect for the spell increases to 15 feet


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

Response:
Name: Strands of Life
Level: 5
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 100 Feet
Duration: Instantaneous
Components: V, S
Description: You create a thread of positive energy connecting three creatures of your choice that you can see within range, none of which can be more than 30 feet from the first creature.
Each creature connected by the strand of energy heals 7d8 hit points + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create an additional strand. When you use a spell slot of 8th level or higher, you create two additional strands


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

Response:
Name: Strangulate
Level: 3
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 20 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: An invisible hand of death grabs a creature’s throat and begins strangling them. The target makes a Constitution saving throw. If it fails, the target is restrained and can’t speak or breathe.
On each subsequent turn, you may use your action to continue the spell. If you do, the creature takes 1d8 necrotic damage and makes a Constitution saving throw. On a successful save, or if you don’t use your action to continue the
spell, the effect ends.


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

Response:
Name: Strength of Shadows
Level: 3
School: Transmutation
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V, S
Description: The absence of light begins to enhance both you and your spells. While you are in dim light or darkness, you gain the following benefits:
You gain +1 AC.
Your movement speed increases by 10 feet.
You gain a +5 bonus to Dexterity (Stealth) checks.
When you deal damage you may deal an extra 1d6 necrotic damage.
While in darkness, the effects of each benefit are doubled.


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

Response:
Name: Stumbling Fool
Level: 2
School: Enchantment
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Choose one target within range. They must make a Charisma saving throw, or become a stumbling fool for the duration of the spell. If this stumbling fool rolls a 10 or less on a d20, one of the following happens(your choice).
They fall prone.
They take psychic damage equal to your spellcasting modifier.
They lose either their movement or bonus action this round.
If they fail the save, on their next turn, they can reattempt it, ending the effect on them on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional creature in range, so long as they are within 30 feet of another target


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

Response:
Name: Stun Monster
Level: 5
School: Abjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a small, straight piece of glass
Description: A creature you can see within range is constrained by an invisible force. The target must succeed on a Strength saving throw to break through, or be paralyzed for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them


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

Response:
Name: Stun Person
Level: 2
School: Abjuration
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a small, straight piece of glass
Description: A humanoid that you can see within range is constrained by an invisible force. The target must succeed on a Strength saving throw to break through, or be paralyzed for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them


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

Response:
Name: Stupify
Level: 0
School: Enchantment
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You rob a creature of rational thought. A creature you can see within range must make on a Wisdom saving throw. On a failure, the target suffers disadvantage on all Intelligence and Wisdom checks for the duration. A creature that successfully saves cannot be affected again by the same caster’s stupify for 24 hours. Regardless of the saving throw's result, the creature gains no inherent knowledge that they were targeted by this spell.


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

Response:
Name: Substitution
Level: 8
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Hour
Range: Touch
Duration: 10 Years
Components: V, S, M
Material cost: A Piece of artwork that resembles the spells target, and is worth at least 1,000 gp. Sacrificing the life of a Good Aligned Creature
Description: A way to cheat death, at the cost of your very soul.
As the spell is cast, the target must choose how many HD he wishes to Sacrifice to the spell. Every chosen HD is locked, and cannot be spent on healing. The power of this spell increases with every HD spent, as shown below.
The spell slot used cannot be regained for 1x 'Number of Sacrificed HD' Tendays.
After the spell has been cast and the sacrifice made, the caster and target must both make a Charisma Saving Throw or have their alignment changed to Evil, if they weren't already.
The spell creates a link between the target and the piece of artwork that the spell requires. This link only works if the two are on the same plane. If either move to a different plane, then the effects of this spell are suppressed until they return. If they are on two different planes for more than 10 days the spell ends.
1 HD, The target cannot age, or die from natural causes.
2 HD, The target does not suffer from illness, addiction, or disease and does not scar from injuries.
3 HD, The target does not suffer extra damage from Critical hits against it.
4 HD, The target is constantly under the affect of Regenerate and restores all limbs that may have been lost prior to the spell's casting.
5 HD, The target is also Resistant to Bludgeoning, Piercing, and Slashing Damage from non-magic non-silvered weapons, and Immune from Necrotic Damage.
For the Duration of the spell the Art Object will alter in appearance in accordance to how the target is damaged. (i.e. will receive scars where the target is damaged, will decay as the target was supposed to age, will lose limbs that would have been lost by the target etc.)

If the Art Object is ever destroyed the spell ends, all physical deformities, aging, diseases, illnesses and addictions that were suppressed by the spell immediately come into effect, and the target suffers 'Number of Sacrificed HD' x 10 Necrotic Damage.
On the anniversary of the spells casting the target must make a DC 15 + years cast Charisma Saving Throw. On a failure the Target's Alignment is shifted to Evil, if not already.
After 10 years the spell must be recast, and another Sacrifice made


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

Response:
Name: Succor
Level: 3
School: Abjuration
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: As you cast this spell, up to six willing creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier, and then each of those creatures gain temporary hit points equal to the amount of hit points healed.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the dice size rolled for the healing for each slot level above 1st. (1d6 at 4th level, 1d8 at 5th level, 1d10 at 6th level and so on.)


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

Response:
Name: Suffocate
Level: 6
School: Conjuration
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a mote of earth from the Plane of Air
Description: You lift the mote and the air swirls out of it as it teleports the air from a creature's lungs into the Plane of Air and forces them empty. The target must make a Constitution save or begin coughing and hacking forcing it to the ground for the duration. The creature is considered incapacitated for the duration and takes 4d4 necrotic damage at the end of each of its turns. The creature may make an additional Constitution save at the beginning of each of its turns, ending the spell on a success. This spell has no effect on creatures that do not breathe


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

Response:
Name: Suffocation
Level: 5
School: Abjuration
Classes: Warlock
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Hour
Components: S
Description: You start to suck out the air in the mouths, blowholes or other airways of a creature you can see within range. While the creature remains within range for the duration, that creature cannot breathe and must hold its breath or begin suffocating. A creature can hold its' breath for its' Constitution modifier turns before beginning to suffocate. If a creature takes damage while holding its breath it must make a Constitution saving throw or be forced to release its held breath and immediately begin suffocating.


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

Response:
Name: Summon Anthill
Level: 3
School: Conjuration
Classes: Wizard, Sorcerer, Druid
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: an antenna
Description: Choose an unoccupied space of dirt, soil, or sand within range. With a rumble underfoot, an anthill appears in the chosen space, followed by a swarm of ants.[1] The summoned ants are friendly to you and your companions, and they take their turn(s) immediately after yours. You can issue commands to them telepathically during the spell's duration, which they follow. If you don’t issue any commands to them, they take no actions, even to defend themselves. When the spell ends, any remaining ants return home.
For the duration of the spell, you can use a bonus action to cause a new swarm of ants to appear from the anthill's space if there are no other swarms remaining.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon one additional swarm of ants during the initial casting for each slot level above 3rd


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

Response:
Name: Summon Astral Beast
Level: 2
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: 10 Feet
Duration: Instantaneous
Components: V, S
Description: As you close your eyes and reach one hand out in front of you, you speak the astral words for beast, and astral. Blue astral energy sparks from your hands and the surrounding area as a small dog-like form materializes in an empty space within range. The astral beast has the statistics of a blink dog with 20 hit points.
The astral beast remains with you until its hit points reach 0 or you choose to release it as a bonus action. When you release it or it dies, it releases a flash of harmless astral energy and vanishes. You can only have 1 active blink dog at a time, casting this spell again makes the previous blink dog dissapear. The spell slot used for this spell is considered "locked" as long as the respective astral beast is at your service. When you take a rest, the spell slot is not restored as long as the respective astral beast is still at your service. Each astral beast still needs to eat, drink, breathe, and sleep.
While your your astral beast is within 100 feet of you, you can communicate with it telepathically (no action required by you), and do the following:
As an action, you can look through its eyes and gain any other special senses the beast has. During this time, you are deaf and blind with regard to your own senses. It takes another action to end this effect.
On each of your turns, you can use a Bonus Action to mentally Command any astral beast you made with this spell if the creature is within 100 feet of you.
You can also cast spells through one of the astral beasts you control as if it had cast it. It must use its reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll


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

Response:
Name: Summon Bee
Level: 0
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: 30 Ft
Duration: 1 Minute
Components: V, S
Description: At a location you can see, you summon a bee. The bee is under your control and will obey your mental actions, with or without concentration, but you cannot see what it sees. You can only have 1 bee under your control at once. The maximum number of bees you can control increases to 2 at 5th level, 3 at 11th level, and 4 at 17th level


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

Response:
Name: Summon Cell
Level: 0
School: Conjuration
Classes: Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Round
Components: V, S, M
Material cost: a tiny cage worth at least 1 gp
Description: With a dramatic flourish, you summon spectral bars from below a creature to attempt to immobilize it. That creature must make a Dexterity saving throw: On a failed save, it becomes restrained until the end of its next turn, or until you drop concentration.
This spell has no effect on creatures of Large size or larger.
At Higher Levels. You can ensnare bigger creatures with this spell as you increase in level. The maximum size category you can affect with this spell increases when you reach 5th level (Large), 9th level (Huge), 15th level (Gargantuan), and 20th level (no size limit)


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

Response:
Name: Summon Corpse
Level: 1
School: Conjuration (Ritual)
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: foul rare incense worth at least 1 gp
Description: You summon your choice of the corpse or skeleton of a Medium humanoid at an unoccupied space you can see within range. This corpse or skeleton will always be a valid target for spells such as animate dead, resurrection, or other spells capable of resurrecting or reanimating a creature that's been dead for no more than a century.
The DM chooses how long the corpse has been dead for, if the corpse arrives with any clothing, equipment, or other possessions, if the corpse is any dead person of importance, and/or if the corpse is any dead person that you know or have heard of.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it summons two additional corpses or skeletons (your choice of combination) for each slot level above 1st.


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

Response:
Name: Summon Dog
Level: 1
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a handful of dog hair
Description: You gain the service of a dog. Appearing in an unoccupied space within range, the dog has the statistics of the mastiff.
Your dog disappears when it drops to 0 hit points or when the spell ends. The summoned dog is friendly to you and your companions. Roll initiative for the dog, which has its own turns. It will obey any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the dog, it will defend itself from hostile creatures, but otherwise take no actions.
At Higher Levels. When you cast this spell using certain higher-level spell slots, more dogs appear: two mastiffs with a 2nd-level slot, four mastiffs with a 3rd-level slot, eight mastiffs with a 4th-level slot.


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

Response:
Name: Summon Exotic Humanoid
Level: 6
School: Conjuration
Classes: Bard, Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 90Ft
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a platinum plated war horn, worth at least 600 gp
Description: You call forth the spirit of a great champion. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Champion Spirit stat block. When you cast the spell, choose a race: Aarakocra, Aasimar, Goliath, or Triton. The creature resembles an average being of that race, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
Champion Spirit[edit]

Medium humanoid,

Armor Class 13 + the level of the spell (natural armor)
Hit Points 60 + 15 for each spell level above 6th
Speed 30ft, fly 50ft (Aarakocra Only), swim 30ft (Triton Only)

STR

DEX

CON

INT

WIS

CHA

18 (+4)

12 (+1)

18 (+4)

12 (+1)

14 (+2)

18 (+4)

Damage Resistances cold (Triton Only), radiant and necortic (Aasimar Only)
Senses Darkvision 60ft, Passive Perception 12

Languages understands the languages you speak

Flyby (Aarakocra Only). The spirit doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Rage (1/Day) (Goliath Only). As a bonus action, the spirit can enter a Barbarian's Rage.
Radiant Soul (Aasimar Only). The first time the spirit hits a creature with its radiant bow on its turn, it deals extra damage to the target equal to the spell's level.
Amphibious (Triton Only). The spirit can breathe air and water.

ACTIONS
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Greataxe (Goliath Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d12 + 4 + the spell's level slashing damage.
Radiant Bow (Aasimar Only). Ranged Spell Attack: your spell attack modifier to hit, range 150/600ft, one target. Hit: 2d6 + 4 + the spell's level radiant damage.
Trident (Aarakocra and Triton Only). Ranged Weapon Attack: your spell attack modifier to hit, reach 5ft or range 20/60, one target. Hit: 1d8 + 4 + the spell's level piercing damage.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell’s level appears in the stat block.


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

Response:
Name: Summon Food
Level: 0
School: Conjuration
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Minute
Range: Self
Duration: 12 Hours
Components: V, S, M
Material cost: 1 loaf of bread and 10 gp
Description: You beckon consumable items to your presence from random places on this plane of existence. When cast, this spell summons food in an unoccupied space adjacent to you, enough to feed one meal to twelve medium-sized creatures. Any food not consumed by the end of the duration is sent back to where it was summoned from.
This spell has no effect when cast until the duration of the previous casting expires


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

Response:
Name: Summon Fungal Warrior
Level: 2
School: Conjuration
Classes: Artificer, Druid, Ranger, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: barrelstalk flesh, waterorb flesh, fire lichen, or wisp lichen, one of which the spell consumes
Description: You call forth a stealthy fungus spirit. It manifests in an unoccupied space that you can see within range and it is equipped with a longsword. This corporeal form uses the Fungal Warrior stat block. When you cast the spell, the material component you use determines certain traits in its stat block. The summoned warrior resembles the material component used. The warrior disappears when it drops to 0 hit points or when the spell ends, but it leaves behind the longsword it uses. If this longsword deals a damage type other than slashing it only applies for the fungal warrior, and it behaves like a normal longsword for any other creature that uses it.
The warrior is an ally to you and your companions. In combat, the warrior shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.


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

Response:
Name: Summon Giant
Level: 7
School: Conjuration
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90Ft
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a sheet of gold inscribed with runes, worth at least 700 gp
Description: You call forth the spirit of a giant. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Giant Spirit stat block. When you cast the spell, choose a giant type: Fire, Frost, Cloud, or Storm. The spirit resembles an average giant of that type, which determines certain traits in its stat block. The spirit disappears when it drops to 0 hit points or when the spell ends.
The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
Giant Spirit[edit]

Large giant,

Armor Class 12 + the level of the spell (natural armor) + 2 (Fire Only)
Hit Points 70 + 15 for each spell level above 7th
Speed 30ft

STR

DEX

CON

INT

WIS

CHA

20 (+5)

10 (+0)

20 (+5)

16 (+3)

16 (+3)

16 (+3)

Damage Resistances psychic (Cloud Only), lightning and thunder (Storm Only)Damage Immunities cold (Frost Only), fire (Fire Only)
Senses Darkvision 60ft, Passive Perception 13

Languages understands the languages you speak

Personal Blizzard (Frost Only). All ranged attack rolls that pass within 10ft of the spirit have disadvantage.

ACTIONS
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down), but only one may be a rock throw.
Morningstar. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 2d6 + 5 + the spell's level slashing damage.
Rock. Ranged Weapon Attack: your spell attack modifier to hit, range 60/240ft, one target. Hit: 2d8 + 5 + the spell's level bludgeoning damage.
Lightning Strike (1/Day) (Storm Only). The spirit hurls a magical lightning bolt at a point it can see within 120ft of it. Each creature within 10 feet of that point must make a Dexterity saving throw against your spell save DC, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one.

REACTIONS
Redirect Attack (1/Day) (Cloud Only). When the spirit or a creature it can see within 30ft of it is hit by an attack roll, it can use its reaction to choose a different creature within 30ft of it, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range.
Psionic Shield (1/Day) (Cloud Only). The spirit creates a psychic barrier, granting it a +5 to AC until the start of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, use the higher level wherever the spell’s level appears in the stat block.


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

Response:
Name: Summon Greater Daemon
Level: 9
School: Conjuration
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 24 Hours
Range: Self
Duration: 7 Days
Components: V, S, M
Material cost: a black sapphire, diamond, jacinth, and a ruby worth 5,000 gp each, and a focal gem for the demon of choice, worth at least 5,000 gp
Description: You summon a greater demon to wreak havoc upon the battlefield.
Ritual cast a summoning to entice one of the greater demons to your service. Once the pact is formed, a talisman of the demon is left behind. This talisman may be broken to unleash the demon into the world for a 10 minute period. This talisman can only sustain the demons essence for a period of 7 days, after which the talisman destroys itself. When used, roll 1d20. On a 1, the demon unleashes itself, and is hostile to the binder and their allies.
While carrying the talisman, the caster's 9th level slot is not present. After the talisman has been destroyed, the 9th level slot returns after 7 days. If cast using Mystic Arcanum, it instead removes that 9th level Mystic Arcanum for the next 7 days.
Warlocks may cast this spell only with the approval of his or her patron, and they may not cast it upon the patron. If the warlock break any of the previously mentioned, it shall be punish by it's patron. The punishment, naturally, shall be done with great ire.
Lord of Change. Summon this demon by using a Star sapphire.
Great Unclean One. Summon this demon by using a Emerald
Bloodthirster Of Khorne. Summon this demon by using a Fire opal
Keeper of Secrets. Summon this demon by using a Pink diamon


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

Response:
Name: Summon Humanoid
Level: 2
School: Conjuration
Classes: Bard, Cleric, Paladin
Casting time: 1 Action
Range: 90Ft
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a gold plated police whistle, worth at least 200 gp
Description: You call forth a spirit of the common folk. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Militia Spirit stat block. When you cast the spell, choose a race: Dwarf, Elf, Human, or Gnome. The creature resembles an average person of that race, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
Militia Spirit[edit]

Medium humanoid,

Armor Class 11 + the level of the spell (leather armor)
Hit Points 30 + 5 for each spell level above 2nd
Speed 30ft

STR

DEX

CON

INT

WIS

CHA

16 (+3)

16 (+3)

14 (+3)

12 (+1)

12 (+1)

12 (+1)

Damage Resistances poison (Dwarf Only)
Senses Darkvision 60ft, Passive Perception 11

Languages understands the languages you speak

Fey Ancestry (Elf Only). The spirit has advantage on saving throws against being charmed, and magic can't put it to sleep.
Sneak Attack (Gnome Only). Once per turn, the spirit deals an extra 2d6 damage when it hits a target with its dagger and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spirit that isn't incapacitated and the spirit doesn't have disadvantage on the attack roll.

ACTIONS
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Bow (Elf Only). Melee Weapon Attack: your spell attack modifier to hit, reach 80ft, one target. Hit: 1d6 + 3 + the spell's level piercing damage.
Dagger (Gnome Only). Ranged Weapon Attack: your spell attack modifier to hit, reach 20ft, one target. Hit: 1d4 + 3 + the spell's level slashing damage.
Warpick (Human and Dwarf Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d8 + 3 + the spell's level piercing damage.
Second Wind (1/Day) (Human Only). The spirit can use a bonus action to regain hit points equal to 1d10 + the spell's level.

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


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

Response:
Name: Summon Instrument
Level: 0
School: Conjuration
Classes: Bard
Casting time: 1 Action
Range: Self
Duration: 1 Hour
Components: V, S
Description: You conjure a handheld musical instrument of your choice, which appears in your hands, or at your feet if you have no free hand. The instrument is typical for its type. The summoned instrument disappears after an hour, or when you cast this spell again.


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

Response:
Name: Summon Living City
Level: 9
School: Conjuration (Ritual)
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Year
Range: 120Ft.
Duration: Instantaneous
Components: V, S, M
Material cost: a scale model of the new city and the scale of an ancient dragon
Description: After a year of devoting 1/4th of your entire to concentrating on the spell. You summon a Living city within range. The city is friendly toward you and your allies and it obeys your spoken commands. The city remains in your service for as long as you live. When you die it becomes dormant until a spellcaster who knows its nature casts a wish spell to take control of it. It will serve its new master for 1d6+2 years then it will return to dormancy.


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

Response:
Name: Summon Mahoraga
Level: 5
School: Conjuration
Classes: Sorcerer
Casting time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Components: V, S
Description: Mahoraga stands out among the shikigami controlled through the Ten Shadows Technique as the most untamed and unruly. Unlike other familiars within the Zenin Family's history, it has never succumbed to commands. Sorcerers can summon it for exorcism attempts,Summoning him requires using the invocation that says “With this treasure, I summon…” followed by the name of the Divine General, allowing other people in a 100 feet radius to join in, but defeating Mahoraga like that won't grant control over it. Overall, it's seen as a challenging and impractical summoning endeavor.
If you win the fight against Eight-Handled Sword Divergent Sila Divine General Mahoraga in a 1 to 1 combat you will be able to control it
If he is killed in combat, the caster must wait 1 day until he can summon him again


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

Response:
Name: Summon Merchant
Level: 4
School: Conjuration
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 10 Feet
Duration: 10 Minutes
Components: V, S, M
Material cost: one gold coin
Description: You summon a magical merchant who appears in an unoccupied space that you can see within range. The merchant has the appearance of an ordinary humanoid, dressed in elegant clothes and carrying a bag full of goods. The merchant is friendly to you and your companions, and can buy or sell any type of item that is not magical, rare, or illegal. The merchant has a limit of 500 gp to buy or sell items. You or your companions may attempt to haggle the price up or down at the DM's discretion. The merchant refuses to buy or sell items that have no market value, and cannot be convinced to do so by any means. The merchant disappears when the spell's duration ends or when you use your action to dismiss him.
After casting the Merchant, you must wait 1d4 days before casting it again.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the merchant limit increases by 50 per spell slot.


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

Response:
Name: Summon Monstrous Humanoid
Level: 3
School: Conjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90Ft
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a gilded war drum, worth at least 300 gp
Description: You call forth the spirit of a ferocious warrior. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Warrior Spirit stat block. When you cast the spell, choose a race: Goblin, Kobold, Orc, or Yuan-Ti. The creature resembles an average being of that race, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
Warrior Spirit[edit]

Small (Goblin and Kobold Only) or Medium (Orc and Yuan-Ti Only) humanoid,

Armor Class 12 + the level of the spell (studded leather armor)
Hit Points 30 + 10 for each spell level above 3rd
Speed 30ft

STR

DEX

CON

INT

WIS

CHA

16 (+3)

16 (+3)

16 (+3)

12 (+1)

12 (+1)

14 (+2)

Damage Resistances poison (Yuan-Ti Only)
Senses Darkvision 60ft, Passive Perception 11

Languages understands the languages you speak

Fury of the Small (3/Day) (Goblin Only) When the spirit damages a creature with its dagger and the creature's size is larger than the spirit's, you can cause the attack to deal extra damage to the creature equal to your proficiency bonus.
Magic Resistance (Yuan-Ti Only). The spirit has an advantage on saving throws against spells.
Relentless Endurance (1/Day) (Orc Only). When the spirit reduced to 0 hit points, it can drop to 1 hit point instead.

ACTIONS
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Dagger (Goblin Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 2d4 + 3 + the spell's level slashing damage.
Firebolt (Kobold Only). Ranged Spell Attack: your spell attack modifier to hit, reach 120ft, one target. Hit: 1d10 + 2 + the spell's level fire damage.
Halberd (Orc and Yuan-Ti Only). Melee Weapon Attack: your spell attack modifier to hit, reach 10ft, one target. Hit: 1d10 + 3 + the spell's level slashing damage.
Draconic Cry (1/Day) (Kobold Only). As a bonus action, the spirit let's out a cry at its enemies within 10ft. Until the start of its next turn, it and its allies have advantage on attack rolls against any of those enemies the could hear it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.


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

Response:
Name: Summon Mount
Level: 2
School: Conjuration
Classes: Artificer, Paladin, Ranger, Warlock, Wizard
Casting time: 10 Minutes
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a gilded electrum bit worth at least 200 gold
Description: You call forth a spirit to serve as a mount. It manifests in an unoccupied space that you can see within range and it is equipped with a saddle, bit, and bridle. This corporeal form uses the mount spirit stat block. When you cast the spell, choose an ideal: Fast, Tough, or Versatile. The mount resembles a creature of your choice that embodies the chosen ideal, which determines certain traits in its stat block. When the mount drops to 0 hit points, it disappears, leaving behind no physical form. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. You can also dismiss your mount at any time as an action, causing it to disappear.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
While your steed is within 1 mile of you, you can communicate with each other telepathically.
You can't have more than one steed summoned by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.


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

Response:
Name: Summon Ooze
Level: 4
School: Conjuration
Classes: Druid, Ranger, Warlock, Wizard
Casting time: 1 Action
Range: 90Ft
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a jar of gold paste, worth at least 400 gp
Description: You call forth the spirit of a gelatinous slime. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Slime Spirit stat block. When you cast the spell, choose a slime type: Jelly, Ooze, or Pudding. The spirit resembles a vaguely humanoid shape of the chosen slime, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
Slime Spirit[edit]

Medium ooze,

Armor Class 7 + the level of the spell (natural armor)
Hit Points 30 + 5 for each spell level above 4th
Speed 20ft, climb 20ft

STR

DEX

CON

INT

WIS

CHA

16 (+3)

6 (-2)

16 (+3)

3 (-4)

8 (-1)

4 (-3)

Damage Resistances fire (Ooze Only)Damage Immunities acid, cold, lightning
Senses blindsight 60 ft., passive Perception 9

Languages understands the languages you speak

Corrode Metal. Any nonmagical weapon made of metal that hits the spirit corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the spirit is destroyed after dealing damage.
The spirit can eat through 2-inch-thick, nonmagical metal in 1 round.
Spider Climb (Jelly Only). The spirit can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS
Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 3d6 + 3 + the spell's level acid damage.

REACTIONS
Split (Pudding Only). When the spirit is Medium or larger, and is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new spirit has hit points equal to half the original pudding's, rounded down. New spirits are one size smaller than the original spirit. If there is more than 1 spirit, they take their turns at the same time.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.


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

Response:
Name: Summon Plant
Level: 5
School: Conjuration
Classes: Druid, Ranger
Casting time: 1 Action
Range: 90Ft
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a gold dipped rose, worth at least 500 gp
Description: You call forth a plant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Plant Spirit stat block. When you cast the spell, choose a growth pattern: Flower, Vine, or Tree. The creature resembles a bipedal form made of the chosen growth, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
Plant Spirit[edit]

Large plant,

Armor Class 13 + the level of the spell (natural armor) + 2 (Tree Only)
Hit Points 50 + 15 for each spell level above 5th
Speed 30 ft, Burrow 20ft, Climb 10ft

STR

DEX

CON

INT

WIS

CHA

18 (+4)

8 (-1)

18 (+4)

10 (+0)

14 (+2)

14 (+2)

Damage Vulnerabilities fireDamage Resistances bludgeoning, piercing, radiantCondition Immunities charmed, exhaustion, paralyzed, petrified, poisoned
Senses Darkvision 60ft, Passive Perception 12

Languages Common, Druidic, Elvish, Sylvan

Bramble Body (Flower Only). A creature that touches the spirit or hits it with a melee attack takes 1d8 piercing damage.
False Appearance. While the spirit remains motionless, it is indistinguishable from a normal plant.

ACTIONS
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Slam (Tree Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 2d6 + 4 + the spell's level bludgeoning damage.
Thorn Shot (Flower Only). Ranged Weapon Attack: your spell attack modifier to hit, reach 80ft, one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Vine Whip (Vine Only). Melee Weapon Attack: your spell attack modifier to hit, reach 20ft, one target. Hit: 1d10 + 4 + the spell's level slashing damage, and if the creature is Huge or smaller, it is pulled up to 10ft closer to the spirit.
Spore Cloud (1/Day). Each creature within 20ft the spirit must succeed on a Constitution saving throw against your spell save DC or take 3d6 poison damage and become poisoned for the next minute. A creature takes half damage and is not poisoned on a success. A creature may repeat the save at the end of its turn to end the effect.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.


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

Response:
Name: Summon Rain
Level: 1
School: Transmutation (Ritual)
Classes: Bard, Cleric, Druid, Ranger, Wizard
Casting time: 1 Action
Range: 1 Mile
Duration: 1 Hour
Components: S, M
Material cost: A burned twig doused in lake water
Description: A wave of rainclouds rolls out from a point you can see within range, covering a cylinder up to 1 mile wide and 40 feet high. For the duration, light rain falls in this area, extinguishing unprotected flames, and you can cause harmless claps of thunder or flashes of lightning to emanate from the clouds. The spell ends if you dismiss it (no action required), or if a wind of moderate or greater speed (at least 10 miles per hour) disperses the clouds


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

Response:
Name: Summon Shapeshifter
Level: 4
School: Conjuration
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: 90Ft
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: an ornate mirror, worth at least 400 gp
Description: You call forth a shapeshifting spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shapeshifter Spirit stat block. When you cast the spell, choose a shapeshifter type: Doppelganger, Mimic, or Lycan. The spirit resembles the average form of the type you chose, which also determines certain traits in its stat block. The spirit disappears when it drops to 0 hit points or when the spell ends.
The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
Shapeshifter Spirit[edit]

Medium shapechanger,

Armor Class 10 + the level of the spell (natural armor)
Hit Points 40 + 10 for each spell level above 4th
Speed 30ft

STR

DEX

CON

INT

WIS

CHA

16 (+3)

16 (+3)

16 (+3)

10 (+0)

14 (+2)

12 (+1)

Damage Immunities acid (Mimic Only), bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered (Lycan Only)Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned
Senses Darkvision 60ft, Passive Perception 12

Languages Common, Deep Speech

False Appearance (Mimic Only). While the spirit remains motionless, it is indistinguishable from the object it is transformed into.
Vocal Mimicry (Doppelganger and Lycan Only). The spirit can perfectly mimic the voice and other vocal sounds of the creature it is transformed into.
Ambush. The spirit has advantage on all Dexterity (Stealth) checks.

ACTIONS
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Gore (Mimic and Lycan Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d10 + 3 + the spell's level bludgeoning damage.
Slam (Doppelganger Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d8 + 3 + the spell's level piercing damage.
Change Shape (1/Day). The spirit becomes an exact, visual replica of something you have seen. Any medium sized beast (Lycan Only), humanoid (Doppelganger Only), or object (Mimic Only). To see throw the illusion, a creature must succeed a Wisdom (Insight) check against your spell save DC.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.


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

Response:
Name: Summon Spriggan
Level: 9
School: Conjuration
Classes: Druid
Casting time: 6 Hour
Range: 100 Feet
Duration: Permanent; Lasts 1 Week Outside Of A Druid Grotto Or The Feywild Realm.
Components: V, S
Description: You summon forth 1 Spriggan warrior to aid you in combat, equipped with a wooden spear and shield, or a bow and 20 arrows. Its statistics are that of a 5e bandit, However; has the following benefits.

Barkskin
You have a naturally occurring tough skin covering you from head to toe. When unarmored, the Armor Class is equal to 12 + your Dexterity modifier.
Forest Blend
You have advantage on Stealth checks made to hide amongst foliage, trees and other plant life.
Plant
Your creature type is both fey and humanoid. Given that your physiology is primarily composed of plant matter, you are vulnerable to fire damage.
Photosynthesis
Being a plant-based life form, you create your food through photosynthesis, being in bright sunlight will regenerate hit points equal to your proficiency bonus at the end of each hour you spend this way, likewise, if you aren't in sunlight for a number of days equal to your proficiency bonus + your Constitution modifier you will start to decay, taking one level exhaution at the end of each long rest until you do so. You cannot recover these levels of exhaustion by long resting.
languages
You can speak, read, and write Common and Sylvan.
Pick one from Guardian and Watcher, upon creating the SPriggan.
Guardian[edit]
Your Constitution score increases by 1.
Size
Your size is Large.
Tree Stride
Over time you have learned the skill of using trees as a type of transportation. Once a turn, you can use 10 feet of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or larger.

Design Note: This uses the Large Player Characters and Oversized variant rules.
Watcher[edit]
Your Dexterity score increases by 1.
Size
Your size is Medium.
Tree Stride
Over time you have learned the skill of using trees as a type of transportation. Once a turn, you can use 10 feet of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Medium or larger.
Nature Whisperer
You are one with the forest and it speaks to you. You can communicate with beasts and plants through Sylvan.

You can communicate telepathically with this Spriggan and it can respond telepathically using any language you know. It retains its memories between summonings
The spriggan can last indefinitely while inside of a druids grotto, or the feywild realm, and last up to 1 week outside of either of these areas. The spriggan can also cast the following spells.
summon spriggan
The cast time of "Summon Spriggan" for a spriggan warrior is 24 hours, as apposed to the 6 hours it takes for the original caster
As the original caster, any spriggan summoned by a spriggan you created, serves under you. You may fuse together (sacrifice) 8 spirggans to summon forth an Ent.
The ent has the statistics of trean


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

Response:
Name: Summon Treant
Level: 7
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: 60Ft
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: A bundle of twigs, a Gem worth 100 gold or more
Description: You summon the fey spirit of a Treant to aid you. The creature appears in an unoccupied space within range. Its statistics are that of a treant.
You can communicate telepathically with this Treant and it can respond telepathically using any language you know. It retains its memories between summonings.
The Treant is friendly to you and your companions for the duration. The Treant has its own turns, and it rolls its own initiative. It obeys any verbal commands that you issue to it (no action required by you).
The Treant disappears when it drops to 0 hit points or the spell ends


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

Response:
Name: Summon Umbra
Level: 0
School: Transmutation
Classes: Bard, Sorcerer, Warlock
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: a melee weapon
Description: You turn your blade into an aspect of Umbra, a sentient weapon. The blade deals 1d8 slashing damage. On a critical hit the blade deals an extra 1d4 psychic or necrotic damage (your choice). When you slay an enemy with the blade you absorb their life force and regain temporary hit points equal to half the damage dealt. You may use the blade as a melee attack or melee spell attack. You can dismiss the blade as a bonus action.
At Higher Levels. The blade's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). The critical hit damage also increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).Any additional damage dice can be split as you desire among slashing or necrotic damage


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

Response:
Name: Summon Weapon
Level: 1
School: Conjuration
Classes: Bard, Paladin, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 10 Minutes
Components: V, S
Description: When you cast this spell, you create a weapon or object (under 20 gold and not consumable eg acid, food etc.). The weapon or object lasts the spells duration and then disappears. You cannot create magical weapons or objects with this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can summon another weapon or object for every additional level of the spell (2 at 2nd level, 3 at 3rd etc.


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

Response:
Name: Summon Wight
Level: 5
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Day
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: One medium humanoid corpse, one black diamond worth at least 500gp, one cup of blood from a humanoid creature which this spell consumes, and one long sword worth at least 15 gp
Description: You can cast this spell only at night. Choose one corpse of a medium humanoid within range. The user inserts the black diamond into the corpse's mouth and pours the human blood over its face, before chanting a ritual. As the blood soaks into the corpse, it raises, after 24 hours. Flip a coin. If heads, the Wight becomes friendly and will obey your commands; else, it becomes hostile and will immediately attack you. You can only control one wight at a time. If this spell is cast while another wight is active, the new wight is still created, though it will become hostile.
The wight rolls for its own initiative. If the wight deals the last point of damage to a humanoid creature, the creature rises as a ghoul, under the wight's command, and by extension, yours.
As a bonus action, you can command either the Wight, or the group of ghouls. You decide what action either the Wight or ghouls will take and where they will move during its next turn, or you can issue a general command, such as to guard you as you sleep. If you issue no commands, the ghouls only defend themselves against hostiles. Once given an order, the ghouls continue to follow it until the task is complete. If the task is impossible, they will return to you for further orders.
The ghouls roll for initiative as a group. The wight can raise a maximum of 3 ghouls at a time. If the wight kills another humanoid creature, the ghoul with the lowest HP is destroyed and replaced by a new ghoul. If the wight is dismissed or destroyed, the ghouls become hostile and frenzied, before attacking anything within 30 feet, at random. [The DM has game statistics for both the Wight and Ghouls.]

At Higher Levels. When you cast this spell using a spell slot of 6 or higher, the Wight can raise one extra ghoul per spell slot level


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

Response:
Name: Sun Gleam
Level: 0
School: Evocation
Classes: Cleric, Druid
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S, M
Material cost: a translucent yellow gem that glitters in the sunlight
Description: You unleash a brilliant ray of sunlight from your palm at a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 radiant damage. If the target relies on eyesight to see, it also has disadvantage on the next attack roll it makes before the end of its next turn. Target creatures with sunlight sensitivity make their save with disadvantage.
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: Sun Strike
Level: 2
School: Evocation
Classes: Bard, Paladin, Sorcerer, Wizard
Casting time: 1 Action
Range: 5 Feet
Duration: Instantaneous
Components: V, M
Material cost: a melee weapon
Description: As part of the action used to cast this spell, you must make a melee weapon attack within this spell's range, otherwise the spell fails. If you hit, your weapon flares up with the light of the sun, empowering your attack. In addition to the attack's normal effects, a hit target takes 4d6 radiant damage.
A hit target must also succeed on a Constitution saving throw, or be blinded until the start of your next turn. Creatures with sensitivity to light or sunlight, or vulnerability to radiant damage, have disadvantage on this saving throw.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.


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

Response:
Name: Sun Ward
Level: 4
School: Abjuration
Classes: Cleric, Druid, Paladin
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: You call upon the life-giving power of the sun to protect yourself. For the spell's duration, you shed bright light in a 30-foot radius and dim light for an additional 30 feet, and you have resistance to both cold and necrotic damage. If the light created by this spell overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
The first time during the spell's duration that you would drop to 0 hit points as a result of taking damage, you instead drop to 1 hit point, and the spell ends.


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

Response:
Name: Sunder
Level: 0
School: Transmutation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a pair of shears or scissors
Description: You pluck the ethereal weave, creating a minor destructive vibration on the material plane. Within a space of 1 foot in any dimension, you create a single break or tear in an object you touch. The destruction expresses itself as a fracture, crack, or gouge. This spell can not damage metallic, living, or magical objects


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

Response:
Name: Sunlight
Level: 3
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, M
Material cost: a small lens carved from transparent gemstone, worth at least 50 gp
Description: You touch one object that is no larger than 15 feet in any dimension. Until the spell ends, the object sheds bright light in a 40-foot radius and dim light for an additional 40 feet. The light is sunlight, and thus has the same coloration as natural sunlight. 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: Sunlight Spear
Level: 5
School: Evocation
Classes: Bard, Cleric, Paladin
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a tiny gold medal depicting the sun worth at least 5 gp
Description: You conjure a javelin of crackling sunlight in your hand and hurl it. Make a ranged spell attack against a target within range: On a hit, the target is wreaked with holy energy, inflicting radiant damage equal to 3d12 plus your spellcasting ability modifier. Hit or miss, the spear then explodes into myriad bolts of electricity. The target and each creature within 10 feet of it must succeed on a Constitution saving throw, taking 3d12 lightning damage on a failed save, or half as much on a successful one.
Creatures doused in, standing in, or swimming in water make this saving throw with disadvantage. Creatures that are damaged by this spell and are sensitive to sunlight are treated as if they were in direct sunlight until the beginning of your next turn.
This spell deals double damage to dragons and Dragon-type creatures.
At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the radiant damage increases by 1d12 for every slot level above 5th


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

Response:
Name: Sunspark
Level: 3
School: Evocation (Ritual)
Classes: Bard, Cleric, Druid, Paladin, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 8 Hours
Components: S, M
Material cost: An object less than a foot wide, which the spell consumes
Description: You focus the energies of the sun onto a small object in your hand, consuming it with the intense radiation of sunlight. Until the end of the duration, this sunspark sheds brilliant sunlight to a distance of 120 feet in all directions, bright light for another 120 feet, and dim light for an additional 260 feet. You may subdue the light by covering it with something else.
The light emitted by this spell is intense. Whenever a creature other than you and creatures that you choose start their turn within the sunlight emitted by this spell, it must make Constitution saving throw. Creatures with sunlight sensitivity have disadvantage on this save. On a failed save, the creature takes 2d6 radiant damage and is blinded for 10 minutes.
The creature may repeat the saving throw each minute to end the effect prematurely. Once a creature succeeds this save, it cannot be blinded by sunspark again for another 24 hours.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you no longer need to maintain concentration on the spell.


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

Response:
Name: Superspeed Spheres
Level: 5
School: Transmutation
Classes: Bard, Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: Target must have at least 2 feet, this cannot be bypassed by a spellcasting focus
Description: When you cast this spell, a willing creature you touch gains 100 feet of additional walking speed for the duration as 2 arcane metallic spheres appear underneath them that empower their movement. Additionally, their travel pace on foot is quadrupled for the duration. When the spell ends, they feel a wave of lethargy wash over them. They must make a Constitution saving throw against your spell save DC. On a fail, they gain 1 Exhaustion Point. If the caster is the target of the spell, they can never reach Exhaustion level 6 from this.
At Higher Levels. When you cast this spell using a spell slot of 6 or higher, you can either affect one more creature with the spell or double the spell's maximum duration. Regardless of the spell level chosen, you can never pick both in any combination. When you cast this spell using a spell slot of 8 or higher, you can also instead choose the normal effects of the spell at 5th level but without having to maintain concentration


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

Response:
Name: Suppress Pain
Level: 1
School: Abjuration
Classes: Bard, Paladin
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You dull the pain of a creature’s wounds and help it tolerate further punishment.
The creature regains 1d6 hit points and also gains temporary hit points equal to 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 1d6 and the number of temporary hit points increase by 1 for each slot level above 1st


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

Response:
Name: Supremacy
Level: 7
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: a syringe of some sort
Description: A deep black ray surges from your fingers as it hones in on your target. They must make a saving throw, for a score of your choice. On a failure, they lose 3d6 points in that score to a minimum of one, and you gain the same amount, to a maximum of 30. When the spell ends, at the start of your turn, you lose one point in that score and return it to the creature it was taken from, and do so every turn until they regain all of their lost score.
At Higher Levels When cast at 9th level, increase the drain to 5d6.


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

Response:
Name: Surge
Level: 1
School: Transmutation
Classes: Bard, Cleric, Paladin, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Round
Components: V, S, M
Material cost: two short lengths of copper wire
Description: You channel harmless electrical energies in a willing creature you touch, heightening its speed and senses. Until the start of your next turn, the target can use a bonus action to direct this energy, ending the spell and allowing the target to do one of the following:
Take the Attack (one weapon attack only), Disengage, Dodge, Hide, or Use an Object action.
Increase its movement speed by 20 feet until the end of its turn.
Make a Wisdom (Perception) check, which it has advantage on.
Cast a spell that has a casting time of 1 action, without requiring verbal or somatic components.


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

Response:
Name: Sustain
Level: 0
School: Necromancy
Classes: Cleric, Druid
Casting time: 1 Bonus Action
Range: 30 Feet
Duration: 1 Round
Components: V, S
Description: You choose a living creature within range that you can see at 0 hit points. They automatically succeed on their next death saving throw. This spell has no effect on undead or constructs


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

Response:
Name: Swansong
Level: 9
School: Necromancy
Classes: Bard, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 30Ft
Duration: Concentration, Up To 4 Rounds
Components: V, S
Description: All creatures in range including the caster have a ghostly clock appear above their head, ticking down quickly. At the end of the fourth turn that has passed since you cast this spell, all affected creatures who have less than 150 hit points die instantly. Deafened creatures are immune to the effects of this spell.


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

Response:
Name: Swarm Grenade
Level: 2
School: Transmutation
Classes: Ranger
Casting time: 1 Action
Range: 60 Feet (10 Foot Radius)
Duration: Up To 15 Seconds (3 Turns)
Components: S, M
Material cost: A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast
Description: As an action, you can throw a grenade that splits of caltrop like drones that cover a spherical area that is 10 feet in diameter. Any target that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 2d8 magical piercing damage. Taking this damage reduces the targets walking speed by 10 feet until the target regains at least 1 hit point. A target moving through the area at half speed doesn't need to make the save.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 2nd.


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

Response:
Name: Swarm Grenade, Variant
Level: 1
School: Transmutation
Classes: Ranger
Casting time: 1 Action
Range: 60 Feet (10 Foot Radius)
Duration: Concentration, Up To 30 Seconds (5 Turns)
Components: S, M
Material cost: A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast
Description: As an action, you can throw a grenade that splits of caltrop like drones that cover a spherical area that is 10 feet in diameter. Any target that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1d6 magical piercing damage. Taking this damage reduces the targets walking speed by 10 feet until the target regains at least 1 hit point. A target moving through the area at half speed doesn't need to make the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each slot level above 1st.


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

Response:
Name: Swarm of Harpy Talons
Level: 5
School: Evocation
Classes: Cleric, Druid
Casting time: 1 Action
Range: 300 Feet
Duration: Instantaneous
Components: V, S
Description: You summon a swarm 20-foot radius swarm of vicious harpies on a point within range. Each creature in the area must make a Dexterity saving throw, taking 8d6 slashing 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 6th level or higher, the damage increases by 1d6 for each slot level above 5th.


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

Response:
Name: Swarm of Pests
Level: 1
School: Conjuration
Classes: Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (15-Foot-Radius Sphere)
Duration: Concentration, Up To 5 Rounds
Components: V, S, M
Material cost: a drop of blood
Description: You cause a cloud of mites, fleas, and other parasites to appear in a 15-foot-radius sphere centered on yourself. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears, each creature in it other than yourself must make a Constitution saving throw. A creature takes 3d4 poison damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 5 feet for each slot level above 1st.


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

Response:
Name: Swift Blade
Level: 2
School: Transmutation
Classes: Artificer, Ranger, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Minute
Components: V, S, M
Material cost: a melee weapon worth at least 1 sp
Description: You temporarily bond with the weapon used in casting the spell, and due to it's now lightweight nature, you can swing it with ease. You gain the following benefits.
When making attacks with this weapon, you can instead use your casting modifier for attack and damage rolls, in place of Strength.
As a bonus action when you made an attack with this weapon, you can make another attack with it.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can make an additional attack as a bonus action for every three levels above 2nd.


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

Response:
Name: Swift Blade Bane
Level: 5
School: Evocation
Classes: Artificer, Paladin, Ranger, Warlock, Wizard
Casting time: 1 Action
Range: 30 Ft
Duration: Instantaneous
Components: V, S, M
Material cost: a melee weapon worth at least 1 sp
Description: When you cast this spell, you blur until your features are intelligeble. You then make a melee attack against a creature. If you hit, you can make another attack against something within 30 feet of that creature, and you teleport within 5 feet of the other creature. If you hit that attack, you may repeat this kind of action until you miss an attack. Each attack counts as magical for the purposes of overcoming resistance.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, your attack roll gains a +1 for each spell slot above 5th


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

Response:
Name: Swift Strike
Level: 1
School: Transmutation
Classes: Artificer, Paladin, Ranger, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S, M
Material cost: A weapon
Description: You infuse a weapon with a simple enchantment that enables its wielder to swing it quickly. For the duration of the spell, the wielder of the weapon may make a weapon attack with it as a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the infusion increases in intensity, allowing more attacks to be made. When the weapon's wielder uses its bonus action to make weapon attacks using this spell, the number of attacks it can make increase with each other higher spell slot: At 3rd level (2), 5th level (3), 7th level (4), and 9th level (5).


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

Response:
Name: Swiftbolt
Level: 4
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: A bolt of focused and accelerated magical lightning springs from your pointing finger, hitting a creature of your choice you can see within range without chance of failure. It deals 5d6 lightning damage to its target.
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th


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

Response:
Name: Swirling Storm
Level: 5
School: Evocation
Classes: Druid, Warlock, Wizard
Casting time: 1 Action
Range: Self (10-Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: For the duration, swirling winds and wild arcs of lightning surround you, causing several effects.
Opportunity attacks are made against you with disadvantage, due to the chaotic winds.
If a creature starts its turn within this area, it takes 2d8 lightning damage. A creature that has cover from you, or took the Dodge action on its last turn, doesn't take this damage.
If you hit a creature with a weapon attack while it is within this area, the electricity arcing from your weapon causes the creature to take an extra 1d8 lightning damage.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the extra damage from weapon attacks increases by 1d8 and the radius increases by 5 feet for each slot level above 5th.


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

Response:
Name: Switcheroo
Level: 2
School: Conjuration
Classes: Bard, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Ft
Duration: Instantaneous
Components: V, S
Description: "Now I'm here! Now you're there!" - Unnamed Wizard who shortly died.
Magically twisting space around yourself and another creature, vanishing and reappearing instantaneously in a small puff of smoke at the targets location and vice versa. You teleport, swapping locations with a creature of your choice within range. If the target is unwilling, it can make a Constitution saving throw to not be teleported. On a success, the spell has no effect.