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

Response:
Name: Animate Plants
Level: 7
School: Transmutation
Classes: Druid
Casting time: 1 Action
Range: 60 Feet
Duration: 8 Hours
Components: V
Description: You imbue plants with mobility and a semblance of life. Choose up to eight nonmagical plants within range; Large plants count as two targets, and Huge plants count as four. You can't animate any plant larger than Huge, or target plant creatures. Each target plant animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points, after which it reverts to its original plant form. A creature animated this way gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the animated plant, such as the statistics for the awakened shrub or the awakened tree.
The animated plants are friendly to you and your companions. In combat, the group of animated plants shares your initiative count, but it takes its turn immediately after yours. As a bonus action, you can mentally command any creature you animated with this spell if the creature is within 500 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). 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. Once given an order, the creature continues to follow it until its task is complete. If you issue no commands, the creature takes the Dodge action and uses its move to avoid danger.
At Higher Levels. If you cast this spell using a spell slot of 8th level or higher, you can animate two additional plants for each slot level above 7th.


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

Response:
Name: Animate Rope
Level: 1
School: Transmutation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Ft
Duration: 1 Round
Components: V, S
Description: You animate an inanimate rope-like object, such as string, yarn, cord, line, rope, or cable of up to 50 feet or a maximum of 10 lbs.
You may give your rope simple movement and shaping instructions, such as: "Move one end up 30 ft in a vertical line, loop over that branch twice, and knot yourself."
The rope itself does not deal damage but can be used as a trip line, or noose-like object.
If the rope is used to restrain a creature, you may attempt a special grapple.
Make a spell attack contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell's duration increases by 1 round for each slot level above 1st


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

Response:
Name: Animate Shadow
Level: 1
School: Necromancy
Classes: Bard, Cleric, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: Piece of coal, Candle
Description: You bring to life the shadow of a creature you can see within range. The target must make a Wisdom saving throw: On a failed save, their shadow animates into a malevolent attacker. For the duration of the spell, the shadow stays attached to the target, sharing its space and constantly assailing the target, granting advantage on all attacks against it. In addition, the shadow deals 1d6 necrotic damage at the beginning of each of the target's turns. At the end of each turn, the target can attempt a Wisdom saving throw to dispel the shadow and end the effect


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

Response:
Name: Animate Skeleton
Level: 3
School: Necromancy (Ritual)
Classes: Wizard
Casting time: 1 Minute
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a pinch of bone dust
Description: Create a skeletal undead servant. Choose a pile of bones of a Medium or Small humanoid within range. Your spell imbues it with life, raising it as an undead creature. The target becomes a skeleton (the GM has the creature's game statistics).
On each of your turns, you can use a bonus action to mentally command one creature you made with this spell if the creature is within 120 feet of you. 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 or until you give it a different command.
If you are a bone collector, you must collect one of the small bones of the skeleton, and keep it with you, to command it and keep it under your control.
If you are a wizard, the skeleton is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the skeleton for another 24 hours, you must cast this spell on the skeleton again before the current 24-hour period ends.


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

Response:
Name: Animate Undead Worker
Level: 4
School: Necromancy
Classes: Cleric, Wizard
Casting time: 1 Minute
Range: Self, 10 Feet
Duration: Instantaneous
Components: V, S
Description: This spell counts as Animate Dead in the terms of class features and other spells.
Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse.
You can use your bonus action to command any undead created by this spell as if they were created by Animate Dead.
Any undead created by this spell will remain under your control for his life, but it can't fight or harm any living creature by any means, instead it becomes proficient in Strength, Dexterity or Constitution saving throws revolving manual work.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you animate three additional undead creatures for each slot level above 4th. 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: Annihilation
Level: 9
School: Evocation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You tear a hole in the very fabric of space and time. This spell is a conversion of the one in "Return to the Temple of Elemental Evil".
Using an incredible blast of force, you tear a temporary hole in the fabric of reality. This hole takes on the form of a sphere of annihilation. You control the sphere as if you possessed a talisman of the sphere. At the end of the duration, the hole seals itself and the sphere disappears, leaving a path of destruction in its wake


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

Response:
Name: Anointment
Level: 2
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: 30 Ft
Duration: Instantaneous
Components: V, S, M
Material cost: Holy water
Description: You call upon a higher level of divine power.
As an action you are able to empower the uplifting forces of the bless spell. While bless is active, the boosting die is upgraded from 1d4 to 1d6.
At Higher Levels.
When you cast this spell using a spell slot of 4th level or higher, the bonus increases by 1 die size for every two spell levels above 2nd. (d6->d8->d10->d12)


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

Response:
Name: Anpumose's Amazing Arid Assault
Level: 4
School: Necromancy
Classes: Cleric, Wizard
Casting time: 1 Action
Range: Self (120 Foot Cone)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A pouch of sand
Description: A blast of sand emerges to form a cone of death. Each creature in a 120-foot cone must make a Constitution saving throw. A creature takes 4d8 necrotic damage on a failed save and must make a second Constitution saving throw, gaining a level of exhaustion on a second failed saved, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher the damage increases by 1d8 for each slot level above 5th.


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

Response:
Name: Anti-Fireball
Level: 3
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Reaction
Range: 200 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a tiny ball of mud or clay
Description: A dark streak flashes from your pointing finger to a point you choose within range then blossoms with a soft hum into an implosion of mist. Each creature in a 20-foot radius gain temporary shield to fire damage equal to 10d6 fire damage until the start of your next turn. The mist spreads around corners. It douses flames in the area and prevents igniting of flammable objects in the area until the start of your next turn. Anti-Fireball cannot be targeted by Counterspell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage shield increases by 2d6 for each slot level above 3rd.


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

Response:
Name: Antimagic Blast
Level: 6
School: Abjuration
Classes: Cleric, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: A pinch of powdered iron or iron filings
Description: You fire a bolt of antimagic at an enemy. Make a ranged spell attack against a creature within range. On a hit, that creature must make a saving throw of their spellcasting ability score, taking 3d10 psychic damage on a failed save, or half as much on a successful save (If they have multiple spellcasting ability scores they may choose one, if they have no spellcasting ability scores they automatically succeed their saving throw). Additionally, if they fail their saving throw they become unable to cast spells of 6th level or lower for the duration.
At Higher Levels. When you cast this spell using a spell slot of 7th or higher it deals 1d10 more damage for each slot level above 6th, and the creature can't cast spells of this spell's level or less


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

Response:
Name: Antimagic Blast, Variant
Level: 6
School: Abjuration
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (30-Foot Cube)
Duration: Instantaneous
Components: V, S, M
Material cost: a mithral coin
Description: A blast of disruptive magic fires outward from you. All spells of 5th level or lower affecting each creature or object within a 30-foot cube originating from you end. For each spell of 6th level or higher, roll a d20 + the spell's level. If the result is less than your spell save DC, that spell ends. Any creature or object in the blast capable of casting spells or producing magical effects is rendered unable to do so until the end of your next turn, unless that object is an artifact or that creature is a deity.
If a creature concentrating on a spell is caught in the area, it must make a Constitution saving throw against your spell save DC to maintain concentration on the spell. If the creature fails the saving throw, they take 1d10 psychic damage per level of the spell they were concentrating on (minimum 1 damage for a cantrip) and and lose concentration on the spell.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the antimagic blast automatically ends the effects of spells on targets in the area if those spell's levels are equal to or less than one less than the level of the spell slot used.


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

Response:
Name: Antimodes Greater Fireball
Level: 6
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action.
Range: 150 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a small piece of sulfur and a shard of ice
Description: A shot of energy erupts from your finger to a point within range, exploding into a blazing purple ball infused with both freezing cold and sweltering heat. Each creature in a 20-foot radius must make a Dexterity saving throw. On a failed save, a target takes 5d6 cold damage and 5d6 fire damage, and their movement speed is reduced by 10 for 1 minute. They may make a Constitution saving throw at the start of each of their turns, ending the effect on a success. On a successful save, they take half as much damage, and their movement speed is not reduced.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both the cold and fire damage increase by 1d6 for each slot level above 6th.


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

Response:
Name: Apocalypse from the Sky
Level: 9
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: Special (See Text)
Range: Special (See Text)
Duration: Instantaneous
Components: V, S
Description: One of the evilest and most destructive spells a creature could cast.
Calling on the darkest forces in all existence, this spell rains death and ruin from the sky. It is known to level forests and wipe out cities. Not even the caster is safe.
All creatures and objects in the area are dealt 20d12 necrotic damage, which ignores all resistances and immunities. The caster is also subject to the damage.
This spell requires at least one minute's casting to have any effect at all. If used after one minute of casting (or the caster is interrupted), it has an area of 1 mile. Each additional minute above this (up to 10 minutes total) increases this by another mile. Thus, after 1 minute, the radius would be 1 mile, after 2 minutes, 2 miles, etc.
While this spell is being cast, a large, dark beacon forms directly above the caster, marking the sky with black clouds which crackle with purple lightning. This is visible to a distance of 20 miles from the caster.
--this was edited because it seemed very underpowered in my opinion for what it is said to do. If, by level 20, this was cast, almost no PC would be killed by this, as the max damage it would have been able to do was 120. The damage I put in will do more, but not instakill. if the PC was damaged beforehand it would almost certainly kill them, hence the more disastrous threat.


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

Response:
Name: Apocryphic Zone
Level: 6
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: 1 Minute
Components: V, M
Material cost: ashes
Description: Choose a target with a soul. It makes a wisdom saving throw. If it fails, you and your target's souls enter the immaterial plane of Apocrypha. If you or your target dies while in Apocrypha, the survivor gains 3d8 temporary hit points and exits immediately. Apocrypha cannot be ended until one member dies or the duration ends.
While souls remain in Apocrypha, bodies become brittle and are vulnerable to all forms of physical attack, but immune to all forms of magic. Their saving throws always fail and attacks are made with advantage against them.
Apocrypha is a realm of enhanced magic. Those inside apocrypha are vulnerable to all forms of magic, but immune to all conditions from within Apocrypha. Any spells cast by those within Apocrypha are cast with advantage, and saving throws with disadvantage. Spells can be cast at any range and ignore cover, but cannot affect the real world. While in Apocrypha, a bonus action can be used to cast a spell. Spells do not require any components to cast, and rituals can be used instantly. Unlimited concentrations can be held, and spell durations can be increased or decreased at a caster's will.

At the start of each turn, those inside Apocrypha other than the caster suffer 2d8 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot higher than 6th, you can choose another target and deal an extra 2d8 necrotic damage per turn for each level higher than 6.


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

Response:
Name: Apogee
Level: 9
School: Transmutation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S
Description: You prepare a wellspring of energy to empower your next spell. As part of the same action, you can cast a spell with a cast time of 1 action that has any number of dice rolls that are required as part of the spell, such as a damage roll. The spell does not require you to expend a spell slot and can be cast at any spell slot level of 8th level or lower, though you must still provide any other components to the spell.
When the spell is cast, all dice rolls made as part of that spell that are used to determine a value such as damage dealt or hit points restored automatically take effect for the maximum amount. For example, if a spell specifies to deals 2d6 damage, it instead deals 12 damage. This effect persists for the full duration of the spell that is cast, and applies to all damage rolls made for its duration.


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

Response:
Name: Apotheosis
Level: 6
School: Transmutation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: You endow someone with arcane might and prowess. Until the spell ends, they gain the following benefits:
The target gains advantage on Charisma (Intimidation) checks.
The target's flying speed increases by 40 feet.
The target gains a +4 bonus to AC and Saving Throws.
When they take an action, they can instead choose to use their bonus action.
At Higher Levels When you cast this spell using a spell slot of 9th level, the bonus to AC and saving throws increases to +6 and the flying speed increases by an additional 20 feet.
Immediately after this spell ends, the target must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion


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

Response:
Name: Aqua Axe
Level: 3
School: Transmutation
Classes: Druid
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 3 Minutes
Components: S, M
Material cost: one ounce of water, which the spell consumes
Description: Your hand (or another appendage) is engulfed in water held in place by a magical field in the shape of an axehead. When this spell is in effect your unarmed strikes deal 1d8 slashing damage. This water is nonmagical and is affected by extreme heat, spells or magical effects that destroy water.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the axehead becomes larger. For each spell slot level above 3 add +1 to the slashing damage. When you cast this spell using a spell slot of 7 or higher, the water is replaced with lava and deals an extra 1d6 fire damag


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

Response:
Name: Aqua Push
Level: 0
School: Transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: You move a packet water from a water source within range and hurl it to splash into a creature within range. For the purpose of this spell, a water source is a continguous body of water comprised of at least 5 cubic feet.
One creature you designate within 60 feet of the water source must succeed on a Strength saving throw or take 1d6 bludgeoning damage. On a failed save, roll 1d4 to determine what effect affects the target:
1. Nothing.
2. The target's movement speed is decreased by 10 until the end of your next turn.
3. The target is pushed 10 feet away from the water source.
4. The target is knocked prone.
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: Arachnid Transformation
Level: 4
School: Transmutation
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: the shed skin of a spider
Description: With a guttural hiss, you take on the features of arachnids. You gain the following benefits until the spell ends:
Tremorsense. You gain tremorsense out to 20ft.
Spider Climb. You have a climbing speed equal to your walking speed, which increases by 10ft. In addition, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Spider Bite. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can deliver a deadly bite. This attack uses your choice of Strength or Dexterity for hit and damage rolls, and deals 1d8 piercing damage plus 1d8 poison damage on a hit. Additionally, a creature hit by this attack must make a Constitution saving throw against your spell save DC or become poisoned until the end of their next turn. While poisoned this way, a creature is incapacitated.
Web Sling. You can cast Web without expending a spell slot, a number of times equal to half the level of the spell slot used to cast this spell. In addition, you are unaffected by the webs you create.


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

Response:
Name: Arc
Level: 0
School: Evocation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: the ground, a grounded object, or a body of mass no smaller than 100 feet on a side
Description: You draw an arc of lightning between the material component and the tips of your fingers, then sweep it out towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 lightning damage. If you roll a 5 or higher on one or more of the damage dice, the lightning leaps to a second creature you can see within 20 feet of the original, and you can make a second ranged spell attack against the new target. If you roll a 6 on one or more of the damage dice for the second strike, the lightning leaps again towards a third creature you can see within 10 feet of the second, and you can make a third ranged spell attack against that target. The arc cannot target a creature more than once or target more than three creatures.
Even when using a spellcasting focus to replace this spell's material component, you must always use a free hand to perform the somatic component. You do not have to wield your spellcasting focus for this purpose; you can draw the arc from a staff slung across your back or a crystal in your pocket.
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: Arc Bolt
Level: 1
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: A crackling blue bolt of arcing electricity fires out from your palm towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 lightning damage immediately and the residual energy detonates in a static shockwave at the start of the target's next turn, forcing each creature in a 10-foot-radius sphere centered on the target to make a Dexterity saving throw successfully or take 1d8 lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage (both initial and secondary) increases by 1d8 for each slot level above 1st.


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

Response:
Name: Arc Bolt Grenade
Level: 3
School: Transmutation
Classes: Ranger
Casting time: 1 Action
Range: 60 Feet (10 Foot Cube)
Duration: Instantaneous
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 grenade that creates a 10 ft cube. Each target in a 10ft cube must succeed on a Dexterity saving throw against your spell casting DC. A target takes 3d8 lightning damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 3rd.


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

Response:
Name: Arc Bolt Grenade, Variant
Level: 1
School: Transmutation
Classes: Warlock
Casting time: 1 Action
Range: 60 Ft (10Ft Cube)
Duration: Instantaneous
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 grenade that creates 10ft cube. Each target in the 10ft cube must succeed on a Dexterity saving throw against your spell casting DC. A target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each slot level above 1st.


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

Response:
Name: Arcana Rune
Level: 3
School: Transmutation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You channel the magic of the weave and a rune depicting the school of enchantment appears on your body. You gain the following benefits for the duration:
You have advantage on saving throws made against magic.
The first weapon attack you make each turn deals 2d6 additional force damage


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

Response:
Name: Arcane Arrow
Level: 1
School: Transmutation
Classes: Warmage Spells, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, M
Material cost: a ranged weapon
Description: You imbue your ranged weapon with arcane energy, causing it to crackle at the seams with power. The next time you successfully hit a ranged weapon attack with it before the spell's duration ends, the projectile explodes violently. Every creature within 5 feet of the target, including the target itself, must make a Dexterity saving throw, taking 2d6 force damage on a failed save, or half as much on a successful one.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for every level above 1st


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

Response:
Name: Arcane Attraction
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Components: V, S
Description: Arcane energies lash out to drag a Medium or smaller target that you can see within range closer to you. The target is pulled to the closest unoccupied space adjacent to you. If you target a Small or smaller object, you can catch it. If you target a creature, it can make a Strength saving throw to resist this effect. If there is not an open space beside you, the target bumps into whatever blocks its path, and takes 1d4 bludgeoning damage if it would otherwise not take damage from touching that obstacle. If the target is a creature that is adjacent to you and it fails its save, it takes the damage instead of getting pulled.
This spell's range and its damage against creatures increase by 5 feet and 1d4 when you reach 5th level (15 feet, 2d4), 11th level (20 feet, 3d4), and 17th level (25 feet, 4d4


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

Response:
Name: Arcane Blade
Level: 0
School: Transmutation
Classes: Artificer, Bard, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Action
Components: V, S, M
Material cost: a melee weapon
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. You can use your spellcasting ability instead of Strength for the attack and damage rolls of the melee attack you make with this spell. On a hit, the target suffers the weapon attack’s normal effects plus an extra 1d4 force damage. The additional damage persists for any subsequent attacks made this round. Attacks made with this spell are affected by Features such as Extra Attack.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target on a hit, and the extra damage the target takes increases to 2d4. Both damage rolls increase by one die at 11th level (2d8 and 3d4) and again at 17th level (3d8 and 4d4)


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

Response:
Name: Arcane Blast
Level: 0
School: Evocation
Classes: Artificer, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: S
Description: The caster gathers arcane energy in their hand and then releases it in a strong blast in front of them. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 force damage and be pushed 10 feet away from you.
At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6) and 11th level (3d6). At 17th level, the target is also knocked prone on a failed save.


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

Response:
Name: Arcane Bolt
Level: 0
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You launch a bolt of magical energy that follows its target before exploding on them. Choose a creature within range. It takes 1d4 force damage.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


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

Response:
Name: Arcane Crush
Level: 1
School: Transmutation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You begin to crush one target you are already holding in place. Choose one creature that you are currently keeping paralyzed, such as through the hold person spell. They take 3d6 bludgeoning damage, and have disadvantage on their next saving throw against whatever effect is keeping them paralyzed.
At Higher Levels. When cast at 2nd level or higher, increase the damage by 1d6 for every level above 1st.


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

Response:
Name: Arcane Deflection
Level: 0
School: Abjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, Which You Take When A Ranged Spell Attack Targets A Creature You Can See Within Range
Range: 10 Feet
Duration: Instantaneous
Components: V, S
Description: With a wave of your hand, you create a barrier of arcane energy. You impose disadvantage on the triggering attack.


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

Response:
Name: Arcane Explosion
Level: 3
School: Evocation
Classes: Sorcerer
Casting time: 1 Action
Range: 150 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a tiny ball of hawk guano and magnesium
Description: A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of arcane energy. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a target takes 3d6 force damage and 3d6 thunder damage and is pushed 10 feet away from center of spell. On a successful save, the target takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet away from you by the spell’s effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the force 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: Arcane Grenade
Level: 2
School: Conjuration
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a miniature facsimile of a pineapple cast from iron
Description: You conjure an orb of unstable arcane energy in your hand hand and lob, roll, or skip it to a point on the ground within range. The orb detonates at its destination with a loud boom which can be heard up to 300 feet away. Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 4d6 force damage on a failed save, or half as much on a successful one. Prone creatures make this save with advantage.
A creature within 5 feet of the orb may use its reaction to voluntarily dive on top of the grenade. Such a creature automatically fails its save and takes double damage from the spell, but negates the spell's effect on all other creatures within the spell's range.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.


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

Response:
Name: Arcane Juggernaut
Level: 3
School: Abjuration
Classes: Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You are able to grant yourself resistance to one of the following damage types: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, or thunder damage.
As a reaction to taking damage of the chosen type from a creature within 120 ft of you, you can choose to end this spell and reflect the damage back at them. Reduce the damage taken from this effect by 5d6, after resistance. If it would reduce the damage taken to 0, make a ranged spell attack against the target. On a hit, they take the damage they would have dealt.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can choose 1 additional damage type, and roll an additional 1d6 when reducing damage, for each slot level above 3rd.


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

Response:
Name: Arcane Mark
Level: 1
School: Divination (Ritual)
Classes: Cleric, Wizard
Casting time: 1 Action
Range: Touch
Duration: Until Dispelled
Components: V, S
Description: Choose one creature or object. You establish a permanent link with the subject in your mind, and leave your sigil or mark upon it. At your option, the mark may be invisible, but any creature that can cast spells can always see the mark. Note that an unwilling creature cannot have this mark placed upon it.
You can at any time spend an action to determine the direction and general distance of the subject, as well its physical condition. More information can be learned, depending upon the nature of the subject. If the subject is a coin, you know whose possession it's in. If a door, you know the last person to have touched it. If a living creature, you learn its current mental state (angry, frightened, happy, asleep, etc). More information may be available at the DM's discretion.
You can mark a maximum number of subjects equal to 3 + your spellcaster ability modifier. You can as an action dismiss any mark you have placed regardless of distance


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

Response:
Name: Arcane Runes
Level: 1
School: Conjuration
Classes: Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Hour
Components: V, S
Description: Create up to three magical, invisible runes on one or more creatures within range to make them easier for you to detect and strike. The target creatures are not aware the runes are placed on them, and the runes appear visible only to you. Anyone casting detect magic will see the runes clearly, and casting dispel magic on any of the affected targets will dispel this effect on all targets.
While a target bears this rune, you can detect its location anywhere within a range of up to 500 feet, to an accuracy of 5 feet. In of itself, this is not accurate enough to negate the effect invisibility has on attack rolls.
Whenever you cast a spell that requires you to make an attack roll against a target with one of these runes, you can destroy one rune to gain advantage on your attack roll.
If you cast magic missile targeting a creature with one of these runes, you can destroy one rune to gain a +4 bonus on the damage roll of one dart. You can destroy any number of runes to affect the same number of darts.
At Higher Levels. When you cast this spell using a spell slot of 2nd level. You can place one additional rune, it then scales up to two additional at 3rd level, three additional a 4th level and four additional at 5th level. You can not cast it higher than 5th level.
Also see spell Flash step (5e Spell), Runic Blink (5e Spell) & Arcane Bolt (5e Spell


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

Response:
Name: Arcane Shield
Level: 3
School: Abjuration
Classes: Bard, Cleric, Paladin, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A silver hand mirror worth at least 50 GP, or a bundle of ritualistic herbs worth at least 50 GP
Description: You touch a willing creature and grant them resistance to damage from spells for the duration of this spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level the duration increases to 10 minutes. When you cast this spell using a spell slot of 5th level, the duration increases to 1 hour. When you cast this spell using a spell slot of 7th or higher, the duration increases to 8 hours and does not require concentration


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

Response:
Name: Arcane Shroud
Level: 2
School: Abjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: A veil of arcane magic covers your body, giving you resistance to nonmagical slashing, bludgeoning, and piercing damage.


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

Response:
Name: Arcane Sight
Level: 3
School: Divination
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. These magical auras surround magic items and other sources or conduits of magic such as other spellcasters.
You know the location and power of all magical auras within your range of this spell. An aura's power depends on a spell's level or the effect that the magic item produces (the rarer the item, the stronger the aura produced). If an item or creature bearing an aura is within 120 feet of you, you know the school of magic involved in each object and the maximum spell slot level the item or creature can produce.
If you focus on an object, you can determine what that object can do as per the identify spell. If you focus on a creature, you can determine if that creature has a spellcasting feature such as a lich or other magical abilities such as a quasit's ability to turn invisible. To do so, you must succeed on an Intelligence (Arcana) skill check with a DC of 10 + the following depending on the object's rarity: +2 for a common item, +4 for an uncommon item, +6 for a rare item, +8 for a very rare item, +10 for a legendary item and +15 for artifacts. For a creature, the DC is equal to 10 + the creature's highest level spell slot or the creature's CR; whichever is higher. Any creature with a CR of less than 1 is treated as having a CR of 0 when determining the DC of the Arcana skill check.
Arcane sight can be made permanent with a permanency spell


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

Response:
Name: Arcane Smite
Level: 1
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Attack Action
Range: Touch
Duration: Instantaneous
Components: S
Description: Upon successfully scoring a hit with a melee weapon, you can immediately cast this spell to enhance the damage of the attack, dealing an additional 2d8 damage. The damage type is either elemental (acid, fire, cold, lightning, or thunder), or is a simple enhancement of weapon damage. If you have multiple attacks from features such as extra attack, they also gain the enhanced damage provided, at the cost of another spellslot.

At Higher Levels. When you cast this spell from a slot of second level or higher, you increase the bonus damage by 1d8 for every spell slot above 1s


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

Response:
Name: Arcane Sneak Attack
Level: 0
School: Evocation
Classes: Bard, Druid, Sorcerer
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Round
Components: S
Description: Charge a weapon with mischievous energy to make Sneak Attacks more deadly.
You touch a weapon within range and infuse it with mischievous energy to better exploit a foe’s open defenses. The next time that weapon is used to make an attack it deals an additional 1d4 force damage on a successful hit. If that attack would be considered a Sneak Attack (see Player's Handbook: Rogue for details) it adds 1d6 instead.
The effect is lost at the end of your next turn or after an attack with the weapon is made, regardless of if the attack was successful or not


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

Response:
Name: Arcane Sphere
Level: 2
School: Conjuration
Classes: Sorcerer, Warmage, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a bit of arcane dust, a pinch of magnet, and a dusting of powdered of magnesium
Description: You conjure a movable sphere of pure arcane energy.
A 5-foot-diameter sphere of pure magical energy appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 force damage on a failed save, or
half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you move the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd


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

Response:
Name: Arcane Storage
Level: 4
School: Transmutation
Classes: Wizard
Casting time: 5 Minutes
Range: Self
Duration: 1 Week
Components: V, S, M
Material cost: a gem worth at least 100 gp
Description: You store a spell for later use, also allowing other creatures to cast it. Casting this spell allows the user to choose any other spell they have prepared of first level. The spell is stored within a small gem. Any creature who possesses the gem can cast the spell. The spell’s spellcasting ability and save DC, if any, are the same as the initial caster’s.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher, the level of spell stored increases by one per level and the minimum gem value increases by the following formula: 100 gp multiplied by the spell's level squared


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

Response:
Name: Arcane Strength
Level: 1
School: Transmutation
Classes: Cleric, Druid, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: Any rock dust
Description: Until the spell ends you gain the following benefits:
You can use your Spellcasting modifier in place of your Strength modifier when making attacks that use Strength, Strength checks, and Strength saving throws.
You determine the distance you can jump and the weight you can carry using your spellcasting modifier in place of your Strength modifier and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
When the spell ends, you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you


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

Response:
Name: Arcane Strike
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S, M
Material cost: a melee weapon
Description: You brandish the weapon used in the spell's casting and use it to make a magical strike. Make a melee spell attack against a single target. On a hit, the target takes 1d12 force damage.
The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12)


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

Response:
Name: Arcane Tether
Level: 1
School: Conjuration
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: 8 Hours
Components: S, M
Material cost: A small string
Description: You conjure a rope connecting two points. Choose two objects or creatures within range (You can chose to target yourself). If the targets are within 60 feet of each other, a magical tether links them together. An unwilling target can make a dexterity saving throw, ending the effect on a success. When tethered, the targets cannot be moved beyond 60 feet of each other, as a magical rope holds them back. This rope also breaks falls, can be swung on, and be used to pull either target. When you cast the spell, and as a bonus action on each of your turns, you can choose to expand the rope up to 60 feet, or contract it up to 10 feet. A creature can use its action to break the rope by making a strength check, contested by your spell save DC. On a success, the tether is broken and the spell ends. You can end the spell early as a bonus action.
You can have up to two tethers created by this spell at a time. If you cast this spell a third time, you must dismiss another tether you have created.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the maximum rope length by 10 feet for each level used.


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

Response:
Name: Arcane Warp
Level: 0
School: Conjuration
Classes: Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: S
Description: You distort space, moving a willing target in range anywhere else within range.
This spells range increases by 10 feet when you reach 5th level (40 feet), 11th level (50 feet), and 17th level (60 feet).


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

Response:
Name: Arctic Tempest
Level: 9
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: Sight
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A blown glass orb filled with oil and chips of porcelain
Description: You summon the great power of the arctic storms, freezing
and burying your enemies. Cold, grey clouds gather around a
point you can see, spreading out to radius of 300 feet.
Howling cold, biting winds and freezing gales pound
everything in the radius. Each round you concentrate on the
storm it intensifies until it ends. The effects of the storm are
cumulative, so that each round a creature in the storm suffers
all effects from the previous rounds as well. If a creature starts
its turn in the spell's area and is concentrating on a spell, the
creature must make a successful Concentration check against
your spell save DC or lose concentration.
Round 1 Blasts of howling cold fill the area, chilling creatures
to the bone and hampering movement. Creatures entering the
spells area for the first time, or starting their turn in the spells
area and not inside an appropriate shelter must make a
Constitution saving throw. If it fails, the creature takes
3d6 cold damage, and that creature becomes impeded by the
wind and its speed is reduced to half. A creature must make a new saving throw at the start of their turn if they succeeded the previous one, and will only be fully safe outside of the spell's radius.
Round 2 Darkness descends as the clouds cover the sky and
the intense precipitation begins to fall. The entire area of the
spell becomes dark, and walking is even more difficult, since the storm is intensifying everyone in the storm's area walks 5 feet less. In addition to the conditions above, if the
creature fails its Constitution saving throw for starting or entering the
spells area for the first time, or has already failed, they become
deafened until they leave the spell's area, due to the winds getting stronger. Talking right next to someone's ear, may or may not be heard, and it is up to the DM how to rule this situation.
Round 3-7 Snow begins to fall at a tremendous rate, covering
everything in a thick, wet blanket. 1 inch of snow accumulates per
round. In addition to the effects above, if a creature fails the
saving throw, or has already failed, they become paralyzed, covered in a layer of ice.
They can use their action to try to force their way through their freezing body, by succeeding on a Strength saving throw, and freeing themselves from being paralyzed.
Rounds 8-10 A layer of freezing precipitation falls, encrusting
everything in ice. Movement is hampered such that no one can move within the area, nonmagical fires are extinguished, fire damage is halved, and cold damage is doubled.
A creature killed by this spell becomes a frozen statue until it thaws.


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

Response:
Name: Argent Blessing
Level: 1
School: Transmutation (Ritual)
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Touch
Duration: Up To 1 Hour
Components: V, S
Description: You touch a non-magical weapon. For up to 1 hour, this weapon will have all the properties of a silver weapon with regard to damage resistances and immunities of enemies. This spell can be cancelled by the caster at any time on their turn with no action required.


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

Response:
Name: Armor of Flesh
Level: 6
School: Necromancy
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: You touch an undead creature at least one size category larger than you and merge into its body for the duration. An unwilling creature that succeeds on a Wisdom saving throw is unaffected and can't be targeted again by you for 24 hours. While merged, you assume the game statistics of the target, including its Hit Dice and current hit points, but use your own class features and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the target. You can't use any of the legendary actions or lair actions of the target.
The spell ends if you drop to 0 hit points while merged. When the spell ends, you return to the number of hit points you had before you merged, and you choose to either exit the target and appear in a space within 5 feet or to remain within the target's corpse. While within the target's corpse, you have total cover and are restrained, and can exit as a bonus action.
At Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.


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

Response:
Name: Armor of Othrys
Level: 1
School: Abjuration
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Touch
Duration: 10 Minutes
Components: V, S, M
Material cost: a single flaming torch
Description: The creature you touch glows with an aura that resembles moving spectral magma, creating an ablative shield. The target gains temporary hit points equal to 4 + your spellcasting ability modifier. In addition, if the target is hit with a melee attack whilst it has temporary hit points granted by this spell, the attacker takes 1d6 fire damage if it is within 5 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 5 for each slot level above 1st


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

Response:
Name: Armor of Prometheus
Level: 1
School: Abjuration
Classes: Warlock
Casting time: 1 Action
Range: Self
Duration: 1 Hour
Components: V, S, M
Material cost: a source of fire
Description: A protective magical force surrounds you, manifesting as a spectral flame that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while these temporary hit points remain, the creature takes 5 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the fire damage increase by 5 for each slot level above 1st


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

Response:
Name: Armor of Thorns
Level: 1
School: Conjuration
Classes: Druid, Ranger
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S, M
Material cost: a rose's thorn
Description: You touch a willing creature and cause thorny vines to grow over its body. For the duration, whenever a creature within 5 feet hit you with a melee attack, you can use your reaction to force that creature to succeed on a Dexterity saving throw or take piercing damage equal to your spellcasting ability modifier.


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

Response:
Name: Army of the Dead
Level: 5
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (40 Foot Radius)
Duration: 1 Minute
Components: V, M
Material cost: a piece of flesh, a drop of blood and a little dirt from a grave
Description: You raise all corpses within 40 feet of you into ghouls. If there are no corpses around or not enough for the spell the remaining ghouls rise up from the ground around you if possible. You may raise a number of ghouls equal to your proficiency bonus + Spell casting modifier. These ghouls will perform any command you give to the best of their ability, even sacrificing themselves, until you give them another command. In combat, the ghouls always act during your turn, either before or after your actions as you choose, When either the spell effect ends or they die they will fall apart and turn into dust.
You can only use this spell once per Short or long rest.


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

Response:
Name: Arrow of Force
Level: 2
School: Transmutation
Classes: Ranger
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S, M
Material cost: A small glass bottle filled with a puff of air
Description: After casting this spell, and after touching one arrow of your choice, the arrow is enchanted with forceful wind
When fired, the arrow does an extra 1d4 force damage and moves the target 5 feet back. The target must roll a Strength saving throw after being hit. If failed, the target is also knocked prone. The arrows enchantment wears off once touching or piercing a solid surface, or until the duration ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, add an extra 1d4 force damage and knock the target back an extra 5 feet.


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

Response:
Name: Arthur's Infinite Inferno
Level: 9
School: Evocation (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 10 Minutes
Range: 100 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A tear from the caster, a tear from the caster's loved one, ruby and topaz studded golden amulet worth at least 8,000 gold pieces, a pit fiend's horn, all of which the spell consumes
Description: The caster of the spell holds a container carrying their own tear in one hand and another carrying their loved one's tear in the other as they speak an ancient chant lost to the ages. When the chant is over, the caster's soul is destroyed, preventing them from being resurrected via any means other than a Wish Spell, and nuking everything in a 100 feet radius in the process.
Creatures within a 5 to 10 feet radius must make a Constitution save, taking 9d12 fire damage and 9d12 force damage on a failed save, or half as much on a success. Creatures within a 10 to 30 feet radius must make a Constitution save, taking 7d10 fire damage and 7d10 force damage on a failed save, or half as much on a success. Creatures within a 30 to 100-foot radius must instead make a Dexterity save, taking 5d8 fire damage and 5d8 force damage, or half as much on a success. Additionally, creatures that fail their saves against this spell catch on fire, suffering 1d10 fire damage at the start of each turn until they use an action to put out the fire and creatures who are reduced to 0 hit points by this spell are turned to ash.

Back to Main Page → 5e Homebrew → Spells → Sorcerer
Back to Main Page → 5e Homebrew → Spells → Warlock
Back to Main Page → 5e Homebrew → Spells → Wizar


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

Response:
Name: Artisan's Blessing
Level: 3
School: Divination (Ritual)
Classes: Cleric
Casting time: 1 Minute
Range: Touch
Duration: 1 Hour
Components: V, S, M
Material cost: 14gp (cost of hiring a skilled worker for a week), which is consumed by the spell
Description: You pray to your God to bless a creature with the knowledge of Artisan's Tools. For the duration of the spell, a creature you touch is granted proficiency in a specific set of Artisan's Tools. This tool is randomly determined by the DM, unless you have the set of Artisan's Tools with you when you cast the spell, in which case you may choose.
This spell cannot be used to grant expertise in a tool.


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

Response:
Name: Ascertain Inventory
Level: 3
School: Divination (Ritual)
Classes: Artificer, Bard, Cleric, Paladin, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: A piece of paper or parchment, a quill of owl-feather, and a glass lens
Description: You momentarily project a 30-foot cone in one direction, in which you target each non-magical container (such as a barrel or chest) which you are aware of. This spell is halted by 1 foot of stone, 1 inch of a common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Any nonmagical, non-living receptacle which contains separate objects (which are not integral components to said holding item) can be considered a container. This means that a barrel (which might hold a separable liquid) is considered a container, whereas a clock (which requires its component gears to function) is not.
You immediately become aware of the generalities of every item held within the container, as well as the quantity of each type of item therein. For example, if there are 6 potions of healing and one potion of bull's strength, you would simply ascertain that there are 7 potions in the container without determining their properties.
If an item in the container is magical, you can detect the presence of magic but cannot distinguish which items are magical. You also are unable to ascertain the specifics of the magical effect, though you can determine if it has a related school and which school that is. If multiple spell schools are present, you only ascertain the one with the most powerful aura.
If there are containers within the container you are targeting, you become aware of these sub-containers but not their contents.
Any information discovered through this spell appears as writing on the component piece of parchment. The writing disappears after 1 minute.


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

Response:
Name: Ashallian's Tower
Level: 3
School: Necromancy
Classes: Wizard
Casting time: 1 Hour
Range: 30 Feet
Duration: 24 Hours Per Total Challenge Rating Of Sacrificed Creatures
Components: V, S, M
Material cost: piece of obsidian, and a creature sacrifice
Description: In a bid to expand their sinister dominion, the necromancer Ashallians devised this spell. By channeling life force into an obsidian seed, a tower of dark enchantments arises from the earth.
The tower crafted by this spell harnesses life force to sprout an obsidian tower. Initially a two-story structure, its 15x15x10 feet floors can be arranged in diverse configurations:
Upon casting, a tower materializes with two floors, connected by a central spiral staircase. Each level can take various forms:
A bedroom with a bed, chairs, chest, and a magical fireplace.
A study with desks, books, bookshelves, parchments, ink, and ink pens.
A dining space with a table, chairs, magical fireplace, containers, and cooking utensils.
A lounge with couches, armchairs, side tables, and footstools.
A washroom with toilets, washtubs, a magical brazier, and sauna benches.
An observatory equipped with a telescope and celestial maps.
An unfurnished, empty room.
A prison chamber to hold captives for future sacrifices.
The tower's apex always serves as a sacrificial altar.
For each level, the tower's influence expands tenfold. Any creature slain within this area contributes to sustaining the tower. Undead under the necromancer's control within this area require no recasting of "animate dead" to maintain control.
Higher-Level Casting:**
When recast with a new sacrificial creature, the spell's duration can be increased. Additionally, for every two Challenge Rating levels above 2, an extra floor can be added to the tower. Multiple sacrifices can be combined to meet a specified quota.
Tower Wall Statistics:**
- **Wall HP:** 100 hit points times the number of floors above it (e.g., first floor walls have 200 HP, second floor walls have 100 HP).
- **Damage Reduction:** 20 points against all types of damage.
- **Repair:** Walls can be repaired using new sacrifices. Repairing costs 10 hit points per Challenge Rating of the sacrificed creatures.


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

Response:
Name: Ashkin's Spazzledazzle
Level: 2
School: Evocation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a small multichromatic crystal or seashell
Description: A crackling and sparkling sphere appears at a point of your choice within range. This hollow sphere has a radius of 10ft, and the fire that it is composed of heavily obscures vision through the border of the sphere.
All creatures within 30ft of the sphere must make a Constitution saving throw against the bright light of the sphere, stunning them until the end of their next turn on a failure. Creatures that are sensitive to light have disadvantage on this saving throw. Succeeding this saving throw renders a creature immune to this spell's stunning effect for 24 hours.
The border of the sphere is made entirely of fire. Any creature crossing this threshhold must make a Constitution saving throw to resist the flames, taking 3d6 fire damage on a failure, and half as much on a success


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

Response:
Name: Ashlyn's Armor of Rot
Level: 2
School: Necromancy
Classes: Artificer, Druid, Warlock
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a piece of rotting bark
Description: You sap your own life force to become more powerful, augmenting yourself and the spell as you cast it. This spell is commonly used as a last hurrah for those who wish to stand in defense until the end. Its creator, Ashlyn, died buying time for her circle to escape an orc raid on their sacred forest. Her circle decided to honor her by sharing it with anyone they found, immortalizing her heroism among the local populace.
When you cast this spell, choose any number of the following options, the effects of which last for the duration of the spell. Immediately after the spell ends, for each option you chose, you take 1d8 necrotic damage. This damage to you can't be reduced or prevented in any way. You can end the spell at any time (no action required).
You gain 15 temporary hit points.
You are immune to the charmed and frightened conditions, and you are immune to magical aging effects.
You resist nonmagical bludgeoning, piercing, and slashing damage.
All creatures that end their turn within 5 feet of you take 1d4 necrotic damage.
You have advantage on Dexterity (Stealth) checks and your walking speed increases by 10 feet.
This spell doesn't require you to maintain concentration.
This spell doesn't require verbal or material components.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose take 1d12 necrotic damage that cannot be resisted or reduced in any way as part of the casting of this spell to increase the duration by 1 minute. You take this damage before you might gain temporary hit points from another part of this spell. When you cast this spell using a spell slot of 3rd or 4th level, the d8s of damage you take are changed to d4s. When you cast this spell using a spell slot of 5th level or higher, you take no damage when this spell ends.


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

Response:
Name: Aspect Of the Fallen One
Level: 5
School: Abjuration
Classes: Warlock
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: You call upon the power of a fallen angel, bolstering your body with dark energy. Until the spell ends, black winds swirls across your body, and you gain the following benefits:
A pair of black astral wings appears behind you, giving you a flying speed of 60ft.
You are enhanced with the vigor of a fiend. You have resistance to fire damage.
Black armor encases your body. Your armor class is 13 + your spellcasting ability modifier, unless your armor class is already higher


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

Response:
Name: Aspect of the Hunter
Level: 1
School: Transmutation
Classes: Ranger, Druid
Casting time: 1 Minute
Range: Self
Duration: 1 Hour
Components: V, S, M
Material cost: an arrow, a large predator's fang and a pair of tiger's eyes agate worth 10gp each
Description: You become very stealthy, and alert, gaining advantage on Perception and Stealth. You do not incur penalty for your armor on your Stealth check while under the effect of this spell


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

Response:
Name: Aspect of the Reaper
Level: 3
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a vial of blood
Description: You don a cloak of shadows that turns you incorporeal and shrouds your face with the visage of a skull, you transform into a grim reaper-like figure. Your body, along with any items you're wearing or carrying, becomes gaseous and incorporeal, enveloped by a dark or crimson mist as you hover above the ground.
For the duration, you gain the following benefits:
Your form becomes incorporeal
You gain a flying speed equal to your movement speed and you can hover.
While in this form, you can use an action to force one creature of your choice within 30 feet that can see you to make a Constitution saving throw. On a failed save that creature suffers 2d10 necrotic damage and the target's Constitution score is reduced by 1d4. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Incorporeal:
You become immune to all non-magical slashing, piercing and bludgeoning attacks and force and thunder damage.
You cannot physically interact with anything except through a magical item.
You can see into the ethereal plane up to 30 feet, and your attacks can hit creatures in the ethereal plane. You can also phase to the ethereal plane and see into the material plane and your attacks can hit creatures in the material plane.
You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
At Higher Levels. This spell's damage increases by 1d10 necrotic for every one level you cast it above level 3.


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

Response:
Name: Asphyxiate
Level: 2
School: Transmutation
Classes: Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You designate one creature within range and trick their body's muscular and pulmonary systems to seize up on their own, robbing them of their breathing entirely. The target must make a Constitution save or begin suffocating, and drop prone for the duration of the spell. The creature may make an additional Constitution save at the beginning of each of its turns, ending the spell on a success. This spell has no effect on creatures that do not breathe.


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

Response:
Name: Assay
Level: 2
School: Divination (Ritual)
Classes: Artificer, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a touchstone worth at least 1 sp
Description: You touch a point on a solid surface and determine the mineral content of a 5-foot cube originating from that point. When you cast this spell, choose up to two kinds of metals, ores, stones, or gems; you learn whether or not the chosen minerals exist within the spell's area, as well as their approximate amount, location, and worth, if present.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you learn of two additional minerals for each slot level above 2nd.


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

Response:
Name: Astral Barrier
Level: 0
School: Abjuration
Classes: Warlock, Wizard
Casting time: 1 Reaction, Which You Take When You Are Targeted By An Attack
Range: Self
Duration: Instantaneous
Components: S
Description: You call upon the power of the stars to try and blunt the damage of an incoming attack. If the triggering attack hits, reduce the damage you take by 1d6 (to a minimum of 0 damage).
At Higher Levels. The damage reduction increases by +1 when you reach 5th level (1d6 + 1), 11th level (1d6 + 2), and 17th level (1d6 + 3).


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

Response:
Name: Astral Cannon
Level: 6
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: Self (100 Foot Line)
Duration: Instantaneous
Components: V, S
Description: You conjure a beam of astral energies that emanates from you in 100 foot line, 5 feet wide. All creatures in this area of effect must make a Dexterity Saving Throw. On a failure, creatures take 10d6 force damage. On a success, a creature takes half damage.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, increase the size of the damage die the spell uses by one for each slot level beyond 6th


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

Response:
Name: Astral Entity
Level: 5
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: S
Description: You close your eyes and focus on the Astral Energy around you as your form slowly starts to dissipate in blue flashes until you completely leave the material plane.
You turn invisible and cannot be damaged, you remain in this state until you choose to take an action to dispel it or the spell ends. You cannot attack while in this form additionally only creatures with truesight can locate your position they can still not damage you however


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

Response:
Name: Astral Guardian
Level: 3
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Calling for assistance from the Astral Plane, an ethereal apparition of a Guardian Form Chronomancer materializes in front of you in a 10 foot by 10-foot area and follows you. The apparition will not attack any friendly creatures, however, any hostile creatures that move through the apparition's space must make a Dexterity saving throw, taking 4d8 force damage on a failed save or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th 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: Astral Light
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: S
Description: By gently waving your hand in a circular motion, you slowly draw forth an aurora of light into the air around yourself for the duration. This aurora persists in spaces you move through, leaving a glowing trail marking where you've been, and emits dim light in a 10-foot radius along its length. When the spell ends, you can choose to extinguish the aurora immediately or allow it to slowly fade over the course of the next 8 hours.


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

Response:
Name: Astral Release
Level: 5
School: Evocation
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction
Range: Self (20-Foot Radius)
Duration: Instantaneous
Components: M
Material cost: A small vial filled with a mixture of silver shavings and your own blood, which the spell consumes
Description: As you drop to 0 hit points, but are not killed outright, you force a devastating shockwave from the Astral Plane into reality. All creatures within 20 feet of you must make a Dexterity saving throw. Allies within range make this save with advantage. On a failed save, a creature takes 5d10 Force damage and is stunned for one turn. On a successful save, the creature takes half damage and isn't stunned.
At higher levels: When you cast this spell at higher levels, for every two slot levels above 5th, you deal an additional 3d10 damage, the radius of the spell increases by 10 feet, the stunned condition lasts for an additional round, and you gain one level of exhaustion


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

Response:
Name: Astral Sacrifice
Level: 0
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: See Below
Components: V, S
Description: You sacrifice your own vitality to the Weave, offering your strength in exchange for magical prowess. When you cast this spell, your maximum HP gets reduced by 10, and you gain an additional temporary 1st level spell slot..
You may cast this spell multiple times to gain additional temporary spell slots, reducing your maximum HP by 10 each time. Beware, however: If your maximum HP gets reduced to 0 this way, your body and your very soul get disintegrated into magic and become one with the weave, killing you instantly. Only divine intervention or a wish spell can bring you back from this kind of death.
You lose all additional spell slots, and regain your maximum HP after a long rest


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

Response:
Name: Astromancy
Level: 5
School: Divination (Ritual)
Classes: Druid, Wizard
Casting time: 1 Minute
Range: Self
Duration: Instantaneous
Components: V
Description: By studying the patterns of the stars, you are granted cosmic insight and gain knowledge of the locale and its people.
The spell gives you local knowledge of the area within 3 miles of you. To employ this spell, you must have an unobstructed view of the night sky. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
prevalent peoples, as well as important individuals, spellcasters, and leaders
major religions and established cults
major factions currently or very recently active
influence from other planes of existence
buildings and communities
magical sites and mystically significant location


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

Response:
Name: Asura-Kannon
Level: 3
School: Necromancy
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S, M
Material cost: Any melee weapon
Description: You call upon the demons of the abyss when a mighty demon responds to your call.
Make a melee weapon attack roll. On a hit, deal an additional 7d6 bludgeoning damage and 2d6 necrotic damage.
You must succeed on a Wisdom saving throw once the spell ends, taking 2d6 psychic damage on a failed save.
At Higher Levels. When this spell is cast using a spell slot of 4th level or higher, the damage increases 7d6 damage for every level above 3rd.


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

Response:
Name: Atlantean Weapon
Level: 5
School: Transmutation
Classes: Cleric, Druid, Paladin
Casting time: 1 Bonus Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: You imbue a weapon you touch with the elemental power of the deep blue sea. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet, and attacks made with the weapon while underwater are not made at disadvantage. In addition, weapon attacks made with it deal an extra 3d6 water damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration. A creature that wields the weapon and is friendly towards you has resistance to acid, fire, and water damage


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

Response:
Name: Atomic Bolt
Level: 9
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Instantaneous (See Text)
Components: V, S, M
Material cost: a tiny piece of uranium
Description: You conjure a devastating bolt of nuclear power at a target within range. A brightly green glowing bolt of energy flies towards a creature or object that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 10d6 fire damage and 10d6 poison damage and must make a Constitution saving throw. On a failure, the creature is blinded and gains the poisoned condition. At the end of every 7 days afterwards, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, it is no longer blinded or poisoned. A creature reduced to 0 hit points by this spell melts into a puddle of burning sludge, dying instantly. The heat generated by this sludge ignites or melts inflammable objects such as solid iron and stone as well as flammable objects


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

Response:
Name: Attract
Level: 1
School: Conjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Sight
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: When you cast this spell, target one Small or Tiny object that you can see. If the target is 200 feet or less away from you, it flies towards you in a straight line. If the target is more than 200 feet away from you, it flies 200 feet towards you each turn that you concentrate on this spell in a straight line. If an obstacle stands between the object and you, the object hits the obstacle, the spell ends, and unless the object was grabbed or kept midair by some mean, it falls to the ground and takes 1d6 damage for every ten feet it fell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the object travels fifty feet more per turn, and the duration increases by 30 seconds. When you cast this spell using a spell slot of 5th level, the object can move ten feet away from it's direct path to you, for the purpose of avoiding obstacles. When you cast this spell using a spell slot of 6th level or higher, the object can move ten feet more away from it's direct path to you


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

Response:
Name: Attract Object
Level: 1
School: Evocation
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: Bonus Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You point your finger at an object you can see that you can potentially hold in your hand. The object rises from the spot and flies in a straight line towards your hand, if there's nothing on its path. If the object is being held by another creature, that creature must make a Strength saving throw, keeping the object on a success.
If a creature is in the way of the flight path, they must make a Dexterity saving throw or take 1d6 bludgeoning damage and the object drops to the ground.


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

Response:
Name: Attribute Shield
Level: 2
School: Abjuration
Classes: Cleric, Druid, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 10 Minutes
Components: V
Description: You can cast this spell on any creature within 60 feet of you, including yourself. Choose one of the six ability scores. For the duration of the spell the target gains temporary hit points equal to their current health plus either the caster's or target's chosen attribute (Whichever is higher), minus 10, times 1.(caster spell modifier).
Current health+((ability score-10)*1.spell mod)
Once the temporary hit points are depleted, the damage starts effecting the chosen attribute. The chosen attribute takes negatives proportional to the amount of damage taken to a minimum of 10. If the chosen attribute hits or goes below the minimum of 10, the spell fades. The chosen attribute returns to normal and the remaining damage not negated by the attribute is instead negated from the target’s hp.


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

Response:
Name: Atum's Guidance
Level: 4
School: Divination
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 8 Hours
Components: S, M
Material cost: a wooden doll or puppet
Description: You reach into a creature's soul and latch onto it to know the creature's secrets, reading its very essence for truth. As an action, you touch a creature and force them to make a Wisdom saving throw. If the target succeeds, the spell fails and they become immune to the effects of this spell for 24 hours. If the target fails, you latch into the target's soul and are now capable of learning the creature's secrets.
As a bonus action, while the spell is active, you may ask the creature's soul a yes or no question in order to gain a benefit. Once you have asked your question, you will hear an answer from your target's soul in the form of either "YES YES YES YES YES YES" or "NO NO NO NO NO NO". The answer will be the absolute truth, however it will be limited to the target's own information. Some examples are provided below:
You ask the creature's soul if it intends to attack you or a specific ally. If it answers yes, the creature has disadvantage on its attack roll.
You ask the creature's soul if it's hiding something. If it answers yes, you gain advantage on any skill check you make to search the creature and the surrounding area for what it is hiding.
You ask the creature's soul a yes or no question such as "Are you cheating?" or "Do you know the killer?" You learn the creature's soul's answer and may use this knowledge how you see fit.
If the target does not know any information related to your question or if you ask a question that doesn't have a yes or no answer, then the soul will remain silent and you will hear nothing. The target is unaware of the spell and that you are prying information out of it. This spell and its effects do not work against creatures without souls such as constructs or undead. You may end the spell by dismissing its effects as a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell's duration increases by 1 minute.


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

Response:
Name: Aura of Blades
Level: 3
School: Conjuration
Classes: Bard, Wizard
Casting time: 1 Action
Range: Self (5 Feet)
Duration: Concentration, Up To 1 Minute.
Components: V, S
Description: You conjure up a barrier of spinning blades around yourself. A creature takes 4d6 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there. While within the spell's area a creature, other than you, must make a Constitution saving throw. On a failed save, the creature has disadvantage on attack rolls while in the area as the blades assault them.
At Higher Levels. When you cast this spell using a spell slot of 4th Level or higher, it deals an additional 1d6 slashing damage for every slot level above 3rd


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

Response:
Name: Aura of Embers
Level: 4
School: Abjuration
Classes: Paladin
Casting time: 1 Action
Range: Self (30-Foot Radius)
Duration: Concentration, Up To 8 Hours
Components: V
Description: You radiate an aura of comforting warmth out to a range of 30 feet, and for the duration this aura moves with you, centered on you. Your body glows with dim light out to a range of 30 feet. You and every nonhostile creature in this range has resistance to cold damage and can comfortably endure even the coldest of climates.
Within the duration, you can use your action to kindle a small and controlled flame on a flammable, unattended object in range.
You can complete a short rest without breaking concentration on this spell.


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

Response:
Name: Aura of Invisibility
Level: 6
School: Illusion
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (15-Foot Radius)
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: Magic wraps around you and your surrounding allies, hiding them from the view of others. Until the spell ends, the aura moves with you, centered on you. Each creature of your choice within range becomes invisible


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

Response:
Name: Aura of Solar Fire
Level: 4
School: Conjuration
Classes: Cleric, Druid, Paladin
Casting time: 1 Action
Range: Self (10-Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: M
Material cost: holy symbol of a sun god
Description: Streams of golden fire spring and brilliant scintillating light spring from you, in a 10-foot radius aura. When a creature that is not a fiend or undead enters the aura area for the first time on a turn or starts its turn there, the creature regains 1d6 hit points.
A fiend or undead that enters the aura area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 radiant damage. A fiend or undead that fails the save must also make a Wisdom save, and on a failure must use its reaction to move up to its movement speed away from the aura.
Constructs are not affected by this spell.


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

Response:
Name: Aura of Time
Level: 6
School: Abjuration
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (30-Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V
Description: Time energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) gains a +1 bonus to their AC, reduces damaged done to them an amount equal to your spell casting modifier, and has advantage on death saving throws.


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

Response:
Name: Aura of Victory
Level: 4
School: Evocation
Classes: Paladin
Casting time: 1 Action
Range: Self (30-Foot Radius)
Duration: Concentration, Up To 10 Minutes
Components: V
Description: Righteous fury radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) deals an extra 1d4 force damage whenever it hits with a melee weapon attack. Additionally, you can use a bonus action to grant one creature in the aura (including you) advantage on the first Strength-based melee attack it makes before the end of your next turn


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

Response:
Name: Aura Sphere
Level: 0
School: Evocation
Classes: Cleric, Sorcerer
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S
Description: You hurl a single sphere of blue energy toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage.
At Higher Levels. This spell's damage increases to 1d10 at 5th Level. You may fire two spheres at level 11, and three at level 17. You can direct the spheres at the same target or at different ones. Make a separate attack roll for each sphere.


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

Response:
Name: Aural Scan
Level: 0
School: Divination
Classes: Artificer, Druid, Wizard
Casting time: 1 Bonus Action
Range: Self (30-Foot Radius)
Duration: Instantaneous
Components: V
Description: You utter a series of clicks into the surrounding area, audible to a range of 150 feet. Until the beginning of your next turn, you have blindsight within a 30-foot radius sphere centered on where the spell was cast. This spherical area of effect can't pass through walls or other blocking materials.


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

Response:
Name: Avalanche
Level: 6
School: Evocation
Classes: Sorcerer, Druid
Casting time: 1 Action
Range: Self (30-Foot Cone)
Duration: Instantaneous
Components: V, S
Description: You conjure snow from thin air to push your enemies away and freeze them. All creatures in a 30 foot cone must make a Strength saving throw. On a failed save, a creature takes 7d8 cold damage, is pushed 15 feet away from you, and its speed is reduced by 10 feet for 1 minute. A creature that succeeds its save instead takes half as much damage and is neither pushed nor slowed.
In addition, the ground within this cone becomes blanketed in thick snow, becoming difficult terrain for 1 minute


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

Response:
Name: Avert Force
Level: 1
School: Transmutation
Classes: Bard, Cleric, Paladin, Wizard
Casting time: 1 Reaction, Which You Take When You See A Creature Land A Melee Weapon Attack.
Range: 60 Feet
Duration: Instantaneous
Components: V
Description: The spell magnifies and redirects the force behind an attack, potentially throwing the weapon out of control. Before the damage roll, the attack must make a Strength saving throw to keep hold of their weapon. On a failed save, the weapon is thrown out of their hands, landing a number of feet away equal to the attack roll. If the attack is made with a natural weapon, or the weapon cannot be unwillingly disarmed, the attack ends before it can deal damage, and the spell ends.
At Higher Levels. When you cast this spell using certain higher-level spell slots, the distance the weapon is throw is multiplied: twice as far with a 3rd-level slot, three times as far with a 5th-level slot, four times as far with a 7th-level slot, and five times as far with a 9th-level slot.


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

Response:
Name: Avian Assault
Level: 1
School: Illusion
Classes: Ranger, Druid
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a feather from the kind of bird you wish to make an illusion of
Description: You summon a small bird and send it flying at a a creature within range. The bird is an ominous and cryptic omen that the target may not understand, causing mental stress to accumulate within the target. The target must make a Wisdom saving throw, taking psychic damage equal to 2d8 plus your spellcasting modifier on a failed save, or half as much on a success. If the target creature is immune to the frightened condition, it makes the Wisdom saving throw with advantage.
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: Awaken Ooze
Level: 8
School: Transmutation
Classes: Wizard, Sorcerer
Casting time: 8 Hours
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a black sapphire worth at least 5,000 gp
Description: You grant sentience to an ooze. After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller ooze. The target must have an Intelligence of 3 or less. The target gains an Intelligence of 10, and loses its immunity to the charmed and frightened conditions. The target also gains the ability to speak one language you know.
The awakened ooze is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed


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

Response:
Name: Awaken Self
Level: 5
School: Transmutation
Classes: Cleric, Warlock
Casting time: 10 Minutes
Range: Self
Duration: 1 Week
Components: M
Material cost: 500 GP gem which teleports away randomly once cast
Description: Once cast, this spell creates an external source of volition in a gem which will restore the caster to their own intelligence, consciousness or volition from any number of effects that may take this away for 1 week. The caster then remains awake, conscious, and with full volition as normal. If the caster is asleep, polymorphed into some low intelligence or non-thinking form, knocked unconscious, dominated, or turned into undead, the external volition will restore their intelligence, wisdom and charisma, as long as the effect that put them in this state does not exceed a 5th-level spell. This spell awakens the caster even if multiple effects have removed the caster's intelligence, volition, or consciousness. This spell does not have any sort of physical effect, give physical movement, nor speaking ability, nor does it change the physical form that the caster is in.
Gem
The material component 500 GP gem contains the external source of volition. Once cast, the gem teleports away to a random location. If the gem is found and destroyed the spell ends with the caster remaining in the state they were in when it was destroyed. There is a 1% chance that the gem will be immediately destroyed where it teleports to. The caster will not immediately know if or when the gem has been destroyed. The external source of volition might also be affected by various spells. There is also a 1% chance that it will teleport near where there is something that has an ability to affect it.
Sleep-Wake
Once awakened, the caster may choose to have the external source of volition to put them back to sleep for a specified period of time. They may still be shaken awake physically. The caster may also ask the external source of volition to put them to sleep at any time. The caster may continue to wake and sleep in the same manner through the rest of the spell duration. If the caster chooses to sleep a total of less than 8 hours for the entire duration, they will become insane until they have had two long rests.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher this spell will awaken a caster who has been affected by a spell of that level or less, for example with an 8th level spell slot, this spell will awaken a caster from feeblemind.