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

Response:
Name: Heavy Words
Level: 3
School: Enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, M
Material cost: a stone weighing more than a pound
Description: You speak enchanted words that weigh heavily on any creatures within a 10 foot sphere centered on a target within range. All affected creatures take 5d6 psychic damage, halved by a Wisdom saving throw. If any creature fails the saving throw it will also be restrained for one round.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, for each level, an additional 1d6 psychic damage will be dealt.


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

Response:
Name: Heighten Mobility
Level: 2
School: Transmutation
Classes: Artificer, Bard, Paladin, Ranger, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: You redouble your muscles with the magic of the weave, heightening your reflexes. Until the end of the duration, you gain the following effects:
You are considered proficient in Athletics and Acrobatics if you are not already proficient.
You gain an additional action on each of your turns. This action can only be used to take the Dash, Disengage, or Dodge actions.
Climbing, swimming, and crawling cost no extra movement speed.
The number of feet you can long jump or high jump is increased by an amount equal to 5 times your spellcasting modifier.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell no longer requires concentration to maintain.


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

Response:
Name: Hell Smite
Level: 5
School: Conjuration
Classes: Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon roars with the soul-scourging flames of hell, and the attack deals an extra 5d8 fire damage and 5d8 necrotic damage to the target. Furthermore, the target must make a Charisma saving throw. If the target fails this save, it is transported to a random location in hell. A creature so transported must find its own way back to your current plane of existence


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

Response:
Name: Hell Storm
Level: 4
School: Conjuration
Classes: Artificer, Cleric, Warlock, Wizard
Casting time: Action
Range: 100 Feet
Duration: 1 Minute
Components: V, S
Description: Your fury knows no limits to it or its growth, for the duration a series of black clouds appear at a point within range, and a pillar of fire emerge from the clouds, covering a 20 foot radius cylinder. Creatures within or entering the area must make a Constitution saving throw or suffer dealing 3d6 fire damage on a failure or half as much on a success. Any object not carried or worn within 15 feet of the area that is flammable ignites.
Creatures who failed the save are wreathed in flames dealing 1d6 fire damage each round it isn't extinguished by the creatures. A creature can use an Action to douse the flames.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the spell deals an additional 1d6 fire damage


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

Response:
Name: Hellfire
Level: 5
School: Evocation
Classes: Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: Wisps of gel-like flame encompass your arm and coalesce in your hand, quickly arching along a curved path towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 5d10 fire damage immediately and an additional 1d10 fire damage at the start of each of its turns for a number of turns equal to your spellcasting ability modifier. On a miss, each creature in a 5-foot-radius sphere centered on the target must succeed on a Dexterity saving throw or take 5d10 fire damage, and flammable objects within 5 feet of the target are ignited.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage (including initial, later, and area) increases by 1d10 for each slot level above 5th


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

Response:
Name: Hellfire Bolt
Level: 1
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: You make an infernal gesticulation, and a thin blast of hellfire roars towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target is consumed by infernal flames and takes 2d10 fire damage. This spell ignores resistance to fire damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.


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

Response:
Name: Hellfire Harpoon
Level: 2
School: Conjuration
Classes: Sorcerer, Warlock
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S, M
Material cost: a chain attached to a dagger
Description: You summon a burning chain with a vicious barbed harpoon that flies from your hand towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 piercing damage and 2d6 fire damage, and must succeed on a Strength saving throw or be pulled up to 60 feet closer to you.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage is increased by 1d6 per slot level above 2nd.


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

Response:
Name: Hellhole
Level: 8
School: Conjuration (Ritual)
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 300 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a ruby worth at least 100 gp
Description: You conjure a 30-foot square, 30-foot deep pit filled with a holocaust of fiery flames. Creatures caught within must make a Dexterity saving throw. On a successful save, the creature can use its reaction to move to the edge of the area. On a failure, the creature falls into the pit, taking 3d6 non-magical bludgeoning (falling) damage plus 5d6 fire damage and 5d6 necrotic damage. For the duration of this spell, any creature which falls into the pit takes the same damage, and any creature which starts its turn within the pit takes 5d6 fire damage and 5d6 necrotic damage. Climbing the wall of the pit is possible but difficult, requiring a Strength (Athletics) check of a DC equal to your spell save DC.
Once the duration of this spell ends, or if the spell is dispelled, the magical flames dissipate, but the pit itself remains as a fixture of the terrain


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

Response:
Name: Hellish Flames Explosion!
Level: 2
School: Conjuration
Classes: Artificer, Sorcerer
Casting time: 1 Bonus Action
Range: 60 Ft
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a pinch of sulfur
Description: The user creates a small magic circle within range, enhancing the damage output of explosive fire spells, such as fireball and explosion.. Creatures hit by explosive fire spells take an additional 3d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the additional fire damage increases by 1d6 for every level above 2nd.
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Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Hells Lightning
Level: 8
School: Evocation
Classes: Sorcerer
Casting time: 1 Action
Range: 500 Ft
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Call forth the most powerful lightning from the deepest and darkest parts of Hell to destroy everything that stands in your way.
You fill a 30-foot radius, 100-foot tall cylinder with lightning, centered on a point in range. Each creature in the area must make a Dexterity saving throw, taking 5d12 lightning damage and 5d12 fire damage on a failed save and half as much on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.


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

Response:
Name: Hell’s Gaze
Level: 4
School: Necromancy
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (60 Feet)
Duration: Concentration, Up To 1 Minute.
Components: V, S, M
Material cost: A crystallized medusa eye
Description: Your very gaze releases life-disrupting energy. You create a 60 foot long beam. Any creature that enters the area or starts their turn within it must make a Constitution saving throw, or take 2d10 necrotic damage, half as much on a successful save. On a failure, they are also blinded. At the end of their turn, they may reattempt the save, ending the blindness on a success.
Additionally, you may use an action to change the direction of the beam.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, this spell deals an additional 1d10 necrotic damage for every level above 4th.


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

Response:
Name: Helotry
Level: 5
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S
Description: By maintaining touch with an ally, they are able to cast your spells (using your spell slots and spellcasting modifier). They must use their own components but if you have a focus it can be used. The caster can continue to act normally after casting this spell. When either the caster or receiver is disrupted by any interaction that would break a concentration, this spell's effects end.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, this spell can target 2 more allies per level above 5th (Touch range can chain)


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

Response:
Name: Heritage Rebuke
Level: 3
School: Evocation
Classes: Sorcerer, Warlock
Casting time: 1 Reaction, Which You Take In Response To Being Damaged By A Creature Within 20 Feet Of You That You Can See
Range: 20 Feet
Duration: Instantaneous
Components: V, S
Description: You seem to burn to ash in an explosion of black flames, then reform from motes of shadow and flame elsewhere. The creature that damaged you must make a Dexterity saving throw. On a failed save, the target takes 1d6 fire damage and 1d6 necrotic damage immediately, and 1d4 fire damage and 1d4 necrotic damage at the start of its next turn. On a successful save, the target takes half as much initial damage and no additional damage on its next turn.
When you cast this spell, you teleport to an unoccupied space you can see within 20 feet. You can then make an Charisma (Intimidation) check against the target, with advantage if the target failed its Dexterity saving throw. On a success, the target is frightened by you until the end of its next turn, and cannot target you with attacks or harmful spells while frightened this way.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial fire damage and initial necrotic damage both increase by 1d6 for each slot level above 3rd.


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

Response:
Name: Hermit's Sanctum
Level: 5
School: Conjuration
Classes: Bard, Cleric, Druid, Ranger, Wizard
Casting time: 1 Minute
Range: 5 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: an eviction notice, a planar map to the sanctum, and a silver key worth at least 500 gp
Description: Upon completion of casting, you create a dimensional doorway to a demiplane that houses your magical shelter. The doorway remains open for the duration. Only creatures designated by you may see or enter the doorway, but no more than 3 creatures may be within your sanctum at once. The sanctum is a 20 foot by 30 foot "building" that takes on any appearance you choose. Within the sanctum are the following resources: A finely crafted bed and 2 bedrolls, a small herb garden that replenishes daily and provides basic sustenance for a day for 3 creatures, a fireplace, a study, and a laboratory of your choosing from the following; a smithy, an alchemy lab, an herbalist's nook, a leatherworker's workshop, or a personal office housing forgery supplies.
You and any creatures permitted by you to stay within the sanctum may remain for 24 hours before being returned to the point at which the spell was initially cast. Note that time passes normally while within the sanctum. Finally, you may force any creature of your choice from your sanctum, and they may not return until designated otherwise by you.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you may remain within the sanctum for up to a week's time


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

Response:
Name: Hermit's Wisdom
Level: 4
School: Divination (Ritual)
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 2 Minutes
Components: V, S, M
Material cost: an object to project the spell onto, such as a crystal ball or piece of paper
Description: Purple vines extend from your arms and latch onto an object you are holding onto. Once the vines are latched, make a Wisdom check. If successful, the vines then inscribe or display a message that answers a question you have. If unsuccessful, the vines send too much power into the object and destroy it. The information provided to you is up to the DM. It may be a map that leads to what you desire, an image of a person, or some means of conveying the information to you that you can understand or interpret.


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

Response:
Name: Heroic Intervention
Level: 5
School: Abjuration
Classes: Bard, Cleric, Paladin
Casting time: 1 Reaction, Which You Take When Another Creature Casts A Spell Or Makes An Attack Roll
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You conjure a heroic aura of protection, warding off harm to all your allies. When you cast this spell, choose any number of creatures within range. Until the end of the turn, these creatures gain immunity to all damage, cannot die, automatically pass all death saving throws, and cannot gain conditions.


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

Response:
Name: Hissing Darkness
Level: 3
School: Evocation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You launch a hissing ribbon of pure darkness from your hand. Make a ranged spell attack against a creature within range. On a hit, the target takes 7d8 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you increase the damage it deals by 1d8 for each slot level above 3rd


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

Response:
Name: Hive Leech
Level: 7
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: Self (30 Ft Cone)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a gilded insect wing worth at least 350 gp
Description: You summon a swarm of mosquitoes to drain your foes. Each creature within the cone takes 3d8 poison damage and must make a Constitution saving throw. On a failure, they also have their maximum hit points reduced by half the damage taken and you regain a hit die. You can regain no more than 4 hit dice per casting of the spell. On a success, they take half damage, do not have their maximum hit points reduced, and you do not regain any expended hit dice.


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

Response:
Name: Hoarfrost Blade
Level: 0
School: Evocation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: Instantaneous
Components: S, M
Material cost: a melee weapon worth at least 1 sp
Description: You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and their speed is halved until the beginning of your next turn, as fractalline frost spreads from your weapon to the target.
At 5th level, the attack deals an extra 1d6 cold damage. This bonus damage increases by 1d6 at 11th level (2d6) and 17th level (3d6).


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

Response:
Name: Hold Beast
Level: 2
School: Enchantment
Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a small, straight piece of iron
Description: Choose a beast that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional beast for each slot level above 1st. The beasts must be within 30 feet of each other when you target them.


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

Response:
Name: Hold on the Gullible
Level: 0
School: Enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: three spindles of string and a puppet
Description: You pull the strings of another creature's weak mind, forcing them to obey for a short time. Touch one creature with an Intelligence score of at least 6 or lower. They must make a Charisma saving throw, or be charmed by you until the spell ends.


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

Response:
Name: Holy Blade
Level: 0
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Components: V, S
Description: You conjure a blade of light and impale a creature within range. Make a melee spell attack against the target. On a hit, the target takes 1d8 radiant damage, or 1d12 radiant damage if it is an aberration, fiend or undead.
This spell's damage increases by 1d8 or 1d12 when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).


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

Response:
Name: Holy Exodus
Level: 9
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V
Description: In the name of your deity, you command the wicked to be no more. Choose up to ten creatures within range. If a creature you choose is an aberration, celestial, elemental, fey, fiend, or undead, it takes 10d10 radiant damage. If a target has 50 hit points or fewer after taking this damage, it must succeed on a Wisdom saving throw or be instantly destroyed. On a successful save, the creature is stunned until the end of your next turn


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

Response:
Name: Holy Shield
Level: 0
School: Abjuration
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Reaction, Which You Take When A Creature You Can See Targets You With An Attack
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a shield worth at least 1 sp
Description: You summon a lesser radiant protective force which wards attacks made against you. For the duration, you gain a +2 bonus to your AC and whenever someone hits you with an melee attack they take 1d6 radiant damage.
At Higher Levels. At 4th level the radiant damage increases to 2d6, 3d6 at 8th, and 4d6 at 12th level


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

Response:
Name: Holy Spear
Level: 2
School: Evocation
Classes: Paladin
Casting time: 1 Bonus Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You hurl a spear that glows bright yellow at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 3d10 radiant damage and can't benefit from being invisible for 1 minute. If the target is undead, it takes an additional 1d10 radiant damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.


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

Response:
Name: Homing Needles
Level: 0
School: Conjuration
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You create and launch a barrage of flying, magical needles at a creature of your choice that you can see within range. If there is a clear path at least 1 inch wide between you and the creature, even around obstacles and cover, the target takes 1d4 piercing damage.
Any spell or effect that blocks the magic missile spell also blocks this spell.
This spell's piercing 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: Homing Shards
Level: 1
School: Evocation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S, M
Material cost: 4 pints of water, which the spell consumes
Description: You create 1d4 + 2 frozen shards of ice. Each shard hits a creature of your choice that you can see within range. A shard deals 2 cold damage to its target. The shards 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 2nd or higher, each shard deals an additional 1 cold damage for each slot level above 1st.


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

Response:
Name: Homing Soulmass
Level: 1
School: Evocation
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 10 Minutes
Components: V, S
Description: You generate glowing orbs made from soulstuff in an arc around your head, ready to strike down your foes. You create a number of orbs equal to one plus your spellcasting ability modifier, up to a maximum of five orbs. These orbs follow you wherever you go, maintaining their formation above your head.
When a hostile creature moves within 30 feet of you or starts its turn there, all of the orbs strike it simultaneously, dealing 1d4 force damage for each orb; the spell then ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more orb and the maximum number of orbs increases by one for each slot level above 1st.


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

Response:
Name: Hone Senses
Level: 2
School: Divination
Classes: Druid
Casting time: 1 Action
Range: Touch
Duration: 10 Minutes
Components: S
Description: The caster uses this spell on themselves or a willing creature. The target adds the caster’s proficiency bonus to Wisdom Perception and ability checks and saving throws that use Dexterity. They also add half this number to their AC if they are wearing light or no armor. This spell fails if the target is blinded or deafened where these checks are relevant, unless they have other senses they can use to 'see'.
When this spell is casted at the 3rd level or higher, one additional creature may be targeted per additional level, as long as they are within 10 feet of the first target


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

Response:
Name: Horace's Hirsute Binding
Level: 2
School: Transmutation
Classes: Bard, Druid, Ranger
Casting time: 1 Action
Range: 40Ft
Duration: Instantaneous
Components: V, S, M
Material cost: a pinch of hair from a dog that hasn't been washed in at least a week
Description: Causes extreme hair growth that ties itself in knots, restricting enemy movement.
The caster point at a target and uses the spell, deciding which part of their target's body to target. The target's body suddenly grows an obscene amount of hair on that part of their body and must succeed on a Strength saving throw (DC is the caster's Spell Save DC) to stop the hairs knotting together. Targets that are naturally hairless succeed automatically and suffer no effects. The caster may target the head so as to cover the target's eyes (Blindness), their arms to bind their arms (causes them to be unable to cast spells with Somatic components and suffer disadvantage on attack rolls) or their legs to Restrain them. The target can repeat their saving throw at the end of their turn until they break free. Even after the hair knots are torn off, the hair remains on the body and must be removed later.
At Higher Levels. When you cast this spell using a spell slot of 3 or higher you can target an extra body part for each level above 2nd


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

Response:
Name: Horrific Vicissitude
Level: 8
School: Necromancy
Classes: Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: obsidian dagger worth 200 gold
Description: You slice open your palm, suffering 1d4 slashing damage and then touch the wound to a nearby creature, transmitting deathly energy through your own blood. The target makes a Constitution saving throw. On a failure, they suffer 10d8+20 necrotic damage and you regain 5d8+10 hitpoints.


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

Response:
Name: Horrific Visage
Level: 1
School: Illusion Casting Time:1 Actionrange:120Ftcomponents:S,V,M (A Drop Of Blood.)Duration:1 Minuteyou Choose A Creature Within Range And Reveal The Horrors Of The Void To Them.When You Cast This Spell, Choose One Point Within 30Ft Of The Creature, Where An Illusory Eldritch Horror Appears. It Is Insubstantial, Does Not Move And Does Not Create Any Noise.The Target Must Make An Intelligence Saving Throw Against Your Spell Save Dc.If Successful, The Target Is Unaffected Though It Can Still See Any Eldritch Horrors. If The Target Fails The Saving Throw, It Perceives The Eldritch Horror As A Monstrosity About To Attack It And Becomes Feared. Whilst Feared The Creature Must Use Its Movement To Flee The Eldritch Horrors For The Duration Of This Spell. The Creature Can Use An Action To Make An Intelligence Save Against Your Spell Save Dc To Reveal The Horrors As An Illusion.At Higher Levels. When You Cast This Spell Using A Spell Slot Of 2Nd Level Or Higher Summon An Additional Eldritch Horror For Every Level Above 1St, Which The Caster Can Place At One Point Within 30Ft Of The Creature.The Menacing Eldritch Horror (Art By Mike Sass)
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: 120Ft
Duration: 1 Minute
Components: V, S, M
Material cost: A drop of blood.
Description: You choose a creature within range and reveal the horrors of the void to them.

When you cast this spell, choose one point within 30ft of the creature, where an illusory Eldritch Horror appears. It is insubstantial, does not move and does not create any noise.
The target must make an Intelligence Saving Throw against your spell save DC.
If successful, the target is unaffected though it can still see any eldritch horrors. If the target fails the saving throw, it perceives the Eldritch Horror as a monstrosity about to attack it and becomes feared. Whilst feared the creature must use its movement to flee the Eldritch Horrors for the duration of this spell. The creature can use an action to make an Intelligence Save against your spell save DC to reveal the horrors as an illusion.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher summon an additional Eldritch Horror for every level above 1st, which the caster can place at one point within 30ft of the creature


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

Response:
Name: Hot Dogs
Level: 1
School: Conjuration
Classes: Artificer, Bard
Casting time: 1 Reaction
Range: 120 Ft.
Duration: Concentration, Up To 1 Minute
Components: None
Description: You summon a grill that occupies a 5 ft. cube anywhere within range. If a creature starts their turn in the grill's space, they must attempt a Dexterity saving throw. On a failure, they take 2d8 fire damage. On a success, they take half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 2th level or higher, it deals an additional +1d8 fire damage per level above 1st.


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

Response:
Name: Howling Wraiths
Level: 2
School: Evocation
Classes: Sorcerer, Warlock
Casting time: 1-Action
Range: Self (15 Ft Cone)
Duration: Instantaneous
Components: V, S
Description: You release the furious power of lost souls. Each creature in a 15-foot cone must make a Dexterity saving throw, taking 3d10 force damage on a failed save, and half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the damage increases by 1d10 per level above 2nd.


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

Response:
Name: Hræsvelgr's Glory
Level: 8
School: Evocation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (60-Foot Radius)
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: You channel the power of a great corpse swallower into your body. When a creature ends their turn within a 60-foot radius of you, you may force them to make a Wisdom saving throw at the beginning of each of their turns. On a failed save, they become frightened and take 2d12 psychic damage. On a success, they take half as much damage and are not frightened. They may attempt a Charisma saving throw at the end of each of their turns, ending this effect early on a success.


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

Response:
Name: Hunger/Thirst
Level: 4
School: Necromancy
Classes: Bard, Cleric, Druid, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a handful of black sand
Description: You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose to curse the target with magical Hunger or Thirst.
Hunger. While cursed, the target suffers from overpowering hunger, and must consume at least one quarter of a pound of food every minute or take psychic damage equal to your proficiency score. When the target begins their turn and they can sense food nearby, they must make a Wisdom saving throw to resist compulsively seeking it out and consuming it. Any substance that is even barely edible is counted as food this effect. Creatures that don't need food to survive (including creatures for whom eating is physically impossible) have advantage on their saving throws. On a success, the target is immune to this effect for the next 30 minutes.
Thirst. While cursed, the target suffers from overpowering thirst, and must drink at least one eighth of a liter of water every minute or take psychic damage equal to your proficiency score. When the target begins their turn and they can sense something to drink nearby, they must make a Wisdom saving throw to resist compulsively seeking it out and consuming it. Any liquid that is physically possible to consume is counted as drinkable for this effect. Creatures that don't need water to survive (including creatures for whom drinking is physically impossible) have advantage on their saving throws. On a success, the target is immune to this effect for the next 30 minutes.
A remove curse spell ends this effect.
At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 8 hours. If you use a spell slot of 6th level or higher, the duration is 24 hours. If you use a spell slot of 7th level or higher, the duration is one week. If you use spell slot of 8th level or higher, the spell lasts until it is dispelled. Using a spell slot of 6h level or higher grants a duration that doesn't require concentration.


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

Response:
Name: Hunting Trail
Level: 2
School: Divination (Ritual)
Classes: Druid, Ranger
Casting time: 1 Action
Range: Self
Duration: 1 Hour
Components: S
Material cost: At least one free hand
Description: The spell must be cast in an uncrowded area, such as a forest, a desert, or a quiet town.
The spell reveals luminous trails within 30 feet from the cast point that indicate the zones a creature has moved through 24 hours maximum, you can follow one of the trails beyond range, but only one. The luminous trail lasts 1 hour and only you see it. Leading you to its origin.


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

Response:
Name: Hurricane Blade
Level: 0
School: Evocation
Classes: Sorcerer, Druid, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: 1 Round
Components: S, M
Material cost: a melee weapon worth at least 1 sp
Description: You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then your weapon creates a small hurricane that whips around the you and the target, along with any creature 5 feet away from you will need to make a Strength saving throw or be moved 5 feet away in any direction and have disadvantage on attacks against you for the duration of this spell. A creature can choose to fail this saving throw.
At Higher Levels. At 5th level, you deal an extra 1d6 cold, slashing, or bludgeoning damage (your choice) on a hit, and any creature of your choice within 5 feet of you who failed their Strength saving throw against this spell takes an extra d6 of cold, slashing, or bludgeoning damage. The extra damage roll increases by 1d6 and the extra damage from the failed saving thrke also increases by a d6 11th level (2d6) and 17th level (3d6).


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

Response:
Name: Hush
Level: 1
School: Illusion
Classes: Bard, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 10 Minutes
Components: S
Description: You touch a creature and imbue it with silence. For the duration, the target has advantage on Dexterity (Stealth) checks to avoid detection while moving.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher you can target one additional creature for each spell slot level above 1st


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

Response:
Name: Hush, Variant
Level: 1
School: Illusion (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 10 Minutes.
Components: S
Description: When you cast this spell, you may choose one willing creature within range to make "silenced". That creature makes no sound when talking or casting spells, and all spells that would require the verbal component no longer require it for that creature. Should this mean that a spell has no verbal, somatic, or material components, the spell simply does not function.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures you can target increases by 1 for each spell slot above the first


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

Response:
Name: Hydra
Level: 2
School: Conjuration
Classes: Cleric, Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a vial of hydra blood
Description: You conjure three hydra heads in three unoccupied spaces within range. Each head must be summoned on the ground, occupies a 5-foot cube and breathes a poisonous cloud in a 15-foot cone from its mouth in a direction of your choice. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d8 poison damage. On a successful save, a creature takes half as much damage. A creature in the area of more than one poisonous cloud is affected only once.
The hydra heads disappear after making their breath attack.
At Higher Levels. When casting this spell using a spell slot of 3rd level or higher, you summon one additional hydra head for each slot level above 2nd.


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

Response:
Name: Hydro Barrier
Level: 0
School: Abjuration
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction (Taken In Response To An Incoming Attack)
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: a quart of water
Description: You reflexively throw water from your person or from a body of water within 5 feet of you in front of yourself, reducing the damage of an incoming attack by 2. You are additionally treated as being resistant to fire damage from the incoming attack.
At Higher Levels. The amount of damage reduced by this cantrip increases to 3 when you reach 5th level, 4 at 11th level, and 5 at 17th level.


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

Response:
Name: Hyetomancy
Level: 1
School: Conjuration
Classes: Bard, Cleric, Druid, Ranger, Wizard
Casting time: 1 Action
Range: Self (30 Foot Radius)
Duration: Up To 10 Minutes
Components: S, M
Material cost: A drop of water
Description: You cause rain to fall within a 30-foot radius, 60-foot high cylinder centered on yourself that moves with you wherever you go. Creatures that end their turn within this area become soaked, and open flames are immediately extinguished. You may end the spell before the end of the duration as a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the rain conjured by this spell also carries with it strong downward wind that disperses fog or cloud-based spells, such as fog cloud, within its area of effect.
The rain generated by this spell can also inherit a few other properties, depending upon its spell level and whom cast it:
Holy Rain. The rain can inherit divine properties if casted with divine magic. If you cast this spell using a spell slot of 3rd level or higher and you are a cleric or Divine Soul sorcerer, the rain becomes holy water. A fiend or undead that enters the area of effect for the first time on a turn or begins its turn there takes 2d6 radiant damage.
Running Water. When you cast this spell using a spell slot of 2nd level or higher, the torrentialness of the rain makes it able to harm certain creatures. Any creature with the Running Water weakness, such as a vampire spawn, takes 20 acid damage when it ends its turn in the area of effect.


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

Response:
Name: Hymn of Battle
Level: 2
School: Evocation
Classes: Bard
Casting time: 1 Reaction, Which You Take In Response To Being Damaged By A Weapon Attack.
Range: Self
Duration: Instantaneous
Components: V, S
Description: You recite a line of a battle hymn, immediately invigorating you in some way, allowing you to roll 1d10. You can choose to then either regain missing hit points equal to the rolled amount + your spellcasting ability modifier, or immediately make an attack of opportunity against the creature that damage you, dealing additional force damage during the damage roll equal to the rolled amount.
At Higher Levels. When you cast this spell using certain higher-level spell slots, the number of d10's you roll increases: 2d10 with a 4th-level slot, 3d10 with a 6th-level slot, and 4d10 with an 8th-level slot.


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

Response:
Name: Hyper Compress
Level: 9
School: Transmutation
Classes: Druid, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a chunk of coal and a diamond worth at least 5,000 gp, which the spell consumes
Description: You attempt to turn a creature to dust with intense gravity. The target must make a Strength saving throw, and repeat the saving throw at the end of each of its turns for the duration. On a failed save, it takes 12d8 bludgeoning damage and becomes restrained by intense pressure. On a successful save, it takes half as much damage and isn't restrained, and the spell ends.
A creature restrained by the intense pressure can use its action to make a Strength check against your spell save DC. On a success, it frees itself and the spell ends


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

Response:
Name: Hyperion Lance
Level: 0
School: Evocation
Classes: Artificer, Warlock
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: S
Description: You create a small glowing lance of magical force that hits a creature of your choice that you can see within range. If there is a clear path at least 1 inch wide between you and the creature, even around obstacles and cover, the target takes 1d4 force damage. Any spell or effect that blocks the magic missile spell also blocks this spell.
At Higher Levels. When this spell is cast at 5th level, the creature must also succeed on a Wisdom saving throw or become stunned until the start of their next turn. When this spell is cast at 11th level, they will be stunned until the end of your next turn. When this spell is cast at 17th level, they will be stunned for 1 minute.


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

Response:
Name: Ice Assassin
Level: 9
School: Illusion
Classes: Sorcerer, Warlock, Wizard
Casting time: 8 Hours
Range: Touch
Duration: Until Dispelled
Components: V, S, M
Material cost: ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the ice; and powdered diamond worth at least 20,000 gp, all of which the spell consumes
Description: You create a living, breathing creature that is a near-perfect duplicate of an existing creature. The duplicate is formed entirely out of ice, but once the spell is in effect, it appears as an exact duplicate to all but the original creature, who always sees the ice assassin as an animated ice statue of themself. Creatures familiar with the original can discern that the ice assassin is a duplicate with a successful Intelligence (Investigation) or Wisdom (Perception) check, contested against your spell save DC. The ice assassin possesses all the skills, abilities, and memories possessed by the original, but its personality is warped and twisted by an all-consuming need to slay the original.
The ice assassin possesses the same statistics as the original creature, with the following changes:
The ice assassin can cast the locate creature spell at will.
The ice assassin is immune to cold damage, and vulnerable to fire damage.
The ice assassin uses the locate creature spell as often as it is able in an attempt to locate the original creature. If its quarry is outside the range of that spell, it must its own cleverness or advice of others to track the original.
The ice assassin is friendly to you and creatures you designate. It obeys your spoken or mental commands (see below), moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
While the ice assassin is within 1 mile of you, you possess a telepathic link with the ice assassin, and when you focus your willpower, you can see a clear image of the area surrounding the ice assassin as if you were targeting it with the scrying spell. If the ice assassin travels further than 1 mile away from you, it continues to function and seek out its nemesis, but you have no direct control over it.
Damage to the ice assassin can be repaired in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains.
If the ice assassin is reduced to 0 hit points by any damage type other than fire, it explodes into a burst of icy shrapnel. Each creature within a 20-foot radius of the ice assassin must make a Dexterity saving throw, taking 10d6 cold damage on a failed save, and half as much damage on a successful one. An ice assassin slain by fire damage simply melts into a pool of water.
When you cast this spell, any ice assassins previously created by you are instantly destroyed, and melt into a pool of water.


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

Response:
Name: Ice Axe
Level: 3
School: Conjuration
Classes: Cleric
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: A shard of ice, glass, or crystal
Description: You can use your action to make a melee spell attack with the freezing axe. On a hit, the target takes 3d10 cold damage. If you let go of the axe, it disappears, but you can evoke the blade again as a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for every slots above 3rd


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

Response:
Name: Ice Beam
Level: 5
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (60-Foot Line)
Duration: Instantaneous
Components: V, S
Description: You cast a chilling blue-white light in a line 60 feet long and 5 feet wide. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 7d10 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. When you use a spell slot of 7th level or higher, a creature which fails its Constitution saving throw is also restrained until the start of your next turn.


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

Response:
Name: Ice Blade
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 5 Feet
Duration: Instantaneous
Components: V, S
Description: You deftly pull moisture from the air, which briefly solidifies into a blade you can use for a single strike. Make a melee spell attack against the target. On a hit, the target takes 1d4 cold damage and 1d4 slashing damage. The blade then shatters apart, vaporizing back into the air.
Both this spell's cold damage and slashing damage increase by 1d4 when you reach 5th level (2d4 and 2d4), 11th level (3d4 and 3d4), and 17th level (4d4 and 4d4).


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

Response:
Name: Ice Bolt
Level: 1
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: 2 ounces of water or a piece of ice, which the spell consumes
Description: You create a gelid bolt of supercooled water and direct it to hit at a creature you can see within range. The target takes 2d4 cold damage and must make a Constitution saving throw. On a failed save, immense cold seeps into the target's innards and slows its movements considerably; until the start of its next turn, the target's speed is halved, and whenever it makes an attack roll or saving throw, it must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of this spell increases by 1d4 per slot level above 1st.


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

Response:
Name: Ice Coffin
Level: 2
School: Evocation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You encase a small area in a tall coffin of ice, which has the potential to temporarily immobilize frozen creatures. Choose a point you can see on the ground within range. A spire of ice erupts into existence centered on that point. The spire of ice fills a cylinder that has a 10-foot radius and a height of 40 feet. Each creature caught inside the spire's area must make a Constitution saving throw. A creature takes 3d8 cold damage and is paralyzed until the end of its next turn on a failed save, or takes half as much damage and isn't paralyzed on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


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

Response:
Name: Ice Eruption
Level: 3
School: Evocation
Classes: Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a splash of water
Description: A bright blue streak flashes from your pointing finger, spreading jagged ice across the ground in a 30-foot square centered on a point within range. Each creature standing in this area must make a Constitution saving throw, taking 4d6 cold damage on a failed save or half as much on a success. For the duration, the spell's area is difficult terrain, and a creature that enters the area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or take 2d8 piercing damage as the ground erupts in a blossom of icy spikes.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the piercing damage increases by 1d8 for each slot level above 3rd.


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

Response:
Name: Ice Reave
Level: 3
School: Evocation
Classes: Wizard
Casting time: Instantaneous
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a clear gemstone worth at least 10 gp
Description: You augment your fist with explosive ice magic, slamming it into the ground below and sending waves of ice out in 30-foot-radius circle centered on that point. Each creature other than you in this area must make a Strength saving throw. On a failed save, a creature takes 3d6 cold damage and 2d6 bludgeoning damage and is pushed to the nearest space outside of the spell's area. On a success, a creature takes half as much damage and isn't pushed.
When you cast this spell, you can use a bonus action to create a 5-foot-square wall of ice that is 1 foot thick in the spell's area, protecting any creatures behind it from the spell's effects.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage or the bludgeoning damage (your choice) increases by 1d6 for each slot level above 3rd.


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

Response:
Name: Ice Shards
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: Choose a point in range. Shards of ice rain on creatures in a 5-foot radius sphere centered on the point. Each creature in this radius must succeed on a Dexterity saving throw or take 1d4 cold damage.
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: Ice Shock
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, M
Material cost: a ring inset with aquamarine or sapphire, worth at least 25 gp
Description: You exhale a blast of freezing mist at a creature in range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 cold damage and becomes restrained in ice. At the start of each of its turns, a creature restrained by this spell takes 2d6 cold damage and makes a Strength saving throw, freeing itself from the ice on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.


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

Response:
Name: Ice Spear
Level: 3
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a vial of water, handful of snow, or small ice cube
Description: A frozen spear of ice pierces through a line 30 feet long by 5 feet wide starting at a point in range that you can see.
Each creature in the line must make a Dexterity saving throw. A creature takes 6d8 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d8 for each slot above 3rd


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

Response:
Name: Ice Spike
Level: 1
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: A growth of ice appears on a space adjacent to the target, jabbing in its direction. The chosen creature must make a Dexterity saving throw. On a failed save, the target takes 2d8 piercing damage and has its speed reduced to 0 until the start of your next turn. On a successful save, the target takes half as much damage and its speed is unaffected.
The target's space and all adjacent spaces become difficult terrain until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st


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

Response:
Name: Ice Ward
Level: 1
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, Which You Take When You Are Hit By An Attack
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: a shard of ice inside a tiny glass sphere
Description: You throw up your hands as you are attacked, and icy symbols protect you from harm and slow your assailants.
Until the start of your next turn, you have resistance to slashing, piercing, and bludgeoning damage, including against the triggering attack. While you have these resistances you are also vulnerable to fire damage. If the triggering attack was a melee attack, the triggering creature has their speed reduced by 10 feet until the start of your next turn


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

Response:
Name: Ice Wave
Level: 1
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (15-Foot Cone)
Duration: Instantaneous
Components: V, S
Description: After you touch the ground, a thin sheet of ice rapidly extends forth in a 15-foot cone, then ruptures, causing spikes of ice to launch skyward. Each creature in the cone must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st


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

Response:
Name: Icebound Fortitude
Level: 2
School: Abjuration
Classes: Artificer, Bard, Cleric, Druid, Paladin, Warlock
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Round
Components: V
Description: You gain resistance to cold damage and an additional type of damage of your choice until the beginning of your next turn.


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

Response:
Name: Icicle Crash
Level: 1
School: Evocation
Classes: Bard, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (15-Foot Cube)
Duration: Instantaneous
Components: V, S
Description: With a loud crash, a wave of smashed ice powder sweeps out from you. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
In addition, unsecured objects that are completely within the area of effect are automatically knocked over by the spell's effect, if applicable.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st


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

Response:
Name: Ignite
Level: 0
School: Evocation
Classes: Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Cube)
Duration: Instantaneous
Components: V, S
Description: With a flick of your wrist and an opening of the palm, you evoke flames within a 5-foot cube in front of you. All objects within this cube that aren't being worn or carried are set on fire. Creatures within this area must make a Constitution saving throw, becoming ignited on a failed save.
At Higher Levels. You can enhance this spell in multiple ways as you increase in level. You may pick one additional option from list when you reach 5th level (1), 8th level (2), 13th level (3), and 17th level (4).
Size. You affect a larger cube of effect, increasing the cube's size by 5 feet. You may pick this multiple times.
Damage. The spell deals 1d6 fire damage to objects. Creatures take this damage on a failed save, or half as much on a successful one. You may pick this multiple times, increasing the damage by 1d6 each time.


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

Response:
Name: Ignite, Variant
Level: 0
School: Evocation
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a pinch of ash and salt
Description: You extend your hand and a volcanic explosion sears your foe, taking more damage if they took fire damage previously. The target must succeed on a Dexterity saving throw or take 1d8 fire damage. If the target has taken fire damage this round, it instead takes 2d6 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
The spell's initial damage increases by 1d8 or 2d6 for the alternate damage when you reach 5th level (2d8 or 4d6), 11th level (3d8 or 6d6), and 17th level (4d8 or 8d6)


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

Response:
Name: Ignitions
Level: 0
School: Evocation
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Round
Components: V, S, M
Material cost: a pinch of ash
Description: You extend your hand and a volcanic ignition sears a creature you can see within range, making them more vulnerable to fire. The target must succeed on a Dexterity saving throw or take 1d6 fire damage, then take an additional 1d6 fire damage each time it takes fire damage before the end of your next turn.
The spell's initial 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: Illumination
Level: 4
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: A creature or object you touch begins to shed bright, pure light out to a radius of 60 feet, and dim light out to a radius of 120 feet. This light is daylight. Several effects occur within the bright light created by this spell:
Anything within the bright light faintly glows, and the sound of its movement echoes. Every creature gains a +5 bonus to its passive Perception and advantage on Wisdom (Perception) checks to notice anything touched by the light.
Any invisible creature within this bright light appears as a shadowy figure resembling its concealed form, negating the effect of being invisible to creatures that can see the figure.
Any creature or object that is magically altered to change its form (or apparent form) appears as a stark black version of itself while it remains within the bright light.
If any of this bright light overlaps with an illusion or an area of darkness created by a spell cast at a lower level, the spell that created the darkness or illusion is dispelled.
At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, its duration increases to 1 hour. When you cast this spell using a spell slot of 8th or 9th level, its duration increases to 8 hours


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

Response:
Name: Illumination, Variant
Level: 0
School: Evocation
Classes: Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 5 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You conjure a globe of light, that occupies an area of 5-foot within range. The area of 10-foot radius around the globe is covered in bright light, and creates 10 feet of dim light beyond that.
In addition, if a creature stands in the area occupied by the globe when you cast this spell, the creature must succeed on a Dexterity saving throw, or is blinded until the end of its next turn.


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

Response:
Name: Illusoid
Level: 7
School: Illusion
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Until Dispelled
Components: V, S
Description: You create an image of an object, a creature, or some other visible phenomenon that is no larger than a 30-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. The illusoid is "smarter" than other illusions, able to react naturally to the enivronment and various phenomena, simulate movement, and so on, on its own with no action required on your end. Creatures you simulate with an illusoid act with an intelligence that does not exceed yours, carry on conversations in languages you are familiar with, and are able to convincingly respond to stimulae as well as any real being can, although their knowledge and memories are limited by your own.
Unlike other illusions, an illusoid has a physical, very real material presence, and as such can inflict real damage to creatures and objects. You can create the following effects:
Attacks from illusory creatures, weapons, and objects. Creatures you choose within the area must make a Dexterity saving throw, taking 5d8 bludgeoning, piercing, or slashing damage (your choice) and 5d8 psychic damage on a failed save.
Illusory bridges, walls, and similar structures. Objects you create can support the weight of creatures, block travel, etc. as well as the real thing can. Creatures that can tell it's an illusion can pass through with difficulty, expending 4 feet of movement to move through 1 foot of the "solid" object.
Elemental Effects. Creatures you choose within the area must make a Dexterity saving throw, taking 5d8 acid, cold, fire, lightning, or thunder damage (your choice) and 5d8 psychic damage on a failed save.
Terrifying Things. Creatures you choose within the area must make a Wisdom saving throw or be frightened by the illusoid. A creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
Sickening Smells. Creatures you choose within the area must make a Constitution saving throw or be incapacitated by the stench. A creature can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Physical interaction with the illusoid does not reveal it to be an illusion, because it is partly real. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusoid for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. A creature that can tell an illusoid is fake is immune to psychic damage from an illusoid


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

Response:
Name: Imbue Harmlessness
Level: 5
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a silk rag worth 100 GP
Description: You attempt to remove a creature's ability to cause physical harm. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails, it cannot take the Attack action until the spell ends.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends


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

Response:
Name: Imbue Personality
Level: 4
School: Enchantment
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Until Dispelled
Components: V, M
Material cost: A bone with the desired name carved into it, which the spell consumes
Description: This spell causes the targeted undead to develop a personality. The caster lays their hands on the target and says 3 adjectives aloud. These adjectives will form the basis of the target's personality. For example, If Cheerful, Intelligent, and Wise, then the undead will become a cheerful and smart person. The DM may decide to increase the wisdom, charisma, or intelligence of the target (If, for example, "strong" is chosen as a personality trait, the target's strength score will not increase, but the target may think they are stronger than they are). The undead will still obey its master without hesitation, but they may offer their opinion on orders. For example, if "Kind" was chosen as a trait, and they are ordered to slaughter all innocents in a village, they will verbally object to what they were ordered to do. Any personality traits may be inserted as necessary by the DM, but the 3 adjectives it is originally given trump any DM-given traits.
If a creature is targeted that could not previously speak, it gains this ability. It cannot learn any new languages this way.
An undead with a personality from this spell maintains its form after its master's demise, enacting any wishes it has independently. It retains any personality traits it was originally given.
If the caster of this spell uses it again, they may not use the same adjective again until the first instance of that adjective has been destroyed or dispelled


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

Response:
Name: Imbue with Spell Ability
Level: 4
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: Touch
Duration: Instantaneous Until Used Or Dispelled
Components: V, S, M
Material cost: divine focus
Description: Grants the gift of magic to another individual capable of receiving it.
You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal. Only cleric spells from the schools of abjuration, divination, or spells that grant healing can be transferred. The number and level of spells that the subject can be granted depends on its Hit Dice; even multiple castings of Imbue With Spell Ability can’t exceed this limit.
HD of Recipient
2 or lower: One 1st-level spell
3–4: One or two 1st-level spells
5 or higher: One or two 1st-level spells and one 2nd-level spell
The transferred spell’s variable characteristics (range, duration, area, and the like) function according to your level, not the level of the recipient.
Once you cast Imbue With Spell Ability, you cannot prepare a new 4th-level spell to replace it until the recipient uses the imbued spells or is slain, or until you dismiss the Imbue With Spell Ability spell. In the meantime, you remain responsible to your deity or your principles for the use to which the spell is put. If the number of 4th-level spells you can cast decreases, and that number drops below your current number of active Imbue With Spell Ability spells, the more recently cast imbued spells are dispelled.
To cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must have humanlike hands. To cast a spell with a material component or focus, it must have the materials or focus


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

Response:
Name: Imbuing Ritual
Level: 5
School: Necromancy (Ritual)
Classes: Warlock
Casting time: 6 Hours
Range: Touch
Duration: Indefinite
Components: S, M
Material cost:  6,000 Gold Pieces Worth of Decorated Surgeon's Tools, and a Fresh Piece of The Creature of your choice, Both of Which the Spell Consumes
Description: Taking the pieces of a creature that you keep within 5 feet of your person throughout the ritual, you sew mixtures of arcane, mechanical or eldritch energy, alongside the pieces of the creature that you've chosen into your body, or into a willing or unconscious creature that remains within your range of touch for the duration. At the end of the duration of the spell, roll a check, determined by your main spellcasting ability score. On a check of one through ten, the ritual fails, and the piece of the creature is wasted. On a check result of eleven through fifteen, the piece is consumed, but you (alongside your Dungeon Master for assistance and balance) may choose a minor property from the creature to add. (Ex. The darkvision of an Owlbear, or the climbing abilities of a Roper). On a check of sixteen through twenty, the user may now consume the piece and choose either two minor properties, or one major property of the creature (Ex. The regenerative abilities of a Troll, or the Winged Flight of a Dragon). Finally, on a check of twenty-one through twenty-five, the user may choose between two major properties of the creature, or a legendary property (Ex. The legendary resistance of a Lich, or the Annihilating Aura of a Nightwalker).
Replacing your or someone else's being can prove to be quite the heavy toll on a person's body, and psyche. After casting, the caster must make a Constitution saving throw equal to the roll that they'd performed. On a failure, the user takes two levels of exhaustion, and one indefinite madness from the Dungeon Master's Guide, or the DM's choice. On success, the caster only takes two levels of exhaustion. A creature may only have a number of modifications equal to half their Constitution Modifier, rounded up. If you wish, you may choose to enact this ritual, and without the component of the creature, or the consuming of the other component, remove a property from a target


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

Response:
Name: Immolation, Variant
Level: 1
School: Evocation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (5 Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You immerse yourself in a roaring pillar of fire, singing yourself to burn nearby targets. For the duration of the spell, you take 1 fire damage at the beginning of each of your turns. Whenever another creature begins its turn within 5 feet of you, or moves into or through that area for the first time on its turn, it takes 1d4 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt to yourself increases by 1 and the damage dealt to all other creatures increases by 2d4 for every slot level above 1st


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

Response:
Name: Immortality
Level: 7
School: Transmutation (Ritual)
Classes: Wizard
Casting time: 8 Hours
Range: Self
Duration: Permanent
Components: V, S, M
Material cost: a drop of dragon's blood and flawless gemstones worth at least 1000 gold pieces
Description: Through countless hours of study, journey, or by some other means you have discovered this spell; the key to immortality. When you cast this spell, you must concentrate on it for the full duration, making a concentration save every 2 hours for 8 hours. On a failure, the spell automatically fails and is wasted. Upon successful casting of the spell, you gain the following benefits:
You can no longer age naturally or magically, and are restored to the prime age of your species.
Any poisons or diseases affecting you are removed. You are now immune to poisons and diseases.
You gain advantage on saving throws that would lower your maximum hit points and Ability Scores.
You are immune to effects that would kill you instantly, and you can't be disintegrated.
Once you cast this spell successfully, it is lost from your spell list forever, you cannot cast it again, and you must choose a new spell to replace it when you regain your expended spell slots.


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

Response:
Name: Impart Knowledge
Level: 1
School: Divination
Classes: Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S
Description: A way to quickly and silently communicate complex ideas. This spell allows you to communicate complex thoughts (such as maps, diagrams, explanatory images – which may move in a sequence to show a procedure – and the like) silently to a willing recipient upon touch. Uses for this spell include showing the target a creature's likeness to aid in recognition or a clear route to an unfamiliar place. If the recipient is not willing, this spell automatically fails.


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

Response:
Name: Imperial Blight
Level: 3
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Created by Imperial Wardens, allows you to cause radiant energy to washe over a creature of your choice that you can see within range, burning them with pure radiant imperial fire. At the start of each of its turns for the duration of the spell, the target must make a Constitution saving throw. On a failed save, the target takes 6d6 radiant damage. On a success, it takes half as much damage and the spell ends.


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

Response:
Name: Imperial Bolt
Level: 1
School: Evocation
Classes: Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Round
Components: V, S
Description: This spell is used by Imperial Wardens, to weaken their target's will. You shoot a beam of pure radiant energy towards a target within range. This bolt automatically hits, no attack required, causing 2d6 radiant damage. In addition, the target must make a Wisdom saving throw. On a failed save, it has disadvantage on the next Wisdom save or check it makes until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every slot level about 1st.


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

Response:
Name: Impermanence of Being
Level: 9
School: Necromancy
Classes: Cleric, Sorcerer, Warlock
Casting time: 1 Action
Range: 30 Feet
Duration: Permanent
Components: V, S, M
Material cost: a dead humanoid fetus or similar sign of life stopped short
Description: One creature you can see within range that can hear is rebuked of its immortality. That creature must succeed on a Wisdom saving throw or else lose its immortality, and any feature which would automatically bring it back to life. Upon a failed save, roll 1d10 + your spellcasting modifier. Based on the result, the creature ages that much faster per day. (For example, if a 5 was rolled, the creature would age in one day as if it were five.)
This spell automatically dispels any permanence of being spell affecting the target


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

Response:
Name: Implode Poison
Level: 2
School: Conjuration
Classes: Bard, Druid, Ranger, Sorcerer
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a portion of nightshade root
Description: You conjure a strain of poison within a creature you can see within range, which then explodes within the target. The target makes a Constitution saving throw. The target takes 3d8 poison damage on a failed save, or half as much damage on a successful one.
If the target was poisoned, it has disadvantage on the saving throw, and the spell's damage increases by 4d8 for the target.
Constructs and undead are unaffected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the base damage and additional damage against poisoned target each increase by 1d8 for each slot level above 2nd


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

Response:
Name: Improved Familiar
Level: 3
School: Conjuration (Ritual)
Classes: Warlock
Casting time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: 25 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
Description: You gain the service of an improved familiar, a spirit that that takes the form of a standard familiar, any non-humanoid creature with a CR less than 1 or any one of the following creatures: imp, pseudodragon, quasit, sprite, or tressym. It gains an Intelligence score of 12 if it's not 12 or higher already, and its Wisdom and Charisma scores increase by 4. It appears in an unoccupied space within range and has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type.
Your improved familiar acts independently of you, but it always obeys your commands. In combat it rolls its own initiative and acts on its own turn. An improved familiar cannot use the Attack action, but can use other abilities as normal. Additionally, it gains the ability to use three cantrips and one 1st-level spell, which you teach it when you first summon it. These spells can be any that you know, but they cannot deal damage or take away control of a subject (such as with charm person). They can cast the 1st-level spell once before requiring a short or long rest. Wisdom is their spellcasting ability.
As a bonus action, you can temporarily dismiss your improved familiar. It disappears into a pocket dimension where it awaits your call. You can recall your improved familiar as a bonus action as well, upon which it reappears in any unoccupied space within 30 feet of you.
You can communicate telepathically with your familiar as long as they are within 1 mile of you, and they can speak any language that you can speak plus any listed in their entries.
You cannot have more than one familiar at a time, regardless of type. If you cast this spell while you already have any type of familiar, you instead cause it to adopt a new form.
In all other ways your improved familiar functions as described by the find familiar spell


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

Response:
Name: Improved Magic Missile
Level: 5
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You create three large glowing missiles of powerful magical force. Each missile hits a creature of your choice that you can see within range. A missile deals 1d12 + 2 force damage to its target. The missiles all strike simultaneously, and you can direct them to hit one creature or several. If the target uses the shield spell, the damage dealt by the improved magic missiles is reduced by half.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates one more missile for each slot above 5th.


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

Response:
Name: Incendiary Grenade
Level: 1
School: Transmutation
Classes: Ranger
Casting time: 1 Action
Range: 60 Feet (10-Foot Radius)
Duration: Instantaneous
Components: S, M
Material cost: A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast
Description: The grenade creating a burst of divine energy that travels outward from the point of detonation. Each target you choose within 20 feet of the grenade must succeed on a Constitution saving throw or take 1d6 radiant damage, and considered burning. A target that succeeds on its saving throw takes half as much damage and is not given the burning condition.
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: Incinerating Impacts
Level: 4
School: Evocation
Classes: Paladin, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: A melee weapon in range begins to visibly glow a dim red color, and its strikes can become empowered with flame. For the duration, the weapon sheds bright light in a 20-foot radius, and dim-light for an additional 20 feet. Whenever a creature uses the Attack action and hits with the weapon, it can use a bonus action to deal an extra 5d6 fire damage to the target of its attack. This bonus action represents a summoning of vigorous spirit to evoke the incinerating flames, usually involving something like clenching fists or shouting a war cry.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the fire damage increases by 1d6 for each slot level above 4th


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

Response:
Name: Incomplete Chord
Level: 3
School: Evocation
Classes: Bard
Casting time: 1 Action
Range: Self (60-Foot Radius)
Duration: Concentration, Up To 1 Round
Components: S, M
Material cost: a musical instrument worth at least 5 gp
Description: You play the musical instrument used as the material component for this spell, creating an unfinished chord charged with magic that lingers in the air for the duration of the spell.
As an action, another creature within range capable of casting this spell can complete the chord. When they do so, they choose a point within the spell's range. All creatures within a 20-foot radius of that point must make a Dexterity saving throw, taking 8d8 fire, lightning, or thunder damage (your choice when you cast this spell) on failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by this spell increases by 1d8 for each slot level above 2nd.


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

Response:
Name: Incorporeal Object
Level: 2
School: Transmutation
Classes: Artificer, Bard, Cleric, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, S, M
Material cost: A velvet cloth
Description: You cause an object to phase out of physical existence. One Medium or smaller object you touch that isn't being worn or carried and isn't magical looses physical form. The object appears as it normally does, but other objects pass through it as if it were an illusion.
Creatures cannot pick up, move, operate, or otherwise use or interact with the affected object. Physical forces, such as blowing wind or flames, cannot affect the object in any way. If the object was a weapon, it cannot inflict damage. Gravity can still affect the object as normal, and it falls through other objects and surfaces as if they were illusions.
When you cast this spell, you can choose up to 3 objects, surfaces, or planes of matter that fit inside a 10-ft. cube, such as a table, a section of the floor of a building, a 10-ft. patch of ground, or a glove. The object interacts normally with those objects, surfaces, or planes of matter. If the affected object is unsecured by anything targeted by this effect, then it can fall endlessly into the center of the earth, as nothing stops its movement.
If you target an object that currently contains other objects, such as a backpack or jar, the objects inside the affected object become incorporeal along with it, causing the effects described above. The affected objects can interact with each other normally, however. If one of the objects is a magical item, it phases through the object as described above.
Magical effects can still affect the object. For example, a hand created by the Mage Hand spell can pick up and move the object, provided it doesn't weigh more than 5 pounds, or a Fireball spell can ignite the object.
When the spell ends, the object returns to its corporeal state. If it is inside the space of another object, the affected object is annihilated in any area it is touching that object. For example, if an object was halfway through a 1-inch thick wall of physical matter, the object would be split in two on either side of the wall, and 1 inch of material inside the wall would be annihilated.
If the spell ends and the object is inside the space of a creature, that creature must succeed on a Dexterity saving throw or take 1d10 force damage. The object is annihilated where it is touching the creature as described above.
A Disintegrate spell cast on the object transforms it into fine gray dust, which is corporeal. The spell then ends.
A Dispel Magic spell cast on the object causes it to phase back into existence, and the effects described above occur. The spell then ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target a Large or smaller object. When you cast this spell using a spell slot of 6th level or higher, you can target a Huge or smaller object. When you cast this spell using a spell slot of 8th level or higher, you can target magical objects with the spell. While affected by this spell, the object's magical properties cease to function and cannot be activated. If the magical object is attuned, the attunement does not end or change. When the spell ends and the affected magical object is inside another object or creature's space, it looses its magic if it is partially or completely annihilated.


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

Response:
Name: Indestructible Form
Level: 7
School: Transmutation
Classes: Bard, Cleric, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: A small metal statue worth at least 1,000 gp
Description: You assume the stance of a statue, turning your entire body, as well as everything you are wearing and carrying, to indestructible metal for the duration of the spell. While in this form, you are considered petrified, and your weight multiplies by a factor of one hundred; you additionally become immune to all damage and conditions, and you can't fail Strength, Constitution, Intelligence, Wisdom, or Charisma saving throws. You may end the effect on yourself at the beginning of any of your turns.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the maximum duration increases to 10 minutes. In addition, instead of casting the spell on yourself, you may cast it with a range of Touch on another willing creature. This creature may end the effect on itself at the beginning of any of its turns.
When you cast this spell using a spell slot of 9th level or higher, you may target both yourself and another willing creature with this spell.


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

Response:
Name: Indomitable Presence
Level: 1
School: Transmutation
Classes: Sorcerer, Warlock
Casting time: 1 Action
Range: Self
Duration: 1 Hour
Components: V, S
Description: Your presence is strength itself. You have learned to exert power merely through releasing your aura. Until the spell ends, for all of your Strength rolls including but not limited to ability checks, saving throws etc, you use Charisma instead of Strength.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you extend the duration by 1 hour for each slot level.


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

Response:
Name: Infernal Binding
Level: 7
School: Conjuration
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: 90 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a ruby worth at least 4,999 gp
Description: Uttering a dark incantation, you summon a fiend from the lower planes. As you summon the fiend, you bind it to your plane and force it to indefinitely obey your will. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil. The fiend appears in an unoccupied space that you can see within range. For the purposes of spells and other effects, the fiend is considered native to your current plane.
The fiend is hostile to you and your companions, but when it is summoned it is charmed by you. Roll initiative for the fiend, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the fiend, it defends itself from hostile creatures but otherwise takes no actions.
At the end of every 7 days, the fiend can make a Wisdom saving throw against this spell. If it succeeds on its saving throw, it is no longer charmed by you or subject to your commands. It is free to act however it pleases, and may seek revenge against you and your companions.
Further casting of this spell has no effect, as long as a devil remains bound by this spell


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

Response:
Name: Infernal Law
Level: 5
School: Enchantment
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V
Description: Note: this spell must be cast by a creature of a lawful or neutral alignment.
One creature that you can see within range must make a Constitution saving throw or have infernal law be set upon them. On a fail, their are surrounding by dark light. The creature is bound for by fiendish black bands for the duration, becoming incapacitated. the caster may read off a rule that the creature must follow for 24 hours, or until the caster releases them as an action. The rule must not ask the creature to take action that they normally would never think to, and it must be a "don't" rule, e.g., "You may not touch the large pile of treasure in the corner". The creature is released once the caster finishes reading the rule. If they fail to follow the rule at any time, they take 5d6 psychic damage for every round that they are disobeying it. If this spell is used again before the duration is complete, it resets the spell’s effect duration.


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

Response:
Name: Infernal Rain
Level: 9
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Hour
Components: V, S, M
Material cost: a piece of brimstone worth 100 gp for each creature summoned, which the spell consumes
Description: You throw the pieces of brimstone into the air and they catch fire and grow in size as creatures of living fire take their place. Each piece you threw into the air becomes an infernals and appears in unoccupied spaces within 10 feet of each other. The infernals are under your control and will follow only you. After the duration or upon their death, their bodies explode causing creatures within a 20-foot radius of the infernal to make a DC 16 Dexterity saving throw taking 8d6 fire damage on a failed save or half as much damage on a successful one. You can summon as many as five infernals with this spell


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

Response:
Name: Inferno
Level: 0
School: Evocation
Classes: Artificer, Druid
Casting time: 1 Action
Range: Self
Duration: 1 Round
Components: V, M
Material cost: tar
Description: Your body begins spewing out a flaming tar like substance, until the end of your turn you leave a trail of this substance in every space you walk through, if a creature walks through this substance or starts their turn in it they must make a Constitution saving throw or take 1d10 fire damage.
At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10) and 17th level (4d10)


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

Response:
Name: Inferno, Handaxe
Level: 0
School: Transmutation
Classes: Paladin
Casting time: 1 Action
Range: 5 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: Handaxe
Description: You uppercut a target with your handaxe, and the magic augments your attack to make it enlarge and ignite with flames. Make a melee spell attack against a target in range. If you hit, they take 1d12 fire damage.
At Higher Levels. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 1th level (3d12) and 17th level (4d12)


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

Response:
Name: Inferno, Mace
Level: 0
School: Transmutation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 5 Feet
Duration: Instantaneous
Components: S, M
Material cost: Mace
Description: Your mace begins to smolder and smoke, make a melee spell attack against a target in range dealing an extra 1d6 fire damage on a hit and the target becomes covered in smoke until the start of your next turn, A creature covered in this smoke can only see for 10 feet and must make a constitution save when they try to attack, if they fail they have disadvantage on the attack.
At 5th level, the melee attack deals an extra 1d6 fire damage to the target, at 11th level (3d6) and 17th level (4d6)


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

Response:
Name: Inferno, Quarterstaff
Level: 0
School: Transmutation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Round
Components: V, S, M
Material cost: Quarterstaff
Description: You create a ball of fire on the end of your staff, then fling it at a space within range, all creatures within a 15 foot radius of that space must make a constitution save or take 1d4 fire damage and have disadvantage on the next attack they make against you for the duration.
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: Inflate Ego
Level: 1
School: Enchantment
Classes: Bard, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V
Description: You massively bloat the ego of a hostile creature, and prevent them from backing down. Choose one target in range, and a second target that the first can see. The first target must make a Charisma saving throw, or have their ego bloated. For the duration of the spell, they are effected by the following.
They cannot take the Dash or Disengage action.
They cannot willingly be more than 60 feet away from the second target.
At the start of the first target's next turn, they can reattempt the saving throw, ending the spell on a success.
Undead, constructs, creatures with a Charisma of 5 or less, and those immune to the charmed condition, cannot be the first target of this spell


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

Response:
Name: Inflict Exhaustion
Level: 5
School: Necromancy
Classes: Bard, Cleric, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S
Description: Make a melee spell attack against a creature. If you hit, their speed is halved for the duration of the spell and they must make a Constitution saving throw or gain a level of exhaustion.


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

Response:
Name: Inflict Greater Wounds
Level: 3
School: Necromancy
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You fill your hand with negative energy and transfer that energy to a target. Make a melee spell attack against a target within range. On a hit, the target takes 7d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d10 for each level beyond 3rd.


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

Response:
Name: Inflict Minor Wounds
Level: 0
School: Necromancy
Classes: Cleric
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: Make a melee spell attack against a creature you can reach. On a hit, the target takes 1d12 necrotic damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).