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

Response:
Name: Soul Gathering
Level: 7
School: Necromancy
Classes: Wizard, Warlock
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To A Minute
Components: V, S, M
Material cost: An eyeball from a humanoid, a drop of blood, a piece of obsidian worth at least 100 gp
Description: All creatures within a 25 foot radius of the caster must make a Constitution saving throw, losing half of its maximum hit points on a failed save, and transferring ownership of an affected creature's soul to the caster. On a success, affected creatures keep their soul, and the caster takes 1d4 necrotic damage per successful saving throw. For each soul you gather, you must make a DC 14 Constitution saving throw. On a failed saving throw, you take 2d8 necrotic damage. The soulless body becomes a undead with undead traits they are not under your control, unless you cast another spell to control them.
If a creature enters within a 25 foot radius around you while you are concentrating on it, they take 2d6 necrotic damage for each turn they spend in the radius. If there a undead or soulless this spell doesn't affect them, but they take 1d4 necrotic damage instead of 2d6 if they enter the radius. If this damage would kill a creature, their soul is transferred into your possession. Once this spell ends, you are stunned for a number of rounds equal to how many rounds you have concentrated on the spell + 1.
This spell consumes the blood and the eyeball


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

Response:
Name: Soul Gem
Level: 1
School: Conjuration
Classes: Bard
Casting time: 1 Bonus Action
Range: 120 Feet
Duration: 10 Minute
Components: V
Material cost: you must say the type of gem you wish the soul to be captured in
Description: You choose a creature that you can see within range and mark it with dark energy, ensnaring the spiritual essence of their soul. If the creature dies within the spell's duration, the creature's soul is captured in a gem that materializes and is magically affixed to anything on your person.
The gem looks identical to a real gem in every way. However, a perception check contested against your spell save DC reveals that the gem is fake and has no monetary value. The soul inside can only be detected by magical means. The soul gem also cannot be used as material in lieu of an real gem in casting a spell.
The gem cannot be removed from its location by anyone except you by any means. You may choose to use an action to relocate the gem to a different item on your person.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can capture one additional creatures soul for each slot level above 1st.
Back to Main Page → 5e Homebrew → Spells → Bar


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

Response:
Name: Soul Inferno
Level: 9
School: Necromancy
Classes: Sorcerer, Warlock
Casting time: 1 Action
Range: Self(120Ft. Radius)
Duration: Instantaneous
Components: V, S
Description: The caster utters a word of incredible power too strong for mortals to endure and collapses his soul, resulting in his death. He cannot be brought back to life before restoring his soul by no means short of a wish spell.
In a sphere with 240ft. diameter a storm or roaring black appears forcing every creature in the sphere to make Constitution saving throw against the Spellsave DC + 10.
On a failed save the creature is burnt to ash along with its soul and cannot be revived unless a wish spell restores its soul first.
On a successful save the creature takes 12d12 necrotic damage and suffers one level of exhaustion. A creature that dies from this damage is also disintegrated and its soul is destroyed.
Every nonmagical object that isn't being worn or carried by a creature that survives this spell is disintegrated as of hit by the disintegrate spell.
This spell also leaves a spherical crater in the ground with 240ft. diameter, every creature that survives this spell and is within half their movement range of the border of the sphere has to make a dexterity saving throw to save them selves. on failed save the creature falls to the bottom of the crater as does any creature further in the spehere than half their movement range.


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

Response:
Name: Soul Release
Level: 7
School: Necromancy
Classes: Wizard
Casting time: 1 Hour
Range: Self
Duration: Indefinite
Components: V, S, M
Material cost: two objects conjoined together, split by the spell afterward
Description: You split your being into two distinct creatures, your body and your soul.
Your body retains your Strength, Dexterity, and Constitution scores, while your soul retains your Intelligence, Wisdom, and Charisma scores. A score that is not retained becomes 1.
You both share hitpoints, the same as you had before. If either your body or soul is reduced to 0 hitpoints or dies, so does the other.
Your soul retains any form of spellcasting, but cannot interact with the physical world. You can satisfy any material component so long as it does not have a gold cost. Your soul, instead of any other speed, has a flying speed of 20 feet. Additionally, your soul can move through solid objects, but if you end your turn inside one, you are immediately shunted to the nearest unoccupied space, and take 1d10 force damage for every 5 feet you were moved.
Your body can not speak, but will understand any command you give it. Your soul acts on your bodies turn.
You can preform a minute long ritual to reform your body, ending this spell.


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

Response:
Name: Soul Restoration
Level: 6
School: Necromancy
Classes: Cleric, Druid, Paladin, Warlock, Sorcerer
Casting time: Special
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a translucent crystal worth at least 1000gp
Description: To use this spell, choose a creature that is dead and whose soul has been fragmented or erased from existence, you must know its name or some nickname it had. If the soul of the chosen creature is fragmented this spell has a cast time of 1 hour, you join all the fragments again, making the soul as good as new. if the soul was erased from existence or destroyed, this spell lasts 8 hours to cast, plus you recreate the soul of the chosen creature. alternatively, if the creature's soul is imprisoned against its will this spell last 10 minutes to cast. you make check it using your spellcasting modifier against a CD equal to 14+half the cr of the creature you're trying to free. on a failed roll you do nothing and you can't use this spell again on this creature. on a successful roll, you release the soul of the chosen creature. In addition, the creature you chose to cast this spell will now count as just dying right now, so spells like resurrection or revivify can affect it.


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

Response:
Name: Soul Shallow
Level: 0
School: Necromancy
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 40 Feet
Duration: Instantaneous
Components: V, S
Description: As an action on your turn you send a spirit through the body of a creature within range. One creature within range must make a Wisdom saving throw against your Spell Save DC, or take 1d8 necrotic damage, and must spend at least 10 feet of movement getting from with you, should they be able to.
At Higher Levels. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


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

Response:
Name: Soul Slice
Level: 9
School: Necromancy
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: S, M
Material cost: a diamond that worth at least 1,000 gp
Description: You extend your mystical powers and grasp at the soul of your enemy, cutting it in two before obliterating half. When you cast this spell, a creature of your choice within the range of the spell must take a Constitution saving throw. If it fails, the target loses half of its current hit points, and cannot regain hit points above half its maximum until it next finishes a long rest. If it succeeds, the target takes 4d6 necrotic damage, but cannot lose more than half its hit points to this damage.
This spell had no effect on undead or constructs


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

Response:
Name: Soul Spear
Level: 3
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 180 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a bit of fur and a rod of amber, crystal, or glass
Description: You fire a large spear-like bolt of magical energy against a creature within range that you can see. Make a ranged spell attack against that creature, dealing 9d6 force damage on a hit.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.


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

Response:
Name: Soul Stream
Level: 6
School: Evocation
Classes: Sorcerer, Wizard
Casting time: Self (150 Foot Line)
Range: 1 Action
Duration: Instantaneous
Components: V, S, M
Material cost: An arcane focus
Description: You charge up soul energy and unleash a massive blue laser along a 5-foot wide, 150 foot line. Each creature in the line must make a Dexterity saving throw: A creature takes 20d6 force damage on a failed save.
Casting this spell at lower levels takes severe effort on the part of the caster. When you cast this spell, you must make a DC 20 Constitution saving throw. On a failed save, you become incapacitated and your movement speed gets reduced to 10 feet for one minute. You may repeat the saving throw at the beginning of each of your turns to end the effect.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the DC for the saving throw against becoming incapacitated gets reduced by 5 for each slot level above 6th.


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

Response:
Name: Soul Strike
Level: 9
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a black gemstone worth at least 1,000 gp
Description: You assault the soul of a creature within range, attempting to rend it from the body and disperse it into the ether. Make a ranged spell attack against the target. On a hit, the target takes 16d12 necrotic damage. This spell has no effect on undead or constructs.
A creature killed by this spell can be restored to life only by means of a true resurrection spell or a wish spell


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

Response:
Name: Soul Sunder
Level: 8
School: Necromancy
Classes: Bard, Cleric, Warlock, Wizard
Casting time: 1 Minute
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You invoke a spectral projection of the scythe of Death, readying to slice a creature's soul cord asunder. Target a creature's soul within range that is outside of its physical host body, such as one projecting with the astral projection spell. That creature must make a Wisdom saving throw. On a failed save, the silvery cord connecting the soul to its host body is cut, killing it instantly.
At Higher Levels. When you cast this spell using a spell slot of 9th level, the casting time is reduced to one action.


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

Response:
Name: Soul Tap
Level: 5
School: Necromancy
Classes: Bard, Cleric, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: S
Description: You touch a creature, pulling at its very soul and displacing it just enough to temporarily disable the creature. It must succeed on a Constitution saving throw or be paralyzed for the duration. The creature must also make a Wisdom saving throw or be stunned for the duration. The creature can remake the Constitution save at the start of each of its turns, ending the paralyzed condition on a success. The creature can remake the Wisdom save at the end of each of its turns, ending the stunned condition on a success. A creature stunned in this way is unaware of its surroundings.
This spell has no effect on constructs and creatures that don't have a soul.
At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the spell's maximum range increases by 10 feet for every level above 5th. At 9th level, its duration increases to 10 minutes


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

Response:
Name: Soul Tear
Level: 0
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute.
Components: S
Description: You reach out your hand and target one creature. You begin to remove that creature's soul, shown as a spectral thread connecting that creature to your hand. While its soul is tethered to you, if the targeted creature moves more than 30 feet away from you, it takes 1d12 necrotic damage and the spell ends. While the spell is active, you may activate the tether as a bonus action on your turn, dealing 1d4 necrotic damage for every 5 feet of distance between you and the creature.
At Higher Levels: The damage increases at 5th Level (1d6/2d12), 11th Level (1d8/3d12), and 17th Level (1d10/4d12).


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

Response:
Name: Soul Tide
Level: 4
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You release a swarm of souls from below you, each swirling into a target. Make four ranged spell attacks in total against any targets you can see in range, dealing 3d4 necrotic damage on a hit. After making all of these attacks, you may make two more attacks for every creature reduced to 0 hitpoints by these attacks.
At Higher Levels. When cast at 5th level or higher, you initially make one extra attack for every level above 4th


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

Response:
Name: Soul Transfer
Level: 0
School: Necromancy
Classes: Cleric
Casting time: 1 Bonus Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a coin worth at least 1 gp
Description: You choose a creature within range which isn't a construct or undead and grant it a lease of life, which you eventually collect. When you cast this spell, you take 1d4 necrotic damage and the target regains a number of hit points equal to the damage dealt to you this way. At the beginning of that creature's next long rest, as long as it is alive and still on the same plane of existence as you, it takes necrotic damage equal to twice the hit points it gained through this spell and you regain that many hit points.
This spell increases the number of dice you may choose to take and give to a creature: 2d4 at 5th level, 3d4 at 11th level and 4d4 at 17th level.


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

Response:
Name: Soul-Stealing Fist
Level: 4
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S
Description: You infuse your fist with necrotic energy. Make a melee spell attack against a creature you can touch. On a hit, the target takes 3d6 necrotic damage and you gain temporary hit points equal to half the damage dealt (rounded down). A creature which was hit and took damage must succeed on a Wisdom saving throw or be stunned until the start of your next turn. A creature that resists necrotic damage has advantage on this save.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th


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

Response:
Name: Soulfire Strike
Level: 2
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: 1 Hour
Components: V, S
Description: Empower your magic by investing a tiny fraction of your soul to create a crackling bolt of energy that attacks an opponents soul directly.
Take 1d4 psychic damage. Then make a ranged spell attack against your target. On a hit the target takes damage equal to 3d8 of the type correlated to their alignment. Damage done by good aligned characters is radiant damage, damage done by evil characters is necrotic, neutral characters choose between the two upon gaining this spell. This spell does not damage objects, constructs, plants, or any target that does not have a soul (e.g. a zombie). If the target takes damage they must make a Constitution saving throw against your spell save DC or take 1 point of exhaustion for the duration (this effect cannot stack at 2nd level).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher increase damage by 1d8 per level above 2nd. When cast at level 4th or above increase self-damage by an additional 1d4 of damage per level above 3rd, the exhaustion can now stack up an additional point per level above 3rd up to a maximum of 6 levels of exhaustion.


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

Response:
Name: Sound Bubble
Level: 1
School: Illusion
Classes: Artificer, Bard, Wizard
Casting time: 1 Action
Range: Self (10-Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A blown egg shell or a soap bubble
Description: The caster erects an immobile barrier that blocks sound from exiting or entering the spell's area. The bubble does not block observations made into the area, thus one might observe from outside the bubble a clumsy fighter in heavy armor trip and fall and even read the curse word from his lips, but will hear nothing. The barrier may also impede certain aspects of spells such as being able to receive the verbal commands of an enchantment spell that originate outside the bubble. The bubble blocks harmful sound based spells this spell's level and lower. Higher level sound based spells interacting with the bubble immediately pop the bubble and end this spell, but those who were inside receive a +2 bonus to checks to resist that spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the bubble becomes mobile moving with the caster.


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

Response:
Name: Sound Burst
Level: 3
School: Evocation
Classes: Bard, Warlock
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a stringed or percussive instrument
Description: You emit a concussive sound wave, a cone of noise emanating from 20ft up in the air downwards towards a point within range, damaging creatures within the area. Each affected creature must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is stunned for 1 minute. On a successful save, the creature takes half as much damage and isn't stunned. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
In addition, the spell emits a painfully loud chord audible out to 600 feet.
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: Sovanna's Animate Tiny Dead
Level: 2
School: Necromancy
Classes: Cleric, Druid, Wizard
Casting time: 1 Minute
Range: 10 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a drop of blood, a skull of a raven, and a pinch of clay
Description: This spell creates an undead servant. Choose a pile of bones or a corpse of a Tiny beast within range. Your spell imbues the target with a some spiritual remnant of its former life, raising it as an undead creature. The creature is considered Undead and still has the same statistics it had in life, in addition to becoming immune to poisoned condition.
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). In combat, it rolls its own initiative and acts on its own turn.
You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures or mimic what it did in life as a beast. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you animate or reassert control over two additional Undead creatures for each slot level above 2nd. Each of the creatures must come from a different corpse or pile of bones.


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

Response:
Name: Spark of Levin
Level: 0
School: Enchantment
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: 120 Feet
Duration: 10 Minutes
Components: S
Description: You create a floating mote of electrical energy, and imbue it upon a target. This mote slowly hovers around the target, but not enough to obscure their vision or irritate them. The next time you cast any single target spell that deals lightning damage, all targets that have a mote on them, are dealt lightning damage equal to the damage the primary target received, then the motes are used up. Targets resistant to lightning damage cannot be effected by this spell in any way.
At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, for each level, an additional 1d8 lightning damage is dealt to the target with the mote when it expires


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

Response:
Name: Spark Shower
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 80 Feet
Duration: Instantaneous
Components: V, S
Description: You bring down sparks of lightning in a small area centered to a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must succeed on a Dexterity saving throw or take 1d6 lightning damage.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)


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

Response:
Name: Spatial Distortion
Level: 4
School: Transmutation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Hour
Components: S
Description: You twist space in a large volume, adding more of it or taking some away to alter the rate of movement for creatures. When you cast this spell, choose a volume composed of up to twenty-five contiguous 5-foot cubes that fits within range. Within this volume, choose Compression or Expansion.
Compresion. You shunt excess space from the volume to somewhere harmless, reducing the amount of space within the effected volume. For the duration of the spell, each 1 foot of movemnent speed spent covers 2 feet of distance in the affected volume.
Expansion. You draw excess space from somewhere in the universe it isn't needed and wedge it into the affected volume. For the duration of the spell, each 1 foot of movement traversed in the affected volume costs 2 feet of movement speed.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the movement cost change of the affected volume increases by 1 for each slot level above 4th.


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

Response:
Name: Speak with Images
Level: 3
School: Transmutation (Ritual)
Classes: Artificer, Bard, Warlock
Casting time: 1 Action
Range: 10 Feet
Duration: 10 Minutes
Components: V, S, M
Material cost: a paintbrush bristle
Description: You cause a character in an image or art piece (such as a painting, sculpture, ect.) to come to life and begin speaking. For the duration, the target can speak and understand a language you know, see and hear, and recall events that occurred in the past 24 hours as if the target could see and hear during that time. The target cannot remember events that occurred before or during its creation. The target takes on a personality and alignment befitting of the type of creature it represents.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher the target will be able to remember events that occurred further into the past. 3 days if cast at 4th level, 1 week if cast at 5th level, 1 month if cast at 6th level, 3 months if cast at 7th level, 1 year if cast at 8th level, or since the target was first created if cast at 9th level.


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

Response:
Name: Speak With Skull
Level: 3
School: Necromancy
Classes: Cleric, Wizard
Casting time: 1 Action
Range: Touch
Duration: 10 Minutes
Components: V, S, M
Material cost: burning incense
Description: Grant an eerie vitality to a skull of your choice within range, allowing it to answer the questions you pose. The skull must still have at least an upper and lower jaw and can't be undead or part of an undead creature. The spell fails if the skull was the target of this spell within the last 10 days.
Until the spell ends, you can ask the skull up to five questions. The skull knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the skull is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its skull, only its animating spirit. Thus, the skull can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.


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

Response:
Name: Speak with Wind (Cataegis Cantrip)
Level: 0
School: Conjuration
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 1 Mile
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: Summoning wind spirits, you bid them to take a message or give you information.
Choose 1 effect:
Message: You speak a message of up to 10 words to the air and convince the wind spirits to whisper your message to a target you can fixate in your mind. If the wind can reach your target within 10 minutes, it will whisper your message to them without your voice being recognizable. The target and anyone within 5ft of the target must succeed on a DC10 passive perception check to hear the message. The message cannot be delivered if the target remains in an enclosure where wind cannot reach for the entire duration of the spell. You are not aware if the message was successfully delivered.
Knowledge: You ask the wind spirits where a target is. You can be specific or general ("where is the nearest enemy?"). The wind will move in the direction of the target or cease to blow if there is no target. You may also ask the wind spirits to bring you smells of a desired direction from up to 1 mile away. You can use a bonus action on your turn to ask for new knowledge.
You can choose to end the spell early.
This spell was designed by the spellcasters of Cataegis, the Tiefling Sky City. Discuss with your GM how your character might know it.


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

Response:
Name: Spear of Rot
Level: 1
School: Necromancy
Classes: Warlock
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned 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 1d8 for each slot level above 1st.


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

Response:
Name: Spectral Hammer
Level: 2
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a handful of iron nails
Description: A translucent, disembodied greatclub object begins to float within arm's reach of a creature in range that you can see, and remains near the target for the duration.
When you cast this spell, you can make a melee spell attack against the target, or another creature or object within 5 feet of the target, on behalf of the spectral hammer. On a hit, the target of this attack takes 1d8 bludgeoning damage plus 1d8 force damage. On each of your turns, you can use your action to make this attack again, but only if you can see the target of this spell and the target of this attack.
For the duration, the target creature can also use its action to make this melee spell attack against any creature or object within 5 feet of it. It can use your casting modifier for the spell attack roll. If it has two hands free to wield the greatclub, the creature can instead use its own Strength modifier plus its proficiency bonus to make a melee spell attack roll with the magic greatclub. In either case, a creature or object hit by this attack takes 1d8 bludgeoning damage plus 1d8 force damage.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the force damage increases by 1d8 for every spell slot level above 2nd


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

Response:
Name: Spectral Hand
Level: 2
School: Evocation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: an iron glove, such as a gauntlet
Description: A Medium dwarven hand begins to float within arm's reach of the target creature. The target creature gains full control of the hand for the duration and can use this hand as easily as it could use its own hand—even if it does not otherwise have a comparable limb. This hand can manipulate objects, wield weapons, hold shields, perform somatic components, and complete other actions, but the target does not gain any extra actions nor can it make more attacks per turn than it would otherwise be able.
If the target leaves this magic hand unoccupied, it can be used to make a melee spell attack. The target can use either your casting ability for the attack, or its own Wisdom modifier plus its proficiency bonus. In either case, a creature or object hit by this attack takes 1d4 bludgeoning damage plus 1d4 force damage.
At Higher Levels. If you cast this form of the spell using a spell slot higher than 2nd level, the spell's duration increases. At 3rd level, the duration becomes 10 minutes. At 4th level, it becomes 1 hour. At 5th level, it becomes 8 hours. At 6th level or higher, it becomes 24 hours


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

Response:
Name: Spectral Scythe
Level: 0
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Indefinite
Components: V, M
Material cost: a staff or pole of some sort
Description: While gripping a staff with both hands, you can use one action to create a blade of necrotic energy in the shape of a reaper's scythe at the end of the staff. The blade does 1d6 necrotic damage in addition to the regular damage of the staff, and so long as you are proficient with the staff, you are proficient with this weapon.
The spell ends if you let go of the staff or if you recast this spell
The spell’s damage increases by 1d6 when you reach 5th level(2d6), 11th level(3d6), and 17th level(4d6)


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

Response:
Name: Spectral Shield
Level: 0
School: Abjuration
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: A piece of glass
Description: You invoke a minor protective force to ward away harm. You gain a +2 bonus to AC for the duration. This bonus is not cumulative to the bonus granted by shields.


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

Response:
Name: Spell Blade
Level: 1
School: Conjuration
Classes: Wizard, Sorcerer, Bard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: You conjure a blade of force in your free hand. The blade is similar in size and shape to a short sword, and lasts for the duration. If you let go of the blade, it disappears, but you can conjure the blade again as a bonus action.
You are proficient with the blade and can make melee weapon attacks with it. It is a magic weapon with the light and finesse properties, and it deals 1d6 slashing damage on a hit.
You may cast any spell into the blade that targets one creature and doesn't make a ranged attack roll. You expend the spell slot for that spell, and the spell is held in the blade until either it is released or the blade disappears; only one spell can be held in the blade at a time. If you hit a creature with the blade, the held spell is released: in addition to the normal damage, the target is affected as though you had cast the held spell on it. If it's a concentration spell, its effect lasts until its duration runs out or until the spell blade disappears, whichever happens first


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

Response:
Name: Spell Mastery
Level: 9
School: Abjuration
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Reaction, Which You Take When A Creature Within 120 Feet Of You Casts A Bard, Sorcerer, Warlock, Or Wizard Spell
Range: Self (120-Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V
Description: Asserting your mastery over magic, you take control over all bard, sorcerer, warlock, and wizard spells cast within range. For the duration, whenever such a spell is cast and you are aware of the spell, you can use your reaction to attempt to control it. To do so, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, you can produce one of the following effects.
Backlash. The spell fails and has no effect, and the caster of the spell takes 8d10 force damage which cannot be reduced or ignored by any means.
Change Target. You change the target of the spell. If the spell affects a point or an area, you can change the target to any other point or viable area within range. If the spell affects a creature or a number of creatures, you can choose which creatures they effect. Creatures are treated as friendly or hostile for the purposes of the spell with respect to you, rather than to the caster.
Derange Spell. The spell fails and has no effect, and a wild magic surge occurs. Roll a d6: On a 1-3, the surge affects you. On a 4-6, the surge affects the spell's original caster


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

Response:
Name: Spell Shield
Level: 2
School: Abjuration
Classes: Artificer, Paladin, Wizard
Casting time: 1 Action
Range: 25 Feet
Duration: Concentration, Up 1 Minute
Components: V, S
Description: You choose a willing creature who is within 25 ft of you, and a magical barrier surrounds them until the spell ends. While under the effects of this spell, the target's AC cannot be less than 11 + your spellcasting modifier.


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

Response:
Name: Spell Twine
Level: 6
School: Transmutation
Classes: Bard, Cleric, Wizard
Casting time: 1 Minute
Range: Touch
Duration: 1 Hour
Components: V, S, M
Material cost: A red string tied around the caster's wrist, and the target's wrist
Description: Upon casting this spell, you create a magical bond with the target. For the duration, when you cast a spell with a range of "self" or "touch" targeting yourself, the bonded creature may choose to benefit from that spell as well.
At Higher Levels. When you cast this spell using a spell slot of 8th level, the duration increases to 4 hours. When you cast this spell using a spell slot of 9th level, the duration remains as 4 hours, but you may select two separate creatures to benefit from this spell


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

Response:
Name: Spellblade
Level: 1
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration Up To 1 Hour
Components: V, S
Description: You conjure a blade of force in your free hand. The blade is similar in size and shape to a shortsword, and lasts for the duration.
If you let go of the blade, it disappears, but you can conjure the blade again as a bonus action. You are proficient with the blade and can make melee weapon attacks with it. It is a magic weapon with the light and finesse properties, and it deals 1d6 slashing damage on a hit. As a bonus action, you may cast a spell with a range of touch into the blade. The spell is held until it is released or the blade disappears, and only one spell can be held. If you hit a creature with the blade, the held spell is released: in addition to the normal damage, the target is affected as though you had cast the held spell on i


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

Response:
Name: Spellbreaking Smite
Level: 3
School: Evocation
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 shines with divine power and deals an extra 3d8 radiant damage to the target, sundering its ability to cast spells. Until the spell ends, the creature has disadvantage on concentration checks, and whenever the creature attempts to cast a spell, it must make an ability check using its spellcasting ability modifier against a DC of 10 + the spell's level. On a failure, the spell fails and is wasted with no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd


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

Response:
Name: Spelled
Level: 9
School: Conjuration
Classes: Bard, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V
Description: You spell the name of a creature and bring it into existence. The creature must have a name you know and its CR cannot be higher than 20.


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

Response:
Name: Spellfire
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 10 Minutes
Components: V, S, M
Material cost: A pinch of ash
Description: You conjure bluish-white arcane fire in the palm of your hand. While holding this, the flames shed bright light for 10 feet and sheds dim light in an additional 10 feet. Objects ignited with this spell last as long as the duration. The spell ends if you dismiss it as an action or if you cast it again.
You can also make a ranged attack by hurling the flame at a creature within 60 feet. On a hit, the target takes 1d4 fire damage and is considered ignited by the spell. At the start of each of an ignited creature's turns, they can make a Constitution saving throw. On a failure, they are considered to still be lit. On a success, the target is no longer ignited or lit. At the end of a lit creature's turn, they take 1d4 fire damage.
The damage of this spell increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4). The igniting effects of the spell also increases by 1d4 at 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: Spellstrike
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Round
Components: V, M
Material cost: a weapon
Description: You charge your weapon with the power of your magic, making it easier for you to wield. You're able to use the weapon just as easily as your spells.
When you attack with the weapon used as the material component for this spell, you may use your spellcasting ability modifier, instead of your Strength or Dexterity, for the attack and damage rolls. The weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


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

Response:
Name: Spellwise Aura
Level: 8
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (30-Foot Radius)
Duration: Concentration, Up To 10 Minutes
Components: V
Description: You radiate raw arcane power, enhancing the spells of other spellcasters like some sort of arcane dynamo. Until the spell ends, the aura moves with you, centered on you. Whenever a nonhostile creature in the aura (including you) casts a spell that deals damage, it adds your casting ability modifier to the first damage roll it makes as part of that spell. Additionally, you can use a bonus action to grant one creature in the aura (including you) a +2 bonus to spell attack rolls and a +2 bonus to the save DCs of its spells until the end of your next turn


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

Response:
Name: Sphere of Awareness
Level: 6
School: Divination
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: Self (30-Foot Sphere)
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a magnifying glass
Description: You close your senses and project your awareness into the space around you, blinding and deafening you but granting you 30-foot radius sphere of blindsight centered on you. As a bonus action on your turn while you are blinded and deafened, you may move the center of this sphere of blindsight up to 60 feet away from you. Regardless of whether you move it or not, the sphere of blindsight moves with you. For every 10 feet you move the sphere away from you, its maximum size decreases by 5 feet. Moving the sphere closer to you increases its size by the same amount.
Within the blindsight created by this spell, you can perceive everything within the sphere as if with all your senses, able to discern fine details with supernatural precision. A thin sheet of lead blocks the perception created by the sphere of awareness.
Creatures with truesight and creatures in the ethereal plane perceive the sphere as a misty spotlight.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum size of the sphere increases by 5 feet and the range it can be away from you increases by 10 feet for each slot level above 6th.


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

Response:
Name: Sphere of Simulated Antimagic
Level: 5
School: Conjuration
Classes: Cleric, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: any gemstone worth at least 50 gp, which the spell consumes
Description: Originating from one point you can see within range, a glowing emerald 10-foot-radius sphere spawns. Within this sphere you create, the effects of anti-magic are simulated through magic. Any elementals or fey, magical affects, and magic items cannot enter the sphere after it is formed. You can choose for you and objects on your person to be unaffected by this spell.
If an elemental or fey starts its turn in the sphere, it must make a Charisma saving throw. On a failure, it takes 4d6 force damage and is pushed to the nearest space outside the sphere. On a success, it takes half damage and is not pushed.
Any magical effects within the sphere are affected as if by dispel magic, when it is cast as a 3rd level spell.
If a creature has magic items on its person that aren't carried, it must make a Strength saving throw. On a failure, those carried items fly off its person to the nearest space outside the sphere. On a success, the magic item is retained on the creature's person, but the creature cannot benefit from the item's magic effects


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

Response:
Name: Sphere of Warded Repulsion
Level: 6
School: Abjuration
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action Or Reaction
Range: Self (10 Foot Radius Sphere)
Duration: 1 Hour Or Until Dispelled
Components: V, S, M
Material cost: A blue sapphire, a green emerald, and a red ruby worth at least 500gp each
Description: You create a magical sphere of force energy around you that moves with you. No creature, object, spell, gaze, or breath weapon may enter or leave the sphere unless the caster decides otherwise. The sphere is immune to the damage from all nonmagical attacks and resistant to the damage of all magical attacks, spells, gazes, and breath weapons. If a spell or breath weapon hits the sphere, it splashes against it causing a flash of pale blue light where it struck the sphere but will continue to do its normal effects to everything outside it. Projectile weapons and melee attacks bounce off of the sphere causing a flash of pale blue light where it struck. The sphere has hitpoints equal to the caster's hitpoints and can regain 1d12 + the caster's level each round if the caster concentrates on it.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the range of the sphere increases by 5 feet, the duration increases by 1 hour, and the damage the sphere can recover increases by 1d12 damage every round for each level above 6th.


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

Response:
Name: Spike Grenade
Level: 2
School: Transmutation
Classes: Ranger
Casting time: 1 Action
Range: 60Ft (15-Foot Cone)
Duration: Up To 15 Seconds (3 Turns)
Components: S, M
Material cost: A grenade or Hatchet sized metallic rod worth 5 SP. Component is consumed when spell is cast
Description: You throw a Stick like grenade that stick to any surface air to create a cone that shoots forward and then disappear. Each target in a 15-foot cone must succeed on a Dexterity saving throw. A target takes 2d8 damage on a failed save, or half as much damage on a successful one. The damage type is lightning damage. Any target that ends its turn within the grenade radius must make DC Dexterity save or take 3d8 damage. On a successful save the creature takes half damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 2nd.


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

Response:
Name: Spike Stones
Level: 4
School: Transmutation
Classes: Druid
Casting time: 1 Action
Range: 120Ft
Duration: 4 Hours
Components: V, S, M
Material cost: a piece of sharpened stone
Description: Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s 20ft square area moves at half speed.
In addition, each creature moving through the area takes 1d8 piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Dexterity saving throw against to your spell DC to avoid injuries to their feet and legs. A failed save causes the creature’s speed half their normal speed for 24 hours or until the injured creature receives magical healing. Alternatively, characters can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Wisdom (Medicine) skill check against your spell DC.
Spike stones is a magical trap that has to be perceived by a Wisdom (Perception) skill check against your spell DC to notice it.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher, increase the duration by 1 hour per spell slot above 4th


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

Response:
Name: Spin Attack
Level: 1
School: Evocation
Classes: Ranger, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: Instantaneous
Components: V, M
Material cost: a weapon
Description: You brandish the weapon used in the spell's casting and whirl around in circles, striking foes all around. Make a melee weapon attack, affecting all creatures within range. On a hit, a creature suffers the weapon's normal effects, and takes an additional 1d6 damage of the weapon's damage type.
You may cast this spell as if it had a casting time of 2 actions. In doing so, you may increase its range to 10 feet or increase its damage by 1d6, as decided when you make the attack roll.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your weapon attack inflicts an extra 1d6 force damage for each slot level above 1st


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

Response:
Name: Spiraling Overgrowth
Level: 4
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: 50 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a dulled sickle, and an ivy seed
Description: As you brandish the sickle and throw the seed to a spot within range, a 20 foot radius bush explodes into being. Creatures inside the range must make a Dexterity saving throw, or take 3d6 piercing damage, and be forced out of the bush. It has an AC of 12 and 60 hitpoints, it and the vines it creates vanishing when it dies.
As a bonus action while the bush still lives, you may create up to 5 5-foot squares of vines and plants, which must either be connected to the bush or other squares made in this way. These areas count as difficult terrain, and when someone enters or ends their turn in the area, they must make a Dexterity save or take 2d4 piercing damage.
The bush and it's vines persist after the spell ends, so long as the bush doesn't die.
At Higher Levels. When cast at 5th level or higher, the AC of the bush increases by 1, it's hitpoints increase by 5, and the amount of squares you can create at a time increases by 1 for every level above 4th.


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

Response:
Name: Spirit Bird
Level: 9
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: Self
Duration: 2 Hours
Components: V, S, M
Material cost: a bird's feather worth at least 500gp
Description: In order to cast this spell, you must spread your arms open while clutching the feather in one of your hands. Once done so, the feather leaves your hand, instantly transforming into the "Spirit Bird", a giant eagle with golden feathers and a mystifying, almost holy appearance. Once it has appeared, the Spirit Bird imbues you with its power, allowing you to immediately gain 30 temporary Hit Points. Until the duration, weapons you use deal an extra 5d12 slashing damage, gain the Light and Reach properties, and have an extra range of 20 feet. Two-Handed weapons you use lose the Heavy property and gain the Versatile property. Finally, you gain 300 feet of walking speed. The slashing damage from this spell is unaffected by a creature's damage immunities. After the spell's duration ends, you enter the 4th level of exhaustion and become incapacitated until combat ends


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

Response:
Name: Spirit Excalibur
Level: 1
School: Evocation
Classes: Cleric, Paladin, Warlock
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You cause energy to circle around your arm in the form of a massive energy blade. The blade is similar in size and shape to a longsword, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack against a creature within range. The blade can extend itself in length to hit enemies up to 30 feet, dealing 2d6 slashing damage on a hit.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increase by 1d6.


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

Response:
Name: Spirit Maelstrom
Level: 9
School: Necromancy
Classes: Wizard
Casting time: 1 Action
Range: 200 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You call forth a large mass of malevolent spirits, invoking their fury to create a vast maelstrom that destroys all in it's wake. A swirling maelstrom of spirits appears in a a 40-foot radius centered on a point you can see within range. Any creature that starts it's turn within the maelstrom's area must make a Wisdom saving throw. On a failed save a creature takes 15d8 necrotic damage and 15d8 force damage. On a successful save they take half as much damage. Until the spell ends you can use your bonus action to move the maelstrom up to 30 feet in any direction on the ground. Any creature the maelstrom passes through must make the saving throw against the maelstrom's damage.
Any creature that is outside the maelstrom's area but is within 40 feet of it must make a Wisdom saving throw. On a failed save they become frightened of the maelstrom. A creature that cannot see automatically passes their saving throw. While frightened of the maelstrom, a creature must take the Dash action and move away from the maelstrom by the safest available route on each of its turns, unless there is nowhere to move. Regardless if they succeed or fail creatures can't move closer to the maelstrom


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

Response:
Name: Spiritual Arsenal
Level: 3
School: Transmutation
Classes: Paladin
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, M
Material cost: a small patch or bar of metal
Description: You present the small piece of metal that folds into the shape of your deity's holy symbol as you finish speaking the holy powered words. For the duration of the spell, you have the following benefits.
Wargod Armament: If your weapon & shield (or armor if you have no shield) are not magical, they become +1 items (no effect for any item that is already naturally magical). Your weapon now deals your choice of a bonus 1d10 of radiant or force damage.
Blessed Armament: You may choose to activate this function of the spell with a bonus action. You have a number of uses of this power, during the spell duration, equal to your proficiency modifier. This ability allows the user to melee attack an ally and heal them by an amount equal to the damage they would have dealt. (During the spell duration, the Wargod and Blessed Armament effects have an either or relationship.)

At Higher Levels.
When you cast this spell using a spell slot of 4th or 5th level, the weapon & armor magic bonuses increase by 1 & the radiant or force damage from Wargod Armament increases by 1d10 to +2 & 2d10 for the first attack each turn.
At 6th or 7th level The effects of Wargod & Blessed Armament can both be used upon casting the spell. the weapon & armor magic bonuses increase by 1 & the radiant or force damage from Wargod Armament increases by 1d10 to +3 & 3d10 for the first attack each turn. Blessed Armament can be used a number of times equal to your proficiency modifier + 2.
At 8th level, the effects of Wargod and Blessed Armament are no longer separate functions. the weapon & armor magic bonuses remain +3, but now can be +3 to a weapon, +3 to a shield, and +3 to armor. If this bonus is greater than what your items already have, then this replaces those bonuses for the duration & the radiant or force damage from Wargod Armament increases by 1d10 to 4d10 for all melee attacks. Blessed Armament can be used a number of times equal to the level of the spellslot spent to cast it + 1


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

Response:
Name: Spiritual Transcendence
Level: 6
School: Transmutation
Classes: Cleric, Druid, Sorcerer, Warlock
Casting time: 1 Hour
Range: Self
Duration: Up To 8 Hour
Components: V
Description: Due to your experiences and difficulties that you have lived, you have managed to obtain a small transcendence in magic which has granted you benefits and abilities. Which are:
-You are resistant to poison damage and necrotic damage.
-Spectral wings appear on your back, giving you a flight speed of 40 feet.
-Your skin takes on a rough appearance, you gain a +3 bonus to AC.
-All of your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for attack and damage rolls.
-You are immune to the poisoned, frightened, and charmed condition.
-You manage to summon 8 spectral hands that can be used as a magic hand.
-Your spectral hands have a range of 40 feet.
-Your spectral hands within the range of 40 feet, as a bonus action you can subdue your opponents with a grapple and they must make a strength saving throw with disadvantage, if you fail you will be subdued for 2 rounds.
-Within 30 feet your allies have advantage on saving throws.
-You gain an aura of magical protection around you and allies within 40 feet, while in this aura you have save advantage against magic and magical effects, and you have resistance against damage from magical sources


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

Response:
Name: Spiteful Gaze
Level: 0
School: Divination
Classes: Bard, Cleric, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Round
Components: S
Description: Peering only a short period into the future, you prepare for a coming attack, and become covered in a transparent veil as your eyes turn a deep black. Upon the future attack coming to fruition, and you take damage from an enemy that you can see before your next turn, make a spell attack roll against the attacker. On a hit, a blast of force slams into the assailant dealing 2d10 force damage. Should you deal more damage to the assailant than they did to you, they must make a Wisdom saving throw against the difference in damage dealt. On a failure, they become frightened.
At Higher Levels. This spell's damage increases by 1d10 at 5th level (3d10), 11th level (4d10), and 17th level (5d10).


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

Response:
Name: Split
Level: 2
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Round
Components: S, M
Description: Until the start of your next turn, your body and all of its equipment splits apart into a cloud of floating, sentient, and gooey particles of slightly less collective mass than your normal body. The cloud moves as one creature, but creatures and mundane objects pass right through these particles without effect. While in this form, you have the following features and restrictions:
You cannot perform any actions, bonus actions, or reactions.
You have a flying speed equal to your base walking speed, and while using this speed your movement does not provoke opportunity attacks.
You can move through any space as small as 1 inch wide without squeezing. You can move through the space of any creature does not completely fill its space, and other creatures can similarly move through your space.
You have resistance to bludgeoning, piercing, and slashing damage.
You are considered an ooze instead of a humanoid, or whatever your type would normally be.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, its duration increases to 1 minute. You can use your action to Dash or Dodge, but otherwise your actions in this form have the same restrictions


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

Response:
Name: Split Causality
Level: 4
School: Illusion
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: Using the Astral Energy that flows around all creatures you can temporarily split the conscious mind from the instinctual mind.
All creatures within a 10-foot radius of a point in range must make a Wisdom saving throw, any creature that fails its save must on its next turn attack the closest creature to it, friend or foe. If a creature fails the save it can break the spell by taking 5d8 psychic damage


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

Response:
Name: Splitbolt
Level: 0
School: Evocation
Classes: Artificer, Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: Two bolts of arcane energy appear at your finger tips and strike a creature in range. Make two ranged spell attacks against the target. On a hit, the target takes 1d4 force damage. If the creature is behind cover, the bolts ignores cover as long as there is a direct path to the creature within range.
At Higher Levels. Both bolts' 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: Splitting Chords
Level: 0
School: Transmutation
Classes: Bard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, M
Material cost: a musical instrument worth at least 1cp, or a trained singing voice
Description: You magically imbue a portion of the soundwaves coming from your music, causing damage to an enemy. Select a creature within range that can hear you. That creature must succeed on a Constitution saving throw, or take 2d4 thunder damage and become deafened until the end of your next turn. Creatures that have a special trait that strengthens their hearing, such as keen senses, make this save with disadvantage. The music created while casting this spell is loud enough to be heard from 100 feet away.
This spell's damage increases by 2d4 when you reach 5th (4d4), 11th (6d4), and 17th level (8d4).


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

Response:
Name: Splitting Orb
Level: 4
School: Evocation
Classes: Warlock
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You conjure a sphere of vile, life-sapping energy and hurl it at a creature or object in range. Make a spell attack against the target. On a hit, the target takes 4d6 force damage.
Regardless whether you hit or miss, the orb splits apart into smaller segments which fly at creatures within a 60 foot radius of the intended target. Each creature in this radius, including the target if it is a creature, must succeed on a Dexterity saving throw or take 4d6 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d6 for each spell slot level above 5th


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

Response:
Name: Spore
Level: 2
School: Conjuration
Classes: Druid, Ranger
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Hour
Components: S, M
Material cost: a mushroom cap
Description: You fling a magical fungal spore at a creature or object you can see within range. Make a ranged spell attack against the target; a willing creature can choose to let this attack hit it automatically. On a hit, the spore is stuck to the target for the duration or until someone takes an action to scrape it off, ending the spell. The target is unaware of the spore, but feels an itching sensation originating from it and can find it with a successful Intelligence (Investigation) check made against your spell save DC. When the spell ends, the spore begins to grow more mushrooms of the same type as the mushroom cap you used as a material component. If you did not provide a material component, it simply grows small, edible, brown mushrooms.
While the spore is stuck to the target, you always know the direction to the target's location. Additionally, when you cast this spell, you can choose one of the following additional effects, which lasts for the duration.
Clean. The spore completely rids the target of all dirt, dust, and debris and makes it appear sparkling clean.
Explode. As a bonus action, you cause the spore to explode with fungal rot. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 necrotic damage.
Message. When you choose this effect, you speak a short phrase, shout a warning, sing a tune, or otherwise verbally communicate a message that does not exceed 10 seconds. You can cause the spore to repeat this sound at any time (no action required).
Weaken. The spore saps the strength of the target. Whenever the target makes a Strength-based attack roll, Strength check, or Strength saving throw, it must roll a d4 and subtract it from the result.
At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 6th level or higher, you can maintain your concentration on the spell for up to 24 hours.


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

Response:
Name: Spurt of Weirdness
Level: 0
School: Illusion
Classes: Warlock, Wizard
Casting time: 1 Bonus Action
Range: 30 Feet
Duration: Instantaneous
Components: S
Description: You attempt to trick a creature's mind into believing it has been touched. The target must either understand you are the source of the illusion or succeed on an intelligence saving throw, otherwise it believes the illusory touch was real. If the sensation would make sense in conjunction with a visual or audio illusion they have touched or heard, the creature does not reveal that the illusion is not real


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

Response:
Name: Stalagmite
Level: 0
School: Evocation
Classes: Druid
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: A spike of stone and earth rises up from below to strike a point in range that you can see, before vanishing. Any grounded creature on that point or up to 30 feet directly underneath it must succeed on a Dexterity saving throw or take 1d8 piercing damage. Any creature burrowing underground when it makes this save does so with disadvantage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)


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

Response:
Name: Stalwart Overflow
Level: 2
School: Abjuration
Classes: Cleric, Druid, Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: V, S
Description: Targetting one creature that has temporary hit points granted by yourself, you cause their the temporary hit points to overflow from the target, granting a number of temporary hit points to all non-hostile creatures within 30 feet of your target, equal to the number of temporary hit points the target creature currently has, for the same remaining duration.


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

Response:
Name: Star Blazing
Level: 9
School: Evocation
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: A giant rainbow-colored star-shaped projectile fires down from the sky upon your word. Target 1 creature of your choice within range. That target must succeed on a Dexterity saving throw. On a failed save they take 30d6 radiant damage, or half as much on a successful one. Upon the star's initial impact, it splits into many smaller white stars. Every creature in a 30-foot radius sphere except for the creature targeted by the spell must also make a Dexterity saving throw. A creature takes 7d8 radiant damage, or half as much on a successful one. This spell is known to be invented by a young boss monster who ascended to unimaginable power.


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

Response:
Name: Star Fire
Level: 8
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: 300Ft
Duration: Instantaneous
Components: V, S, M
Material cost: 1 Comet Fragment
Description: Invoke a supernova that crushes nearby opponents with unrelenting Force
Upon casting this spell, a 60-ft radius sphere of intense flame forms at a point within range. All creatures inside the sphere must make a Dexterity saving throw. On a failed save, a creature takes 8d6 Fire damage and is restrained by extreme gravity; however, they take only half damage and get pushed outside the sphere on a successful save.. Beginning on the next round, the sphere implodes, causing an overwhelming magical explosion. Creatures that failed the initial Dexterity saving throw take 20d6 Force damage with no saving throw, while creatures that passed the initial save - in addition to creatures within 60ft of the sphere's edge - must make an additional Dexterity saving throw, taking 16d6 Force damage on a failed save, and half as much on a succesful one.
At Higher Levels.: When cast at 9th level, the sphere's radius increases by 20ft, the secondary blast increases by 20ft, and the damage dealt by the secondary blast increases by 10d6


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

Response:
Name: Stardown
Level: 9
School: Evocation
Classes: Cleric, Druid, Paladin, Sorcerer
Casting time: 1 Action
Range: Special (Cannot Be Cast Indoors. If Cast, It Can Be Cast Straight Up From The Caster Or At An Angle, Causing The Effect Exactly 1 Mile Away, With A Radius That Just Reaches The Caster.)
Duration: Special
Components: V, S
Description: Design Note: This spell uses the Enhanced Existence Magic Overhaul homebrew ruleset. As a result, if it is cast at 10th level it can bypass other class specific requirements, and is both Evocation and Abjuration magic. See the ruleset for clarification on what that means before calling the spell overpowered. Please?

Note: Casters of each class have different requirements for casting this spell. Paladins can only cast this spell if they have all of their spellslots, have a spell scroll of the spell, and cast it as a ritual spell with a minute casting time. If they succeed in this, they spend all of their spellslots to cast the spell at 5th level. Clerics can cast this spell normally, but can cast it for free as one way to use Divine Intervention, depending on their deity's disposition. Druids can cast this spell normally but cannot cast other spells for a minute, and Sorcerers can cast this spell normally but only after using a Wish to allow themselves to do so. They need only cast Wish once to unlock the ability to cast this spell forever, but they need to know the spell already, wishing for knowledge of the spell is separate, though unnecessary if they can find this knowledge on their own.
Stardown is a spell that sends a blast of light and fire into the sky with such ferocity that it instantly carves a mile large hole in any cloud line. Any storm, natural or otherwise, of any size, is forced apart by this spell, and cannot reform for 24 hours. Besides the mile large hole, it can take the spell longer to part the clouds, at a rate of 1 mile an hour. No magic of a creature or deity of the same basic alignment as the caster (Ignoring Chaotic, Neutral and Lawful) can be dispelled if it is under the mile area the spell affects, except by the caster of that spell or the caster of this spell. The caster's magic of any kind cannot be dispelled in the radius of the spell, except by the caster.
For all the following effects, creatures that are the same basic alignment as the caster or are considered the caster's allies are unaffected by effects that destroy them or end their Lycanthropy, unless stated by the caster that they will be affected before casting the spell.
Additionally, if cast during the day, all Undead that can be turned are instantly turned, destroying them in the process, assuming they touch the light. Vampires can be turned by this effect. Any Lycanthropes hit by this light are instantly cured of their Lycanthropy. Any disease or curse not made by the caster is cured or ended immediately under the light of the spell, and all allies of the caster cannot be afflicted by any disease or curse while under the spell's light. If cast during the night, all shapechangers glow a silvery color of dim light to a 5 foot radius even when not in the moonlight. They become immune to spells that affect shapechangers, can't be cured of their Lycanthropy while under the spell's light and gain a +3 bonus to their AC and saving throws until the spell ends. The Verbal components of the spell, in addition to normal spell wording, include the caster yelling the spell's name as it's cast at peak volume. The spell fails if this does not occur, meaning it cannot be cast covertly.
Finally, if cast during the day, the sun shines through the opening. If cast at night, the moon shines through the opening. This occurs regardless of their positions (Or in the moon's case, its phase) prior to the spell's use, though it does not affect the actual positions of either celestial bodies (Though it can appear to).
(DM Note: The spell can be treated as two spells, one for the day, and the other for the night. If so, the day version would be called by a different name, such as Daybreak.


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

Response:
Name: Starfall
Level: 9
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 500 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a pinch of stardust, consumed by this spell
Description: Choose a point you can see within range to become the origin point of the spell. The area within a 500-foot radius of that point becomes magical dim light, lit only by momentary motes that flit through the space. Each creature that starts its turn in the area or enters the area for the first time during a turn must succeed on a Dexterity saving throw or take 2d6 radiant damage.
While you remain concentrating on this spell and are inside the spell's area, you are invisible and immune to radiant damage. As an action while concentrating on this spell, you can choose to move the origin point of the spell up to 60 feet and/or choose to call down the star. Calling down the star creates a 60-foot radius cylinder as tall as the spell's area centered on the origin where the motes are particularly intense, causing creatures to instead take 6d6 radiant damage. At the end of your turn after 1d4+1 rounds, the star impacts the origin point.
All creatures and objects in the cylinder when the star impacts take 10d10 + 100 radiant damage and 10d10 + 100 fire damage. All creatures that didn't automatically take the damage within 150 feet of the impact point must make a Dexterity saving throw, taking 5d10 + 50 radiant damage and 5d10 + 50 fire damage on a failure, or half as much on a success. The impact renders the ground of the area within 150 feet difficult terrain, each 5-foot section of which takes 10 minutes to clear by hand, and sets flammable objects that aren't being worn or carried on fire.
This spell can't be targeted by dispel magic. After the star impacts, the spell ends. The lighting returns to normal at the end of the next round.


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

Response:
Name: Starlight Bolt
Level: 0
School: Evocation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: A bolt of brilliant light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam


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

Response:
Name: Starry Revelations
Level: 4
School: Illusion
Classes: Druid, Wizard
Casting time: 1 Action
Range: Self (40 Ft. Radius)
Duration: 1 Hour
Components: V, S, M
Material cost: a piece of polished onyx or obsidian
Description: You surround yourself in a stargazing umbrella of shadowy twilight.
This spell creates a large, umbral shield that's spread roughly 40 feet in radius, centered above the caster and allowing the stars to be seen regardless of whether it is daytime or night; this still works if the caster is underground or indoors. For the purposes of spells or any special abilities that require it, the caster is under a clear, night sky. This effect follows the caster for the duration. The caster can dismiss this effect at any time.
For the duration of this spell, the caster is granted darkvision up to the radius of the shield(if they did not possess it already). Additionally, lighting is changed to dim light. The new light condition cannot be altered with magic: all darkness and light spells of a level lower than the level used to cast this spell fail to function. Likewise, natural sources of light are decreased to produce only dim light conditions.
Lastly, all creatures within range of this spell, including you, become resistant to radiant damage until the spell ends


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

Response:
Name: Starvation
Level: 9
School: Necromancy
Classes: Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: an undead creature bone fragment
Description: You call upon the darkest necrotic energies to rob a creature or object of its vitality. You select a target within range, and upon completion of the cast, the creature or object rapidly begins to wither away.
The target must make a Constitution saving throw. On a failed save, it takes 20d12 necrotic damage. In addition, it cannot regain hit points in any way until targeted by a greater restoration spell or similar magic. This state of deprivation continues until the creature is properly healed or until 24 hours have passed.


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

Response:
Name: Stasis
Level: 3
School: Abjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, Which You Take When A Projectile Moves Within 15 Feet Of You Or When You’Re Targeted By A Melee Attack
Range: 15 Feet
Duration: Instantaneous
Components: S
Description: You attempt to put an attacking creature or projectile near you into stasis.
Creature. If you target a creature, that creature must succeed on a Wisdom saving throw. On a failed save the creature's attack misses and its turn immediately ends as it enters stasis. A creature in stasis is stunned, immune to all damage, and cannot be affected by other spells until the start of its next turn. The creature appears bound by chains that seemingly disappear after the it is freed from its stasis. When the stasis ends, the creature uses its action to make an attack against the space that you were in when you cast the spell, regardless of whether you are there or not.
Projectile. If you target a projectile, make an ability check using your spellcasting ability. The DC equals 10 for non-spell attacks, and 10 + the spell’s level for spell attacks. On a success, the projectile enter stasis until the start of the turn it was launched in. A projectile in stasis cannot be moved and is immune to all damage. The projectile appears bound by chains that seemingly disappear after the it’s bound. When the stasis ends, the projectile continues onward, potentially missing targets that moved out its path


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

Response:
Name: Stasis Mine
Level: 1
School: Transmutation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action To Arm, 1 Bonus Action To Activate
Range: 10 Ft. (10 Ft. Sphere)
Duration: Up To 24 Hours, 1 Round Of Stasis
Components: V, S
Description: You arm a 10 ft. diameter sphere of space in range with a stasis mine. When you detonate the bomb using a bonus action, it causes 2d6 psychic damage and stops the target(s) in time, disallowing them from moving or being moved for 1 round. Velocity from before the target was put in stasis is applied while in stasis, and damage, velocity, force, etc. is applied all at once when the stasis is dispelled.
If the stasis mine is not detonated 24 hours after being armed, it automatically activates. The stasis mine can not be disarmed except by a successful dispel magic cast with a DC equal to the caster's spellcasting DC.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the time mine deals 2d6 more damage per level over 1st.


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

Response:
Name: Static Armor
Level: 0
School: Abjuration
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a metal scrap or tiny metallic object
Description: You touch a willing creature, and an electrical aura surrounds the target until the spell ends. When the creature is attacked by a melee weapon, the attacking creature must make a Constitution saving throw or take 1d8 lightning damage.
The spell ends if the target changes its current armor (if armored), dons armor (if unarmored), or if you dismiss the spell as an action.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


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

Response:
Name: Static Shackles
Level: 4
School: Evocation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a piece of amber or jet worth at least 100 gp
Description: When you cast this spell, choose two creatures you can see within range that are within 30 feet of eachother (You can target yourself as one of the creatures). Both creatures must succeed on a Strength saving throw or become lassoed together with arcs of magical electricity. A willing creature can choose to fail this saving throw. While lassoed together in this way, the two creatures cannot move or be made to move more than 30 feet away from eachother. As a bonus action on your turn, you can cause the connection between the two creatures to surge with electricity, dealing 4d8 lightning damage to one or both of the creatures. Any creatures or objects caught in a 2.5-foot-wide line that spans between the two creatures must make a Dexterity saving throw to avoid taking this damage. For every 5 feet closer the lassoed creatures are together from the initial maximum length of the spell, an additional 1d8 lightning damage is applied to the effect.
If the creatures move closer together, you can use your reaction to shorten the tether, reducing its maximum length.
A lassoed creature can use its action to attempt a Strength check against your spellcasting DC. If both lassoed creatures do so and succeed within one round of eachother, they break free and the spell ends.
If a creature lassoed by this spell teleports to a space outside of the tethered range, it immediately takes the maximum value for the lightning damage and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial distance between the tethered creatures increases by 5 feet for each spell slot above 4th.


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

Response:
Name: Static Shock Strike
Level: 0
School: Evocation
Classes: Sorcerer, Artificer, 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 becomes surrounded by sparks of electricity which chains itself towards the weapon used for this attack that lasts until the start of your next turn. If the target does not willingly move at least 5 feet from the caster before the start of your next turn, the target takes 1d8 lightning damage, and the spell ends.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target on a hit, and the damage the target takes for not moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).


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

Response:
Name: Static Shot
Level: 0
School: Evocation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Round
Components: S, M
Material cost: A thrown weapon or piece of ammunition
Description: As a part of casting this spell, make a ranged weapon attack. On a hit, the target takes an additional 1d4 lightning damage. Additionally, you may choose another target within 10 feet of the first; a spark leaps toward that target, dealing the same amount of lightning damage.
At Higher Levels. The additional damage of this spell increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Additionally, the amount of sparks increases when you reach 5th level (two sparks), 11th level (three sparks) and 17th level (four sparks).


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

Response:
Name: Static Strike
Level: 0
School: Evocation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: 1 Round
Components: S, M
Material cost: a melee weapon worth at least 1 sp
Description: You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and you can cause an arc of lightning to leap from the target to a different creature of your choice that you can see within 10 feet of it, dealing 1d4 lightning damage to the second creature.
At 5th level, the melee attack deals an extra 1d4 lightning damage to the target on a hit, and the lightning damage to the second creature increases to 2d4. Both damage rolls increase by 1d4 at 11th level (2d4 and 3d4) and 17th level (3d4 and 4d4).


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

Response:
Name: Steal
Level: 2
School: Conjuration
Classes: Bard, Ranger, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You attempt to rob a creature you can see within range of one of its possessions. The target must make a Wisdom saving throw. On a failed save, you steal one nonmagical item that the creature is wearing or carrying that isn't armor. This could be a weapon in their hand, a pouch of coins, or even bits of clothing. The stolen item then appears in your hand.


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

Response:
Name: Steal Spell
Level: 3
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, Which Is Taken When A Creature You Can See Casts A Spell
Range: 45 Feet
Duration: Instantaneous, Up To 12 Hours
Components: V, S
Description: You attempt to steal the magic of a spell from a creature as it is releasing it. If the creature is casting a spell of 2nd level or lower, you automatically steal the spell. You can cast this spell normally without expending a spell slot once within the next 12 hours or until you take a long rest, whichever comes first, after which the stolen spell is lost.
To steal a 3rd level spell or higher, you must succeed on your spellcasting ability modifier saving throw with a DC of 10 + the spell's level. Upon success, you steal the spell.
You may only hold on to one newly stolen spell at a time. If you successfully steal another spell within 12 hours of the initial cast or before taking a long rest, that spell is replaced with the new spell you just stole. After 12 hours have passed or after taking a long rest, provided you have not cast the stolen spell during that time, you gain the spell to use as if you had learned it naturally, requiring the appropriate spell slots and/or components in order to be cast, and you may steal another spell again without overwriting the previous one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may steal spells of a level one lower than the level of the spell slot spent without needing to make a saving throw


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

Response:
Name: Steal Voice
Level: 4
School: Enchantment
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: S
Description: With a silent motion of your hand, you seek to sunder the vocal chords of a creature in range that you can see. The target must succeed on a Intelligence saving throw or become unable to speak understandably for the duration. The creature can still make unintelligible vocal sounds, but cannot communicate in any known language, and cannot cast any spell which has a verbal component (V). At the end of each of its turns, the creature can repeat its Intelligence saving throw, ending the effect on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th


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

Response:
Name: Steel Body
Level: 9
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: S
Description: You transform yourself into living steel, increasing your weight by a factor of 10 and gaining the following benefits:
Your armor class can't be less than 20, regardless of what kind of armor you're wearing.
You do not need to breathe.
You have immunity to fire, lightning, and poison damage, as well as resistance to nonmagical bludgeoning, piercing, and slashing damage that isn't from adamantine weaponry.
You become immune to the paralyzed, petrified, and poisoned conditions.
Your unarmed strikes deal 1d12 bludgeoning damage, unless they already deal more damage.
You can add your spellcasting ability modifier to ability checks or saving throws using Strength or Constitution, as well as to attack rolls using Strength. When you hit with an attack using Strength, you deal 2d12 additional force damage.


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

Response:
Name: Steelcurse
Level: 9
School: Necromancy
Classes: Cleric
Casting time: 1 Action
Range: 60 Feet
Duration: Until Dispelled
Components: V, S
Description: May every blade be your bane.
A creature that you can see within range must succeed on a Wisdom saving throw or be affected with a dire curse. The curse has the following effects:
The target is stripped of any immunity or resistance it possesses to bludgeoning, piercing, and slashing damage, nor can any spell or magical effect grant the creature immunity or resistance to bludgeoning, piercing, and slashing damage.
The target has vulnerability to bludgeoning, piercing, and slashing damage.
Any magical healing the target receives is halved.
This spell can only be dispelled by a dispel magic or remove curse cast with a 9th-level spell slot or by a wish spell.


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

Response:
Name: Steelskin
Level: 6
School: Abjuration
Classes: Bard, Cleric, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: an ingot of high-quality steel that costs 50 gp; is made from bone ash and magnetite and tempered with blood; and is consumed by the spell
Description: You touch a willing creature and give its skin the ability to deflect glancing blows. Until the spell ends, the target has immunity to all damage unless it takes 15 or more damage from a single attack or effect, in which case it takes that damage as normal. Any damage that fails to meet or exceed this damage threshold is considered superficial and doesn't reduce the target's hit points.


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

Response:
Name: Stellar Conflagration
Level: 5
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: Action
Range: Self
Duration: 10 Rounds,Concentration
Components: V, S
Description: You create 5 spheres of fire on your back,costing a action to cast them, which can be used in various ways,they stay behind your back until you decide how to use them, they can be used in 3 ways:
You can use it as a defensive spell where the spheres form a fire shield to defend physical attacks,reducing half the damage and with the attacker taking 1d8 fire damage for each defended attack, costing a reaction
You can attack using each of them individually with a range of 30 feet,A beam of fire streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 fire damage, costing a bonus action to launch an attack with one of them
You can merge the 5 into a concentrated sphere, with 2 means of attacking: launch a 30-foot cone or a 100-foot continuous line that burns everything in its path, all the creatures must make a dexterity saving throw. On a failed save, a creature takes 10d10 of fire, costing a action to launch this attack,when you use this attack the spell ends

At Higher Levels. The spell change color to red or blue(you choose),Red expands the range of the spheres and cone to 5 feet and with the line up to 10 feet by each level and with blue increasing the defense damage for 1d8 every 2 levels, each sphere deals an additional of 1d6 and with the concentrated sphere dealing an additional 1d10 every level.


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

Response:
Name: Step
Level: 3
School: Conjuration (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 150Ft
Duration: Instantaneous
Components: V
Description: You teleport yourself to an unoccupied space you can see within range. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may take an additional creature for each slot level above 3rd.


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

Response:
Name: Step Into Darkness
Level: 1
School: Evocation
Classes: Artificer, Bard, Ranger, Warlock
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V
Description: Upon casting this spell, for 1 minute you may step into any space which is either completely dark or dimly lit and use one foot of your movement to instantly appear at the nearest space of similar lighting within 20ft. Each teleportation is instant and invisible.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you increase the distance maximum distance between darkness by 10ft.


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

Response:
Name: Step of Respite
Level: 2
School: Evocation
Classes: Bard, Cleric
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: Choose one creature that you can see within range to regain hit points equal to 1d6 + your spellcasting modifier. The creature is then physically moved up to 10 feet in a direction you choose, and this movement does not provoke opportunity attacks. If the target is an unwilling creature, it can make a Wisdom save, and on a success is not moved by this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance moved increases by 10 feet for each slot level above 2nd