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

Response:
Name: Shartrund's Energy Blade
Level: 0
School: Evocation
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Melee
Duration: Instantaneous
Components: V, S
Description: The first time you cast this spell after a short or long rest, choose a damage type from fire, radiant, cold, force, lightning, acid and necrotic. Make a melee spell attack roll against a target within range. You momentarily manifest a melee weapon that you are proficient with and strike at the target. On a hit, it deals the chosen damage type instead of the normal weapon damage a weapon of it's type would deal, then it disappears.
If you haven't changed the damage type of this spell since your last short rest, you may add your spellcasting modifier to the damage dealt on a hit.
If you haven't changed the damage type of this spell since your last long rest, the weapon also gains one of the following benefits based on its element:
Fire-- On a critical hit, you light your target on fire. A burning creature takes 5 (1d10) damage at the start of each of its turns, until someone takes an action to douse the fire, or the creature is submerged in water or some similar (not-flammable) liquid.
Radiant-- On a critical hit, your target is blinded for a number of rounds equal to your spellcasting modifier. The target may make a Constitution saving throw vs your spell save DC to end this effect at the end of each of it's turns.
Cold-- On a critical hit, the target's movement speed is halved for a number of rounds equal to your spellcasting modifier. The target may make a Constitution saving throw vs your spell save DC to end this effect at the end of each of it's turns.
Force-- The damage die of your weapon is increased by one size. (1->d2->d4->d6->d8->d10->d12->2d6->2d8->2d10->2d12)
Lightning-- When a piece of metal of an appropriate size or length is within your reach and that metal extends into the reach of another creature, you may attack as though that creature is within your melee range. For the purposes of flanking, treat the attack as though it comes from a creature occupying the space where the metal is. (You could feasibly attack through a creature wearing plate armor if you and the target are within melee range of the plate-armored creature, or strike from anywhere in a room with a metal floor and walls).
Acid-- If you miss, the ground that the target occupies becomes dangerous terrain for a number of turns equal to your spellcasting modifier. Creatures that start their turn on, or touch the area of dangerous terrain take 5 (1d10) acid damage.
Necrotic-- On a critical hit, you gain temporary hit points equal to your spellcasting modifier (minimum of 1).
You may only have one lasting effect from this spell active at a time. If an effect with a duration is triggered when you already have one active, the newly triggered effect replaces the old one.
At Higher Levels. The number of weapon damage dice this spell deals increases as you level up. Add another damage die of the size appropriate to the manifested weapon when you reach 5th level(2 damage dice), 10th(3 damage dice) and 17th(4 damage dice)


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

Response:
Name: Shata's Rock of Flames
Level: 0
School: Transmutation
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A rock, which the spell consumes
Description: You take a rock and cause it to magically burst into flame, before hurling it at high speed with a mighty kick. Make a ranged spell attack against a target within range, dealing 1d4 bludgeoning and 1d4 fire damage on a hit.
At Higher Levels. This spell deals an additional 1d4 bludgeoning and 1d4 fire damage when you reach 5th level (2d4 + 2d4), 10th level (3d4 + 3d4), and 15th level (4d4 + 4d4).


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

Response:
Name: Shatter Confidence
Level: 2
School: Enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Minute
Components: V, S
Description: You enchant a creature within range with a doubtful look. For the next minute the creature will carry out its actions with disadvantage.
Every successful action taken provides the creature with a chance to pass a Wisdom saving throw which will end this spell's effect.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, for every level, you can select another creature within range to affect with this spell.


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

Response:
Name: Shattering Threads
Level: 7
School: Transmutation
Classes: Bard, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a broken clock hand
Description: You target a creature within range, and pull them out of the threads of time. They must make a Charisma saving throw, or be incapacitated for 1 minute. When incapacitated in this way, they are immune to all damage, and cannot be moved by any force. At the start of their turn, they may retry the saving throw. After they succeed, or when the minute ends, the condition ends.


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

Response:
Name: Sheer Heart Attack
Level: 3
School: Conjuration
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a tortoise shell, a cat skull, and a pinch of black powder, all of which this spell consumes
Description: From your hand, the turtle shell is imbued with new life, in the form of a small tank like a bomb with a cat-like skull decorating the front, and as it leaves you, it then serves in your name to kill who you so desire. As an action, you may select a target within 30 feet and send an automated bomb drone after them. Once deployed, the drone will seek after the target's heat signature, unless it should be near a greater source of heat (a fire, lava, etc.) in which case it will chase after the other source. When referring to its stats, Sheer Heart Attack has a movement speed of 30 ft, is immune to both physical and magical attacks and cannot be damaged in any manner, and its size is tiny. The bomb will also chase its target for up to 4 hours, after which the bomb will return to the caster, leaving only the tortoise shell.
Once Sheer Heart Attack has gotten within 10 feet of the target, it will say "Look over here" or "Over here" and click once before exploding, dealing 5d8 of force damage to anyone caught in a ten-foot radius. The force of the explosion will also throw anyone caught in the blast 10 feet away and leave them knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bomb gets a second explosion for every level of the slot beyond 3rd.


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

Response:
Name: Sheikah Meditation
Level: 4
School: Abjuration
Classes: Druid
Casting time: 1 Minute
Range: Touch
Duration: Permanent, Until Dispelled
Components: S, M
Description: You or a willing creature you touch enters a potentially endless meditative state. To maintain this trance, the target must concentrate as if concentrating on a spell. This spell ends if the target's concentration ends, if the target moves, if the target takes any kind of action, or if you cast this spell again. For the duration, the target:
Can still speak, think clearly, and perceive your surroundings as normal without ending the spell.
Has no need to breathe, eat, sleep or drink. The target can complete and gain the benefits of a short or long rest while maintaining this state.
Is immune to disease, and any symptoms of any disease it has are suppressed.
It continues to age, but as long as the trance continues it will not die of old age or any other natural causes.
Can't be targeted by any divination magic or perceived through purely magical senses.
Has advantage on all Intelligence, Wisdom, and Charisma saving throws.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th


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

Response:
Name: Shell Bomb
Level: 4
School: Necromancy (Ritual)
Classes: Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Unlimited
Duration: 1 Day
Components: V, S, M
Material cost: A turtle shell painted blue by some means, which the spell consumes
Description: After coating the turtle shell in paint, you breathe into it a new purpose of explosive intent, and send it on its merry way to decimate a foe. It is a tiny undead with 30 hit points and an armor class of 16, which gains a flying speed of 60ft, and is resistant to all damage until the spell ends.
When casting this spell, target one creature that you can see, or speak the name of a creature. This creature must be on the same plane as you. The turtle shell continuously flies toward the target using its flying speed, pathing around obstacles and ignoring difficult terrain. If it does not reach the creature within the duration, the spell ends and it vanishes into nothingness.
When the turtle shell reaches the target's occupied space, it detonates with a large explosion. All creatures within 15 feet of the point of impact must make a Dexterity saving throw, taking 5d8 force damage on a failure, or half as much on a success. Creatures that fail the saving throw are additionally pushed up to 30 feet away from the explosion's point of origin, and are knocked prone.
Casting this spell before the duration ends causes the previous casting to end prematurely.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell's duration increases by 1 day for every level above 4th.


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

Response:
Name: Shenanigan
Level: 0
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You launch an unpredictable and everchanging bolt of energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, roll a d10 to determine the damage type it deals:

d10

Damage Type

d10

Damage Type

1
Acid
6
Necrotic

2
Cold
7
Poison

3
Fire
8
Psychic

4
Force
9
Radiant

5
Lightning
10
Thunder

Then roll 1d10 for damage.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

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

Response:
Name: Shield Barrier
Level: 3
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Reaction
Range: Self
Duration: 1 Round
Components: V, S
Description: An invisible barrier of magical force stretching in a 15 by 15 foot wall appears in front of you. Until the start of your next turn, anyone directly behind this barrier has 3 quarters cover, including against the triggering attack, and they take no damage from magic missile.


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

Response:
Name: Shield of Honor
Level: 2
School: Abjuration
Classes: Bard, Paladin
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, S
Description: You trace a sigil on an adjacent creature’s body, creating the glowing outline of a shield that protects them from injury. The creature gains 10 temporary hit points for the duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of temporary hit points gained increases by 5 for each slot level above 2nd


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

Response:
Name: Shield of Stasis
Level: 1
School: Abjuration
Classes: Artificer, Bard, Cleric, Paladin, Sorcerer, Wizard
Casting time: 1 Action
Range: 10 Ft.
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A working timepiece
Description: You conjure a square of stopped time directly in front of a creature within sight. The field of stasis covers a square 5 ft. x 5 ft. in area facing in any direction and lasts until its duration is up. Upon being shielded temporally, the target is made aware of the dimensions and orientation of the stasis shield, along with its being magical, though not its exact nature.
Any creatures, objects, substances, spells, and energies that come into contact with the square of stopped time are themselves stopped in time and functionally petrified, unable to be moved by an internal or external force. As well, velocity from before the target was put in stasis is applied while in stasis, and any energy or velocity exerted on a victim in stasis is applied all at once when the shield of stasis dissipates.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, concentration is no longer required.


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

Response:
Name: Shield, Hyrulean
Level: 4
School: Abjuration
Classes: Paladin
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V, S
Description: Divine magic envelops your body to protect you, and any gear on your person, from conventional injury. For the duration of this spell you have resistance to nonmagical bludgeoning, piercing, and slashing damage. A peculiar side-effect of this shield spell causes any clothing or armor you are wearing to appear a visible, deep red


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

Response:
Name: Shield, Variant
Level: 2
School: Abjuration
Classes: Artificer, Bard, Cleric, Paladin, Wizard
Casting time: 1 Reaction
Range: 30 Feet
Duration: 1 Round
Components: V
Description: When you or a creature you can see within range is targeted by an attack or is subjected to a saving throw, you create a shimmering ward that envelops the target. The target receives a bonus of +4 to their AC and a bonus of +2 to any Saving Throws they make until the start of their next turn.


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

Response:
Name: Shift Balance
Level: 3
School: Divination
Classes: Artificer, Bard, Wizard
Casting time: 1 Bonus Action
Range: 60 Ft
Duration: 1 Minute
Components: V, S, M
Material cost: a small copper or brass gear
Description: You call into the power of Mechanus to alter the balance of chance, favoring some people over others. Choose up to 3 creatures to Favor, and up to 3 creatures to Hinder. The next attack roll, skill check, or saving throw a Favored creature makes within the duration of the spell, they gain a +5 bonus to that roll. The next attack roll, skill check, or saving throw a Hindered creature makes within the duration of the spell, they gain a -5 penalty to that roll.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus to a Favored creature's roll increases by 1 for each slot level above 3rd, and the penalty to a Hindered creature's roll increases by 1 for each slot level above 3rd.


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

Response:
Name: Shift Stone
Level: 0
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Minute
Range: 30 Feet
Duration: Instantaneous
Components: S
Description: Choose a portion of nonmagical, unworked stone within range that fits within a 5-foot cube. You can either mold the stone into any rough shape, although you can't detach sections or create details smaller than 3 inches, or cause it to move it up to 30 feet along the ground. The stone does not move with enough force to deal damage


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

Response:
Name: Shining Force Blast
Level: 0
School: Evocation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (15-Foot Line)
Duration: Instantaneous
Components: V, S
Description: A pulse of radiant energy which shines like a star blasts out from you, forming a 5-foot wide line in a direction you choose. Each creature in the line must make a Dexterity saving throw or take 1d6 radiant damage.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)


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

Response:
Name: Shinsu Baang
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V
Description: You conjure two solid balls of force and hurl them at one or more target creatures. Make a ranged spell attack against each target, dealing 1d4 force damage on a hit.
At Higher Levels. The spell creates two additional energy balls when you reach 5th level (4), 11th level (6), and 17th level (8).


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

Response:
Name: Shiver
Level: 0
School: Conjuration
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction
Range: Self
Duration: Instantaneous
Components: S
Description: You harness a piece of the frozen void, causing a small spatial distortion on your person. You instantly teleport one object in your possession to your hand. Casting this spell has observable phenomena, producing a temporary icy sensation within 10 feet, and a shattering sound that can be heard within 30 feet. Due to the brevity of the spell, no cold damage is taken or dealt when it is cast


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

Response:
Name: Shock Coil
Level: 5
School: Evocation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (20-Foot Radius)
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a tightly-wound ball of copper wire
Description: Arcs of lightning emanate out from you, filling a 20-foot radius sphere centered on you with crackling electricity. When a creature enters the spell's area for the first time during a turn or ends its turn there, it must make a Dexterity saving throw. On a failure, it takes 5d6 lightning damage, has its speed reduced to 0 and can no longer take reactions until the start of its next turn. A creature that succeeds takes half as much damage and suffers no other effect. A creature wearing metal armor has disadvantage on this saving throw.
While you maintain concentration on this spell, you have immunity to lightning damage. As an action, you can extend a lash of lightning to strike at a target. Make a ranged spell attack against one target within 30 feet, with advantage if the target is wearing metal armor. The target takes 3d6 lightning damage and must succeed on a Strength saving throw or be pulled 15 feet toward you.
At Higher Levels. This spell uses  Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points. You may link two eligible attributes.

—Power Point Cost—

0
1
2
3
4
5
6
7
8
9

Radius 🔗
10 ft.
20 ft.
30 ft.
40 ft.
50 ft.
60 ft.
—
—
—
—

Lash Range 🔗
15 ft.
30 ft.
45 ft.
60 ft.
90 ft.
120 ft.
150 ft.
300 ft.
—
—

Lightning Damage 🔗
3d6/1d6
4d6/2d6
5d6/3d6
6d6/4d6
7d6/5d6
8d6/6d6
9d6/7d6
10d6/8d8
11d6/9d6
12d6/10d6

Pull Distance 🔗
10 ft.
15 ft.
20 ft.
25 ft.
30 ft.
40 ft.
50 ft.
60 ft.
—
—

Duration
Up to 1 minute
Up to 10 minutes
—
Up to 1 hour
—
—
—
—
—
—


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

Response:
Name: Shock of Flame
Level: 0
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 120Ft
Duration: Instantaneous
Components: V, S
Description: Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage.
The spell creates more than one mote when you reach higher levels: two motes at 5th level, three motes at 11th level, and four motes at 17th level. You can direct the motes at the same target or at different ones. Make a separate Attack roll for each mote


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

Response:
Name: Shocking Blast
Level: 1
School: Evocation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (10-Foot Cube Or 5-Foot Radius)
Duration: Instantaneous
Components: V, S, M
Material cost: discs of copper and zinc
Description: A burst of electricity erupts from you. Each creature in a 10-foot cube or 5-foot radius (your choice when you cast this spell) originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 lightning damage and cannot take reactions until the start of its next turn. On a successful saving throw, a creature takes half as much damage and maintains its ability to take reactions.
If the area of this spell overlaps with a body of water that occupies an area no larger than twice the area of the spell, all creatures in the water must make the Dexterity saving throw. Creatures that are completely submerged automatically fail. On a failure, a creature suffers the same effects, but takes half as much damage. On a success, a creature takes no damage.
Creatures that are immune to lightning damage retain their ability to take reactions.
At Higher Levels. This spell uses  Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points.

—Power Point Cost—

0
1
2
3
4
5
6
7
8
9

Size 🔗
10 ft. cube/5 ft. radius
15 ft. cube/10 ft. radius
20 ft. cube/15 ft. radius
25 ft. cube/20 ft. radius
30 ft. cube/25 ft. radius
35 ft. cube/30 ft. radius
40 ft. cube/35 ft. radius
45 ft. cube/40 ft. radius
50 ft. cube/45 ft. radius
55 ft. cube/50 ft. radius

Lightning Damage 🔗
1d8
2d8
3d8
4d8
5d8
6d8
7d8
8d8
9d8
10d8

Casting Time
1 action
—
1 bonus action
—
—
—
—
—
—
—
Lightning Damage. If the spell is upcast so that amount of lightning damage is 4d8 or higher, creatures that lose the ability to take reactions are instead stunned until the end of their next turn.


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

Response:
Name: Shocking Bolt
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Ft.
Duration: Instantaneous
Components: V, S
Description: You hurl a small bolt of lightning at a creature or object in range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)


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

Response:
Name: Shocking Reaction
Level: 0
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Reaction, Which You Take When You Are Hit By A Melee Attack
Range: 5 Feet
Duration: Instantaneous
Components: V, S
Description: The creature that hit you takes 1d4 lightning damage. The creature takes a further 1d4 lightning damage each time it makes a melee attack against you for the remainder of its turn.
The 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: Short Warp
Level: 0
School: Conjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, When You Are Hit By A Melee Attack
Range: Self
Duration: Instantaneous
Components: V, S
Description: Your body vanishes upon impact from an enemy. The damage taken is reduced by 1d6, and you teleport to an unoccupied place within 15 feet. After casting this cantrip, you can't cast a spell until the end of your next turn.
At Higher Levels. The damage reduction increases to 2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level.


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

Response:
Name: Shoulder Touch
Level: 1
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You reach out and touch a creature's shoulder, saying "Hey" and delivering an electric charge to them.

As an action, you reach out and touch a single creature on the shoulder, saying "Hey" in a language they understand.
The creature must be touchable and able to hear you for this spell to work. Make a melee spell attack roll, on a hit the creature takes 1d12 lightning damage and has to make a constitution save to resist being either blown back up to 10 feet or having their movement reduced to 0 until the end of their next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher you may increase the damage this spell does by 1d12 per spell slot level.


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

Response:
Name: Shrieking Skull
Level: 0
School: Necromancy
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 5 Feet
Duration: Concentration
Components: V, M
Material cost: a humanoid skull
Description: The skull in your hand begins to sing a beautiful hymnal of your choice. All characters who begin their turn within 30 feet of the shrieking skull, including you, have to make a Wisdom saving throw. On a failure, they suffer 1d3 (psychic) damage. At the end of your turn, if you moved while carrying the Shrieking Skull, the damage of the spell increases by +1d3 (up to a maximum of 4d3). If you let go of the skull or if the skull is pulled out of your grasp with a successful grapple check, then the skull turns to dust, and concentration is lost. Damage from this spell can cause you to lose concentration on this spell.
At Higher Levels. This spell’s damage increases to 1d4 when you reach 5th level, to 1d6 at 11th level, and to 1d8 at 17th level


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

Response:
Name: Shuriken of Darkness
Level: 2
School: Conjuration
Classes: Ranger, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: a shuriken or dagger, which the spell consumes
Description: Make a ranged spell attack against a target within range. On a hit, the target is surrounded by magical darkness and smoke, clouding its vision and draining its vitality. The attack deals 2d8 necrotic damage and a 5-foot radius sphere of magical darkness surround the target until the spell ends.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d8 for each slot level above 2nd.


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

Response:
Name: Silhouette
Level: 1
School: Illusion
Classes: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 10 Minutes
Components: S
Description: You or a creature you touch fades to black. For the duration, the target retains the same form, but appears utterly black and is incapable of reflecting light. This grants two benefits:
When the target makes Dexterity (Stealth) checks to avoid being seen in dim light, darkness, or against a dark background, it does so with advantage. Darkvision does not diminish this effect.
The apparent lack of depth makes the target slightly more difficult to hit with conventional attacks, granting it a +1 bonus to AC for the duration. This bonus is negated if the target is invisible, or if the attacker has an ability that allows it to see the target's true form, such as truesight.
The spell ends if the target attacks or casts a spell


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

Response:
Name: Silhouette, Variant
Level: 1
School: Illusion (Ritual)
Classes: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: S
Description: You or a creature you touch fades to black. For the duration, the target retains the same form, but appears translucently black and is incapable of reflecting light. This grants two benefits:
When the target makes Stealth (Dexterity) checks to avoid being seen in dim light, darkness, or against a dark background, it does so with advantage. Darkvision does not diminish this effect.
The target may choose to use your spellcasting modifier instead of their normal Stealth (Dexterity) bonus. This still affects the previous point.
The apparent lack of depth makes the target slightly more difficult to hit with conventional attacks, granting it a +1 bonus to AC for the duration. This bonus is negated if the target is invisible or if the attacker has truesight.
The spell ends if the target attacks or casts a spell


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

Response:
Name: Silver Bullets of Paradise
Level: 8
School: Evocation
Classes: Bard, Cleric
Casting time: 1 Action
Range: 450 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: 1oz of Divine Marble, or 1lb of Silver
Description: By channeling the power of the divines, you damage enemies or heal allies with eight bullets of silver energy.
When this spell is cast, magical silver light begins to coalesce into eight spherical shapes. Each of these shapes will then rise into the heavens and gather divine energy before crashing down on enemies or allies.
Make eight ranged spell attacks with this spell. You may choose to have each of the bullets target different objects or creatures, have all eight bullets target a single creature or some mixture between. A friendly target may choose to let a sphere hit them. The effect of each silver bullet changes depending upon the disposition of the target whenever an attack succeeds against the target:
Allied/Friendly: The target begins to glow with a silvery light as the bullet gets absorbed by their physical form. They then recover 6d6 hit points and are cured of one condition or level of exhaustion.
Hostile/Enemy: The bullet explodes into a brilliant silver light, causing 6d6 points of radiant damage to the target, and causing the next source of radiant damage to deal maximum damage.
At Higher Levels.: When cast at 9th level, healing and damage from a silver bullets increases by an additional 4d6


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

Response:
Name: Sinister Surroundings
Level: 2
School: Illusion
Classes: Warlock, Druid, Bard
Casting time: 1 Minute
Range: Self (500Ft Radius Sphere)
Duration: 10 Minutes
Components: V, S
Description: The land within the radius becomes grim and dismal-feeling for the duration. The area’s appearance is not masked in any way; it merely becomes foreboding and gloomy. All creatures within the spell's area of effect have disadvantage on saving throws against becoming frightened.
You may designate a number of creatures up to your spellcasting modifier to be unaffected by the spell.
At Higher Levels. If you cast this spell using a spell slot of 3rd level, the spell's duration increases to 1 hour. If you cast this spell using a spell slot of 4th level, the spell's duration increases to 8 hours. If you cast this spell using a spell slot of 5th level or higher, it lingers indefinitely until dispelled


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

Response:
Name: Siphoning Conduit
Level: 5
School: Necromancy
Classes: Cleric, Sorcerer, Warlock
Casting time: 1 Action
Range: Touch (Aura, 30 Feet)
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Cast on self or by touch on another to turn them into a conduit lasting one minute. During this time, any hostiles to the conduit within 30 feet must make a Constitution saving throw against the caster if they are in the region during any point of their turn. On a failed save, they take 4d8 necrotic damage. On a success, they instead suffer 2d8. The conduit is healed for the damage dealt and any healing at full health is added as temporary hit points.


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

Response:
Name: Skeletal Warhorse
Level: 4
School: Necromancy
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Until Dispelled
Components: V, S, M
Material cost: The skeleton of a large horse or horse-like creature and a bail of hay
Description: This spell creates an undead skeletal horse. Choose a pile of bones of a Large beast within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead horse: This horse uses the statistics of a warhorse, except it is a neutral evil undead and does not require food, drink, air, or sleep. You can then immediately attune with this skeletal horse: If you do not, you lose control of it and the spell ends.
While attuned to a skeletal horse created with this spell, you have a mental link with it. It acts on your initiative, and you decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The horse lasts until it is destroyed. If you break attunement with a horse you created using this spell, it becomes wild and will very likely be hostile to you and your companions.
Transferring Ownership. You can transfer control of a horse you created with this spell to another creature. By casting this spell as a 1-hour ritual, you can have a willing creature attune with a horse you created with this spell, gaining control of it as described above. You then break your own attunement with this horse.


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

Response:
Name: Skull Goblet
Level: 1
School: Necromancy
Classes: Artificer
Casting time: 1 Day
Range: Touch
Duration: 1 Year
Components: V, S, M
Material cost: a skull and 100 gp of immolated poison
Description: Create a goblet out of a skull that will detect a poison drink and tell its creator about it. The goblet detects all common poisons and 90% of all uncommon and rare poisons.
Creation
The creator must immolate 100 gp of various possible poisons during the creation of the goblet. The immolated poisons must include the poisons to be detected. During the creation process the caster must roll DC 10 Wisdom or be poisoned and the attempt to create the goblet fails.
Use
If liquid is poured into the goblet that contains poison, the skull will tell the creator about it. If a poison is introduced that was not part of the goblet's creation, the drinker must make a DC 10 Charisma roll. If the roll fails, the goblet will say nothing. The goblet will only talk to its creator. If the creator is not present the goblet remains silent.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may use 1000 gp worth of poisons. The goblet will then detect 99% of uncommon and rare poisons. When you cast this spell using a spell slot of 3rd level or higher, the goblet will tell the drinker about the poison even if you are not present.


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

Response:
Name: Sky-Fury Bolt
Level: 3
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 500 Feet
Duration: Instantaneous
Components: V, S
Description: You create a brightly-colored bolt of force which crackles as it flies through the air towards a creature or object within range. Make a ranged spell attack against the target, with advantage on your attack roll if your target ended its last turn without touching the ground. On a hit, the target takes 5d10 force damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each spell slot level above 3rd


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

Response:
Name: Sky-Pierce Lance
Level: 2
School: Evocation
Classes: Artificer, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 5,000 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: something that provides at least 3x magnification
Description: Choose one target in range, they do not have to be visible, you just have to know that they’re within range. Make a ranged spell attack against the target, with a -1 to hit for every 1,500 feet between you and the target. On a hit, it deals 3d8 piercing damage. This spell treats full cover as three quarters cover.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the range of the spell by 1,000 feet, and increase the damage by 1d8, for every level above 2nd.


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

Response:
Name: Skysmite
Level: 1
School: Evocation
Classes: Cleric, Druid, Paladin
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V
Description: A bolt of lightning comes out from the sky to smite a creature of your choice, which then bursts into a flash of light once it hits the target or the ground. A creature of your choice within range of the spell must make a Dexterity saving throw. On a failed save, they take 2d8 lightning damage and 1d8 radiant damage, or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of damage increases by 1d8 Lightning damage and 1d8 Radiant damage for every two slot levels above 2nd.


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

Response:
Name: Skyward Strike
Level: 1
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: a melee weapon worth at least 1 sp
Description: You raise the weapon used in the casting upward, filling it with divine energy for the duration. While the spell is active, the weapon glows with bright light in a 10-foot radius and dim light for an additional 10 feet. The next time you hit a creature with a melee weapon attack during this spell's duration, the attack deals an extra 2d12 radiant damage, and the spell ends.
Alternatively, as an action, you can make a ranged spell attack to launch the divine energy at a distance from your weapon, up to a range of 60 feet. On a hit, the target takes 2d12 radiant damage. Hit or miss, the spell then ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, and one more damage die for each level above 1st.

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

Response:
Name: Skyweave
Level: 8
School: Illusion
Classes: Cleric, Sorcerer, Wizard
Casting time: 2 Actions
Range: 1 Mile (30 Foot Cube)
Duration: Depends On Material, Up To 12 Hours.
Components: V, S, M
Material cost: an unwilted flower
Description: You transmute the atmosphere to compress a large volume of air into other denser materials. You may create an object consisting only of mineral materials such stone, crystal, or metal, and plant matter such as vegetables, rope, wood, or something similar. An object created must be no larger than a 30-foot cube and must be of a form and material that you have seen before.
The space to be occupied by the matter must not be obstructed from the caster by any objects or surfaces. The created matter must be centered within a volume of air with dimensions at least 5 times those of the created matter.
On your first action, all flames in this area of Medium size or smaller are extinguished, and the remaining air in this space becomes too thin to breathe for 1 round as you squeeze it towards the center and begin to form the object. If your concentration is broken or you end the spell before your second action, the object is instantly destroyed. On your second action, the object is finished and gravity takes effect.
The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. You may choose to destroy the object earlier as a bonus action.

Material
Duration

Vegetable matter
12 hours

Stone or crystal
1 hour

Precious metals
10 minutes

Gems
1 minute

Adamantine or mithral
1 round
When the object is destroyed, the material turns back into air, releasing a gust of wind. For one round, a volume with dimensions 5 times those of the created matter experiences a gust of very strong wind (50 mph) directed away from the object, and creatures of size Medium and smaller must make a Dexterity saving throw. On a failed save, a creature is knocked prone and blown 10d4 feet away.
Using any material created by this spell as another spell's material component causes that spell to fail.


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

Response:
Name: Slight Polymorph
Level: 1
School: Transmutation
Classes: Bard, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a piece of a caterpillar cocoon
Description: This spell transforms you into a new form.
The transformation lasts for the duration, or until you drop to 0 hit points or die. The new form can be any beast whose challenge rating is 0. Your game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. You retain your alignment and personality.
You assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You are limited in the actions you can perform by nature of your new form, and you can't speak, cast spells, or take any other action that requires hands or speech.
Your gear melds into the new form. You can't activate, use wield, or otherwise benefit from any of your equipment.


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

Response:
Name: Slime Shield
Level: 0
School: Conjuration
Classes: Artificer, Druid, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a portion of slime
Description: You summon a wall of slime in an unoccupied space you can see on the ground. Until the spell ends, slime covers a 5-foot cube. Any creature in the slime area when you cast the spell must succeed on a Dexterity saving throw or take 1d6 acid damage.
The slime is translucent, and creatures can try to take cover behind the slime. Positioning the slime between you and the attacker offers half cover. This slime wall has 1 hit point and AC of 5.
In addition, the area inside the slime is difficult terrain, and any creature that enters the slime space for the first time or ends the turn there must succeed on a Constitution saving throw or take the damage.
At Higher Levels. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


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

Response:
Name: Slimebolt
Level: 3
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a vial of pitch and acid worth at least 10 gp, which the spell consumes
Description: A black sticky sphere shoots from your pointing finger. Make a ranged spell attack against a creature or space within range. On a hit, the target takes 1d6 acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Any nonmagical weapon made of metal or wood that the target is carrying take a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. At the end of the target's following turn, it takes another 1d6 acid damage, and its armor and weapons are subject to receive another penalty as described above.
On a miss, the slimebolt creates a patch of slime in an unoccupied 5 by 5 foot square within 5 feet of the target. The patch of slime is difficult terrain, and creatures that enter it for the first time on their turn or start their turn in it take 1d6 acid damage.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the damage in all instances increases by 1d6 for each slot level above 3rd


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

Response:
Name: Slow Time
Level: 7
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You surround yourself in a magical aura similar to that of the spell Time Stop. Although this spell is less powerful, as it only slows the flow of time instead of stopping it entirely. When you cast this spell, you gain the following benefits:
Your movement doesn’t provoke opportunity attacks
Attack rolls against you are made with disadvantage
All attack rolls you make have advantage
You have advantage on Wisdom (Perception) checks and Dexterity saving throws
All of your speeds are doubled
You can take one additional action on each of your turns (including the one used to cast this spell)
Even with the extra action granted by this spell, you can still only cast one 1st-level or higher spell on your turn.


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

Response:
Name: Smite Rune
Level: 4
School: Transmutation
Classes: Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Minute
Components: V
Description: The next time you hit with a melee weapon attack during this spell’s duration, the target becomes branded with a glowing rune for the duration. Whenever you hit the branded target and deal radiant damage to them (including when you first brand the creature), the target takes an additional 2d8 radiant damage


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

Response:
Name: Smoke Bomb
Level: 1
School: Conjuration
Classes: Ranger
Casting time: 1 Bonus Action
Range: 60 Ft (20 Foot Radius)
Duration: Concentration, Up To 20 Seconds (3 Turns)
Components: V, S, M
Material cost: A Palm sized round metallic object worth 1 SP. Component is consumed when spell is cast
Description: You throw a small palm sized bomb to create a 20-foot-radius sphere of toxic smoke dealing 1d4 necrotic damage to a hostile creature that ends its turn in the smoke. The sphere spreads around corners, and its area is heavily obscured, and reduces the creature speed to 10 ft whilst it is in the smoke. The smoke lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Your allies are not affected negatively by the smoke.


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

Response:
Name: Smoke Ladder
Level: 1
School: Transmutation (Ritual)
Classes: Druid
Casting time: 1 Action
Range: Touch
Duration: 10 Minutes
Components: V, S, M
Material cost: A flame emitting smoke
Description: You create a misty ladder up to 30 ft long, shaped from the smoke given off by a fire as you cast the spell. A smoke ladder weighs virtually nothing, and can be easily handled at any length. Always steady and rigid, the ladder needs no support or object to lean against, but can simply be placed in the desired position and climbed.
Only you can touch the smoke ladder. It is non-solid to all other creatures.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can enhance the smoke ladder in multiple ways. Choose one of the options below for each spell slot above 1st. You can choose an option multiple times.
The duration of the spell level increases by 10 minutes each time you pick this option.
The smoke ladder can be up to 30 feet longer for each time you pick this option.
You can designate up to two additional creatures other than yourself to be able to interact with the smoke ladder each time you pick this option


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

Response:
Name: Smoke Screen
Level: 2
School: Illusion
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: any small nearly-perfect sphere worth 1 sp or less, which is consumed by the spell
Description: You hurl the sphere used as the material component of this spell to any point within range. A moment later, it bursts open with a thick cloud of black smoke that covers a 10-foot radius sphere. This smoke spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one. Constructs and undead are immune to this damage.
At Higher Levels. When casting this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each spell slot level above 2nd


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

Response:
Name: Snooze
Level: 3
School: Enchantment
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Ft. Line
Duration: 1 Minute
Components: V, S, M
Material cost: sandman's dust
Description: Target character within range makes a Constitution saving throw. If they fail, they suffer disadvantage on all Dexterity saves for 1 minute and their movement is halved until the start of their next turn. If they fail by 5 or more, they fall unconscious for 1 round.
Undead, constructs, and creatures immune to being charmed aren't affected by this spell.


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

Response:
Name: Snowy Barrage
Level: 0
School: Conjuration
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You cause snowballs to erupt from your hands. Choose one Large or Smaller creature within range, and force them to make a Strength saving throw. On a failure, they are knocked back by the barrage 5 feet. After casting the spell, the snow settles to the ground in a 5 foot square


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

Response:
Name: Soaking Hands
Level: 0
School: Necromancy
Classes: Cleric, Druid
Casting time: 1 Minute
Range: Touch
Duration: Instantaneous
Components: S, M
Material cost: A pint of water
Description: You envelop both of your hands with water and massage the healing water into the core of a willing creature. When cast, the creature may expend up to one hit die and regain hit points equal to the amount rolled.
This spell can also be used to provide hydration to creatures or plants, and can save a creature or plant from dying due to dehydration.
This spell can also affect plants, but has no effect on undead or constructs.
The material component for this spell can't be substituted for using an arcane focus or component pouch.
Elemental Discipline. A Way of the Four Elements monk may cast this spell if they know the Water Whip discipline.


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

Response:
Name: Softwood
Level: 4
School: Transmutation
Classes: Bard, Cleric, Druid, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Until Dispelled
Components: V, S, M
Material cost: a small piece of wood
Description: Choose one humanoid you can see within the spell's range. The target is encased in a layer of wood. This wood places the target in a state of suspended animation that will last until it is exposed to 30 minutes of continuous fresh air.
The person inside is protected from harm and can even resist the forces of falling back to a planet
An unwilling target can attempt a Constitution saving throw to avoid being affected by the spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. All creatures must be within 30 feet of the caster when you target them


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

Response:
Name: Solar Blitz
Level: 0
School: Evocation
Classes: Cleric, Sorcerer, Warlock
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: Instantaneous
Components: S, M
Material cost: a melee weapon worth at least 1 sp
Description: Your weapons burst with light, blinding your enemies. You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and is blasted by a flash of light. The next attack made by the creature until the end of its next turn is made at Disadvantage.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 radiant damage to the target on a hit. The damage increase by 1d8 at 11th level (2d8) and again at 17th level (3d8).


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

Response:
Name: Solar Bolt
Level: 0
School: Evocation
Classes: Cleric, Druid, Sorcerer
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A torch or glowing object
Description: A bolt of solar energy streaks from your hand to smite a creature within range that then detonates into a blast of brilliant light reminiscent of the Sun. Make a ranged spell attack roll against a creature within range; if the attack hits, the creature takes 1d4 radiant damage. Hit or miss, the target and any creatures within 10 feet of it must succeed on constitution saving throws or become blinded until the start of their next turn. If the attack did hit, the target makes this constitution saving throw with disadvantage.
At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


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

Response:
Name: Solar Grenade
Level: 1
School: Transmutation
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: Your grenade create a 10-foot-radius sphere of Flaming radiant energy centred on a point within range. The sphere spreads around corners, It lasts for 2 rounds, until you dismiss the spell as a bonus action or you lose concentration. Each target within its area takes 1d6 radiant damage. Any target that ends its turn within the grenade radius must make DC Constitution saving throw or take 1d6 radiant damage. On a successful save the creature takes half damage.
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: Solar/Lunar Blast
Level: 6
School: Evocation
Classes: Druid
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You collect the power of the sun or moon (depending the time of day you are casting this spell) between your hands, forming a shining sphere of radiant energy. Creatures within 60 feet facing directly towards you must succeed on a Constitution saving throw or have disadvantage on all rolls that rely on vision. You can choose to unleash the stored power at once in a 60 feet cone in front of you. Each creature in the cone must make a constitution saving throw. It takes 3d12 radiant damage in a failed save or half as much on a successful one. Undead and oozes have disadvantage on this saving throw. The ray ignites flammable objects in the area that aren’t being worn or carried and dispels any magical darkness effect.
Round 2: The radiant sphere between your hands emmits a sharp bright blinding light that makes vision almost impossible. Any creatures looking directly towards you must succeed on a Constitution saving throw. The creature has disadvantage on all rolls that rely on vision on a successful save or become blinded on failed one. If you choose to unleash the stored power now, the beam deals an extra 6d6 radiant damage on a failed save or half as much on successful one.
Round 3: The power stored in the sphere explodes dealing an extra 9d4 radiant damage on a failed save or half as much on a successful one. Any creature caught in the area of effect must make a Constitution saving throw. It has disadvantage on all rolls that rely on vision on a successful save or becomes blinded on failed one


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

Response:
Name: Solid Darkness
Level: 3
School: Transmutation
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet (20 Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You manipulate the fabric of darkness, and replace it with an entirely solid material. Choose a location within range. Darkness in that area becomes a solid object until the spell ends. Light still interacts with it normally, but it cannot be damaged or affected in other ways. If a creature is in the radius of this spell when it is cast, it is harmlessly pushed outside the radius.


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

Response:
Name: Solid Fog
Level: 4
School: Conjuration
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: A pinch of dried, powdered peas combined with powdered animal hoof
Description: You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of great speed (at least 30 miles per hour) disperses it in one round. The solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed. It also has disadvantage on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the fog increases by 20 feet for each slot level above 4th.


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

Response:
Name: Solid Freeze
Level: 3
School: Evocation
Classes: Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (100-Foot Line)
Duration: Instantaneous
Components: V, S, M
Material cost: vial of snow or a handful of ice
Description: You cause a blast of frigid air to blow forward, in a line of 100 feet long and 5 feet wide in a direction of choice. Each creature in the line must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save and is restrained, being encased in solid ice, or half as much damage on a successful one and is not restrained.
Taking any amount of fire damage ends the restrained condition on a creature affected by it. A creature can also make a Strength saving throw in each of its turns, as an Action, to end the condition. A creature restrained by this spell suffers additional 2d6 damage when it takes bludgeoning, piercing or slashing damage, and the condition ends immediately after taking this damage.
The ground in the area of effect becomes covered in a thick layer of ice. The area becomes difficult terrain, and any creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. The ice on the ground melts after 10 minutes, 1 minute in a hot environment, or instantly after taking any amount of fire damage.
If this spell is cast over a water surface, it creates solid ground, with the same properties of ground covered in the ice created by this spell, for the duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.


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

Response:
Name: Something
Level: 3
School: Conjuration
Classes: Sorcerer, Wizard, Cleric, Bard
Casting time: 1 Action
Range: Personal
Duration: Instantaneous
Components: V, S, M
Material cost: silver-laced clay worth 50 gp, which the spell consumes
Description: A random object forms in your hand. This could be a single boot, a lich's soul, or a magic item. Your DM can decide what you receive, or you can roll on the following table. All objects are from somewhere, and in many cases will be missed by their owner (who may come looking). Some items are cursed: use the rules for cursed items in the DMG.

d100

1–6

1
a bookmark

2
a button

3
a nail file

4
a dental mirror

5
a toy duck

6
a pair of sunglasses

7
a bouquet of fake flowers

8
a clothes hanger

9
a bottle of perfume

10
a plate

11
a metal spring

12
a banana

13
a shawl

14
a mouse

15
a shoelace

16
a large hot meal

17
a fork

18
a pair of manacles

19
a bar of soap

20
a mug of coffee

21
a stage dagger

22
a horseshoe

23
a gnome corpse

24
a silver circlet

25
a small bronze statue of a dwarf

26
a pair of leather gloves

27
a small bag filled with pain numbing herbs

28
a jar filled with water

29
a vial of fake poison

30
a backpack filled with 50ft of hemp robe

31
a decomposed corpse of a small mammal

32
10 lb. or 10 rations of jerky

33
a well carved personal chest that is 8 inches by 4 inches

34
a 100lb barrel of oats

35
a dart

36
a crossbow bolt

37
2 two-person tents

38
an arcane focus

39
a fancy red wizard robe

40
a bag with 10 pieces of platinum inside

41
the key to a duke's cellar

42
a celestial globe

43
the death mask of an ancient queen

44
the deed to a tavern

45
a chief priest's holy symbol

46
the mandate of a god

47
the scandalous diary of a noble's concubine

48
the axe that executed a martyr

49
an extinct insect-bird encased in amber

50
a key that opens the last lock you couldn't open

51
a book that contents change languages whenever opened

52
a piece of paper with an IOU to a random noble

53
a belt that sheds a bright light 5ft around it and dim light another 5ft

54
a blue dragon's scale

55
a unicorn horn

56
a crystal ball that only has a faint magical properties

57
a pillow that makes whoever willingly lays on it fall immediately fall unconscious

58
a gray ooze that follows the caster but does not understand it

59
a bottle that can hold 10 gallons of liquid, the liquid fills it up at a reduced rate, if it has 5 gallons in it the bottle is only half full

60
a suit of charged armor

61
a charged weapon

62
a charged wand

63
a boots of levitation

64
a potion of healing

65
a ring of mind shielding

66
a lantern of revealing

67
a potion of clairvoyance

68
a pair of gloves of swimming and climbing

69
A wand that cast moonbeam 4 times and recharges 1d4 charges at dawn. The spell can only be cast by saying its key word moon in Celestial.

70
What appears to be and shows the same magical signs as a staff of the magi unless identify is used, upon use of this staff of the magi you take 6d8 psychic damage and 4d8 force damage.

71
a ornate flute that when played makes ear shrieking sounds instead of regular sounds

72
a ornate silver longsword with a large hidden crack in the metal of the blade

73
a piece of parchment with the word "Something" written on it

74
a small glass figurine of the caster, whoever holds the figurine can whisper it anything and the corresponding person will say the same thing

75
a lock with a key that fits, but when the lock is locked it can not come unlocked, also the lock has an AC of 14 and 20 hit points

76
10 cursed copper coins. Each time you cast a spell of 5th level or higher, you gain 10 more cursed copper coins. If you spend copper coins, give them away or dispose of them, they return to your possession in 1 minute. Items or services fully or partially purchased with cursed coins will break, be lost, be inadequate or otherwise be malformed.

77
A large red ruby with an inner pulsing fire. The ruby explodes when it is touched by 2 different creatures dealing 8d6 fire damage with a DC 15 Dexterity check to take half damage to everyone within 10ft of the ruby.

78
nothing appears to happen, but all creatures within 1 mile of you are aware of your presence

79
a irate stone golem

80
a pair of skull earrings which require attunement which give resistance to neurotic damage

81
A straw doll that is a crude likeness of a random creature with 30 feet. The doll has AC 10 and 5 hit points. Damage dealt to the doll is also dealt to the creature it is a likeness of, but magical healing received by the doll is received by that creature as well. The doll ceases to function in this way when it is reduced to 0 hit points.

82
a gnarled spruce branch that can be used to druidcraft

83
a blank gray mask that makes the user temporarily blinded when the user puts it on, but gives them blindsight for 60ft

84
a blanket that makes the user immune to the effects of cold weather

85
a cape that makes the user have advantage against being frightened, but gives them disadvantage against being charmed

86
a pair of boots that prevents the wearer from being moved(shove, wind, ect.) from any effect

87
a folding boat

88
a regular looking jar on the outside with a black bottom that makes items that fall past the blackness to disappear into the void

89
a periapt of health

90
a 200gp worth onyx

91
a mirror that shows a creature its deepest desires

92
a miniature 1ft by 1ft flying carpet that holds up to 20lb and has a fly speed of 30ft

93
a robe that can change into any mundane outfit

94
two mirrors which instead of seeing your reflection, you can see through the other mirror, they both must be on the same plane of existence to work

95
a potion of diminution

96
a bag of holding

97
a hill giant belt of giant strength

98
a ring of evasion

99
a wand of paralysis

100
you forget how to cast this spell until you next gain a level or 1 year has passed


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

Response:
Name: Song of Courage
Level: 0
School: Enchantment
Classes: Bard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a musical instrument
Description: You begin to play a song that fills your allies with courage. Each creature of your choice within 60 feet of you that can hear you has advantage on saving throws against being charmed or frightened.


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

Response:
Name: Song of the Awakened Dead
Level: 0
School: Necromancy
Classes: Bard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a musical instrument
Description: You begin to play an eerie tune. As an action, you can cause one corpse or skeleton within 60 feet of you to lash out at a creature within 5 feet of it (using your spell attack modifier), dealing 1d4 bludgeoning damage and 1d4 necrotic damage on a hit.
At 5th level, you can expend a 1st level spell slot as an action to cause a corpse or skeleton within 60 feet of you to rise as a zombie (or skeleton, respectively) for a number of rounds equal to your spellcasting ability modifier multiplied by 2. The zombie or skeleton is under your control and obeys your mental commands to the best of its ability. You can't control more than 3 zombies or skeletons at one time using this ability


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

Response:
Name: Sonic Implosion
Level: 2
School: Evocation
Classes: Bard, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: You cause a piercing noise to fold in on an area, harming enemies.
Choose a points within range. Creatures within 15 feet of that point must make a Constitution saving throw or take 5d8 thunder damage (or half as much damage on a successful save) as they are harassed by an unbearable screeching noise. Creatures further than 15 feet away from the point do not hear anything.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each spell slot level above 2nd.


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

Response:
Name: Sorcerous Possession
Level: 6
School: Necromancy
Classes: Sorcerer
Casting time: 10 Minutes
Range: Self
Duration: 1 Hour Or Until Dispelled
Components: V, S
Description: This spell is the sorcerous equivalent to the wizard's Magic Jar, though where that spell emphasizes control and complexity, Sorcerous Possession demonstrates the Sorcerer's raw magic and flexibility. As such, it should be adjudicated as equivalent except for the following changes: no material vessel intermediary is used, and the sorcerer's body transforms into a possessing spirit. The creature the sorcerer possesses also retains the sorcerer's current hit point total while possessed, and if the sorcerer is ejected, their body appears adjacent to the formerly possessed creature, stunned for one round.
After the 10 minute casting time, you have one hour to attempt your first possession. If that one hour elapses without an attempt, or the first possession attempt is resisted, the spell ends.
To possess a creature, either as yourself, or while possessing another creature, you spend an action concentrating on any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can’t be possessed). The target may resist the possession with a Charisma saving throw. If the target fails, either your body vanishes (if you were not currently possessing a creature), or you leave your current host, who is stunned for their next action. In both cases, your soul enters the target, and you are momentarily confused. The target can continue to act normally for its next turn, and you are considered stunned for your next turn. When you begin the turn after that stunned turn, the target loses consciousness and is no longer aware of its surroundings.
While possessing a creature, as with Magic Jar, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. Unlike Magic Jar, you also retain your current and maximum hit point totals. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features.
Once you possess a creature, you may continue to attempt to possess other creatures, in a chain. Each time you leave one creature, it regains its awareness and ability to act, and is stunned on its next turn. You may cancel the spell at any time, in which cast you appear in a spot of your choice adjacent the current host, and the current host is stunned for its next turn, while you may act. Your hit points return the total you had when you first possessed a creature. When you leave a host body, the host creature's hit point total becomes that that it previously had, minus the net damage you accrued during your time possessing it. If this drops the creature to 0 hit points, it begins to die.
For example: A sorceress with a maximum of 40 hit points, who has taken 5 points of damage, possesses an ogre with 70 hit points. During the possession, the possessed host body will have 35 hit points and can only be healed to 40 hit points. During the possession, the sorceress takes 10 hit points of damage, reducing the body's total to 25, and then ends the spell. The sorceress then appears beside the ogre. At that point, the sorceress returns to her original 35 hit point total, while the ogre's total becomes 60 (its original 70, minus the 10 lost), and is stunned, while the sorceress is not.
If the possessed body dies while you are possessing it, as in Magic Jar, you must make a Charisma saving throw against your own spellcasting DC. On a success, you appear in a spot of your choosing adjacent to the host, with your original hit point total, stunned for one turn. On a failure, you die and your corpse appears in a random spot beside the host. If the possessed body died for a reason other than hit point loss, or if its hit points at the moment of possession were equal to or less than yours, the creature also dies. However, if the possessed body died from hit point loss, and it had more hit points than you when you possessed it, instead of dying, it takes damage equal to the net damage it took while possessed. If this does not bring it to 0 hit points, it does not die, and is stunned for two turns. Regardless of the outcome, the spell ends.
For example: If a 35 hit point sorceress possesses a 35 hit point orc, and the orc is killed by a sword blow, the sorceress must make a Charisma saving throw to survive, and regains her original hit points if she does. The orc dies regardless. If a 35 hit point sorceress possesses a 70 hit point ogre, however, and takes 30 hit points damage, is healed for 5, and then damaged again for 15 points, the possessed body is reduced to 0 hit points and begins to die. When that body dies, the sorceress may again make a saving throw to avoid death. The ogre, however, returns to 30 hit points (its original 70 hit points, minus the net 40 damage accrued during its possessed time) and is stunned for two turns.
If the spell is ended prematurely by an outside source (for example, a successful Dispel Magic), you are ejected as if you voluntarily ended the spell, but are also stunned for one round.
Ride-Along Mode
Whenever you attempt to possess a creature, you may choose to do so in ride-along mode. In this mode, the creature retains control of their body, and their senses, though their hit points are affected as normal. The host is aware of being possessed, but cannot tell what you are doing. You may use their senses, and communicate with the host telepathically if you choose, and you do not need to share a common language to do so. At any time you may use an action to end ride-along mode by forcing a second Charisma Saving throw, in which case you take over as normal, without a second stunned turn.
If the creature willingly cedes control, and spends an action to do so, you may control the creature without causing it to lose consciousness and awareness, and without ending ride-along mode. You may return control with an action as well. This may be repeated as needed.
During ride-along mode, when you are not in control, you may not act except as detailed above, and to cast spells that only target the host creature or yourself. If a spell could affect multiple targets, or has an area of effect, it only affects yourself or the target, or both if it is capable of doing so. For example, a Detect Thoughts spell can be directed to affect the host, but will not affect or detect any other targets in its area. To cast a spell while not in control of the host, the spell may not have any Verbal or Somatic components, and any Material components must be carried by the host. If the host has willingly ceded control, they may also cast spells in this manner if they are capable. If this spell is ended by death during ride-along mode, and the possessed creature survives as detailed above, they are stunned for one round, and not two.
Metamagic Options.
If the spell is cast with Subtle metamagic, in addition to its regular benefits, when possessing a target during ride-along mode, the target is not aware of being possessed, unless you inform it telepathically. As normal, it is not aware of your actions either, including spellcasting, or attempting to possess another creature.
If the spell is cast with Heightened metamagic, only the first host's saving throws are at a Disadvantage. However, they remain at a Disadvantage even if you leave that body and attempt to return later during the same spell's duration.
If the spell is cast with Twinned Spell metamagic, instead of its usual effects, you may elect to bring along any spell effects that are currently operating on yourself, to the host bodies. For example, if you have Mage Armor cast on yourself, while you are possessing a host, the host has the effects of Mage Armor as well. Without this metamagic, any spell effects on you that began prior to the first possession only affect you while you are possessing targets, and not the host body. For example, if you are charmed prior to possessing a body, you act as though you are charmed during the possession. However, Mage Armor and Invisibility spells would have no effect until the Sorcerous Possession spell ends, though their durations continue to expire as normal.
If the spell is cast with Distant metamagic, instead of increasing the range of the spell, the distance to possess a target is increased. That is to say, any time you attempt to possess a creature, it must be within 200' instead of 100'.
If the spell is cast with Extended metamagic, you have two hours to attempt your first possession, instead of one.
If the spell is cast with Careful metamagic, instead of its usual effects, you have a +1 DC on your save to avoid dying when the host body dies.


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

Response:
Name: Sorrel's Battering Javelins
Level: 6
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 500 Feet
Duration: Instantaneous,
Components: V, S, M
Material cost: Arcane Focus
Description: You create three massive Javelins of magical force. Each javelin hits a creature or object of your choice that you can see within range. A javelin deals 2d8+8 force damage to its target, and deals double damage against objects and structures. The missiles all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher the spell creates one more javelin per spell slot above 6th.


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

Response:
Name: Sorrel's Burst Missile
Level: 6
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You create two powerful missiles of magical force, which darts from your fingertips and unerringly strikes their designated targets.
Each missile hits a creature or object of your choice that you can see. a Missile deals 3d6 + 3 force damage, then explodes in a 10-foot radius spherical blast, damaging all nearby enemies. Affected creatures within one or more of these blasts must make a single Dexterity saving throw, taking 2d6 + 2 force damage per blast on a failed save, or half as much on a successful one. The missiles all strike simultaneously and you can direct them to hit one creature or several.
A creature affected by the shield spell take half damage
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher You can create one more missile for every spell level above 6th.


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

Response:
Name: Sorrel's Forceful Missile
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You create a single, concentrated missile of arcane force. This missile functions exactly like those in the Magic Missile spell The missile lunges out at it's target from your outstretched finger, striking unerringly at any foe without full cover. The missile deals 2d4+2 force damage and creates a 15ft line starting at its initial target dealing half as much force damage to those in the line.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher increases the damage by 1d4+1 force damage per level higher of spell slot used.


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

Response:
Name: Sorrel's Greater Magic Missile
Level: 3
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d6+1 force damage to it's target(s). The darts all strike simultaneously and you can direct them to hit one creature or several
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher you create an additional dart per level higher than 3rd used to cast it.


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

Response:
Name: Sorrel's Inevitable Impalement
Level: 4
School: Evocation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 100 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a spear, javelin, or similar projectile
Description: Mimicking the form of the material component, you create a massive force missile and throw it at a target within range. They automatically take 4d6 force damage, and must make a Constitution saving throw, or become impaled.
An impaled creature's speed is cut in half, and their attacks and saving throws have disadvantage.
At the start of their turn, an impaled creature can attempt a Strength saving throw. This effect ends when the spell does, or if they succeed the saving throw.
At Higher Levels. When cast at 5th level or higher, the missile deals an extra 1d6 damage for every level above 4th.


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

Response:
Name: Sorrel's Leaping Missile
Level: 1
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 100 Feet Initial, 30Ft Secondary And So On.
Duration: Instantaneous,
Components: V, S
Description: You create a small glowing dart of arcane energy that streaks forth from your outstretched fingertip. this dart deals 1d4+1 damage to a target you can see within range. after striking its initial target it leaps and strikes up to 3 more targets that can be no more that 30ft away from the last it struck.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, its bonus damage increases by +1 and it can strike leap to an additional target per spell slot above 1st.


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

Response:
Name: Sorrel's Magic Ballista
Level: 4
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You concentrate your arcane energies and release a massive blast of force from your palm to a target that you can see within range. Make a ranged spell attack. On a hit, the target takes 4d6 force damage. Hit or miss, the arcane blast explodes, forcing each creature in a 20-foot-radius sphere centered on that point to make a Constitution saving throw, taking 6d6 force damage on a failed save, or half as much damage on a successful one. A creature under the effect of the Shield spell has Advantage on this saving throw.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the secondary damage increases by 2d6 for each slot level above 4th.


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

Response:
Name: Sorrel's Magic Lance
Level: 5
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A 20 gp diamond
Description: You create 3 glowing Lances of magical force.
Each dart hits a creature of your choice that you can see within range.
A lance deals 3d6+3 force damage to its target.
The Lances all strike simultaneously, and you can direct them to hit one creature or several. Those under the effects of the Shield spell take half damage.

At Higher Levels. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates another Lance for each slot above 5th.


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

Response:
Name: Sorrel's Minuscule Missile
Level: 0
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You create 1d4 glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. a dart deals 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
Any effect which applies to or reacts with the magic missile spell, such as the shield spell, reacts with this spell as if it was magic missile.
This spell creates more darts when you reach higher levels. 2d4 at 5th level, 4d4 at 11th level and 6d4 darts at 17th level.


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

Response:
Name: Sorrel's Missile Swarm
Level: 4
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: A swarm of magical darts fills a 15ft radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. When the area appears each creature in it must make a dexterity saving throw. a creature takes 4d10 force damage on a failed save, or half as much damage on a successful save. A creature must also make this saving throw when it enters the spells 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 5th level or higher, the damage increases by 2d10 for each slot level above 4th


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

Response:
Name: Sorrel's Rending Missile
Level: 3
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+3 force damage to it's target. The darts all strike simultaneously. You can direct them to hit one creature or several. The concentrated nature of this spell allows it to deal siege damage to constructs and structures(3x damage).
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher creates an additional dart per level higher of spell slot used.


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

Response:
Name: Sorrel's Retributive Missile
Level: 1
School: Evocation
Classes: Wizard
Casting time: 1 Reaction, Which You Take In Response To Being Damaged By A Creature Within 10 Feet Of You That You Can See.
Range: 10 Feet
Duration: Instantaneous
Components: V, S
Description: A missile of force flies from your hands, striking the attacker. The creature takes 1d8 + 1 force damage and it is pushed 15 feet back.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher you create an additional missile for each slot level above 1st. this missile must target the creature that attacked you.


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

Response:
Name: Sorrel's Selfless Missile
Level: 1
School: Evocation
Classes: Sorcerer
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You create 1 dart of glowing energy that streaks forth from your fingertips and impacts a target you can see within range. Healing them for 1d4+1 HP. This dart strikes unerringly as long as the target does not have full cover.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher creates an additional dart for each spell slot higher used to cast it.


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

Response:
Name: Sorrel's Superior Magic Missile
Level: 5
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: Five missiles of magical energy dart from your fingertips and strike their targets unerringly as long as the target does not have total cover. Each dart hits a creature of your choice that you can see within range. A dart deals 1d8+1 force damage to it's target. The darts all strike simultaneously and you can direct them to hit one creature or several. Targets under the effects of shield take half damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher creates an additional dart per higher level of spell slot used.


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

Response:
Name: Sorrel's Unforgiving Missile
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (Or 50Ft)
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: You create three tiny missiles in your space. They float in the air above your head for the spell's duration. When a creature strikes you with a melee weapon or an attack spell, a single missile automatically reacts,lashing out for 1d4+1 force damage after the caster takes damage. If the enemy attacks the caster multiple times the darts continue to last out for each attack. When all the missiles are expended the spell ends.
Alternatively, the caster may use their bonus action to expend one or more of these missiles to lash out at a target within 50ft as if by the magic missile spell. The caster may also use 1 action and cause the missiles to lash out but not be expended and return to the caster after striking a target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher you create additional missiles for each level higher of spell slot used.


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

Response:
Name: Sorrel's Warding Missile
Level: 5
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: A crystal ball worth 70gp that was infused with a 5th level spell slot
Description: You create six glowing blade missile of magical force. These missiles function like those created by the Magic Missile spell. The blades project onto the caster creating a warding barrier of dim magical energy granting them +1 AC per blade. Whenever an enemy ends it's turn adjacent to the caster, a single blade lashes out in the direction of it's target dealing 2d6+2 Force damage that counts as slashing for the purposes of overcoming resistances. This reduces the number of blades surrounding the caster, thus reducing the AC benefit from this spell. Targets under the effects of the Shield spell only take half damage from the blades.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher you create an additional blade missile for each level higher of spell slot used.


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

Response:
Name: Sorrel's Well of Infinite Lances
Level: 8
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a small silver disk that isn't consumed by the spell
Description: You channel your inner arcane energy into a brilliant display of light that leaves a shimmering 20 ft. pool of radiance on the floor within 120 ft. of you. This pool disappears if you move more than 120 ft. away from it. Upon casting this spell, the pool summons twelve magic Lances that seek random enemy targets within 120 ft. of it. The missiles behave as per the magic missile spell, but dealing 4d8+12 force damage, if the target of the lances is in the pool, they take an additional 1d8 force damage.
As a bonus action on each subsequent turn, you can choose to channel your inner energy on the pool to summon two additional Lances and choose who those lances strike.
At Higher Levels. At Higher Levels. When you cast this spell using a spell slot of 9th level, the spell creates five more lances.


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

Response:
Name: Soul Arrow
Level: 1
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 180 Feet
Duration: Instantaneous
Components: V, S
Description: You fire an arrow-like bolt of magical energy at a target within range. Make a ranged spell attack against the target, dealing 3d8 force damage on a hit.
Soul arrow homes in on its target slightly. You have advantage with this spell's attack if the target is further than 60 feet away.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot above 1st.


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

Response:
Name: Soul Bind
Level: 6
School: Evocation
Classes: Cleric, Wizard, Sorcerer
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, 1 Minute
Components: V, S
Description: You target the soul of one or two enemies. The two enemies are bound by their souls and cannot move further than 60 feet from each other (to also restrict teleportation and plane shifting). Additionally, when a spell targets one of the enemies it duplicates the effect onto the other enemy, regardless of range. This does not duplicate area of effect spells unless they specifically target specific enemies such as the spell Slow. If the spell is only casted on one enemy, the first enemy to come within 60 feet of the targeted enemy is then bound to the first enemy


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

Response:
Name: Soul Blade
Level: 3
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Minute
Components: S, M
Material cost: a drop of your blood on the blade of a bladed weapon
Description: You touch a nonmagical weapon with that deals slashing damage. Until the spell ends, the weapon deal additional 1d6 necrotic damage, and you can absorb souls through the blade of that weapon. When you reduce a creature to 0 hit points with an attack from this weapon, the soul of that creature is trapped into the weapon, and you deal additional damage equal to 1d6 necrotic on successful attacks with it. Each additional soul trapped into the weapon increases the damage in 1d6, up to 6d6.
When the spell ends, the souls trapped onto your blade go to your body, as you gain 1d6 temporary hit points for each soul trapped on your blade at the end of the spell.
Once the spell ends, you are stunned for a number of turns equal to the number of souls trapped on the weapon. At end of each of your turns, you can make a Constitution saving throw against your own spell save DC to end the effect earlier


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

Response:
Name: Soul Claws
Level: 0
School: Evocation
Classes: Sorcerer, Warlock
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S
Description: Your soul shapes into a wicked claw that pierces the body of a creature you touch. Make a melee spell attack against a creature. On a hit, the target takes 1d12 piercing damage.
The spell's damage increases by 1d12 when you reach 5th (2d12), 11th (3d12), and 17th (4d12) level


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

Response:
Name: Soul Drain
Level: 0
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: Your hands sap health from others to bolster yourself. Make a melee spell attack against a creature you can touch. On a hit, the target takes 1d4 necrotic damage, and you gain temporary hit points equal to the damage dealt.
The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)