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

Response:
Name: Rusting Sands
Level: 3
School: Transmutation
Classes: Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: any item that contains sand
Description: Brilliant green sand springs from the caster and quickly devours any objects in its path. Choose one creature or object within range. They must make a Dexterity saving throw. On a successful save, nothing happens. On a failed save, they are covered in the green sand. Every nonmagical object made of iron or wood not being worn or wielded by the target becomes rusted or rotted. Nonmagical armor made of iron or wood gains a -1 penalty to armor class, and nonmagical weapons made of iron or wood gain a -1 penalty to attack rolls and damage rolls. At the start of each of your turns, the penalty increases by -1, to a maximum of -5. If the armor or weapon ever gains a -5 penalty, it is completely destroyed, as it simply falls apart from being too corroded.
As an action, a creature can make a Dexterity check to brush off the sand. If they succeed on the check, the effect ends against them, and their armor and weaponry stops corroding.
As an action, you can move the sands to a new target. The effect ends against the original target of the spell, and a new creature must make the Dexterity saving throw or suffer the effects of the sands.


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

Response:
Name: Sacred Blade
Level: 0
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: a melee weapon worth at least 1 sp
Description: You imbue your weapon with radiant energy, glowing with radiant flames and striking your foes with the power of your will or faith.
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within the weapon's reach. On a hit, you deal the weapon's normal damage and you add your spellcasting modifier to the damage roll. If the creature is an undead or fiend, it takes an extra 1d6 radiant damage.
At Higher Levels. At 5th level, the melee attack deals an extra 1d6 radiant damage to the target on a hit, and the extra damage dealt to undead and fiends increases to 2d6. Both damage rolls increase by 1d6 at 11th level (2d6 and 3d6) and again at 17th level (3d6 and 4d6)


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

Response:
Name: Sacred Hunting
Level: 0
School: Necromancy
Classes: Cleric
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a fang from a predatory animal
Description: The primal side of your faith bares its fangs against evil.
You hurl a magical fang, made of divine energy, against a creature. Make a ranged spell attack against a single target. On a hit, that target takes 1d6 necrotic damage, and you gain temporary hit points equal to your Charisma modifier (minimum 1) in response to that damage. Those temporary hit points last until the target they were gained from is defeated or you attack a different enemy by any means.
The damage of spell increases by 1d6 when you reach 5th level, 11th level, and again 17th level.
This is one of several Deeper Connection spells that can be granted by the patron Voltron, The 5 Faced King, once any one of the five Trials of Lions is completed.


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

Response:
Name: Sacrifice Sanity
Level: 0
School: Enchantment
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You rip away a portion of the fabric of your mind, and use it to harm another. Choose a target that you can see in range. They immediately take 1d6 psychic damage. However, you have disadvantage on all saving throws until the start of your next turn, as it takes some time to fully recooperate.
At Higher Levels. 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: Sacrificial Strike
Level: 0
School: Evocation
Classes: Artificer, Bard, Cleric, Druid, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You channel all of your energy into a singular burst. You are reduced to 1 hit point and you roll an attack against all creatures you intend to attack if you miss they take only half damage then deal damage a total of X times 2 where X is the amounts of hp sacrificed. You cannot target any creature with this spell that has a CR over your level. You may not be healed of the lost hp before you take a long rest nor may you again cast this spell for one week.


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

Response:
Name: Sacrificial Summon
Level: 3
School: Necromancy (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 20 Feet
Duration: Concentration
Components: V, S, M
Material cost: a drop of blood
Description: Take nd8 damage to spontaneously summon n skeleton or zombie surrounding you. At the start of each turn, each controlled unit drains your soul and take n damage (n is reduced if units are destroyed). If concentration is broken, commands will continue to execute but no new commands can be issued until the the spell is cast again. Uncontrolled summons do not require maintenance damage. The spell can be cast again to take control of already summoned units at 2n instead of nd8 casting cost damage.
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). 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.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, instead summons 2n soldiers.


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

Response:
Name: Salamander Communion
Level: 0
School: Evocation
Classes: Artificer, Druid
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: V, S
Description: By communing with the salamanders around you, you understand the will of fire for a short time. The attacks of 1 creature within range deal fire damage until the end of their next turn.


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

Response:
Name: Salmon's Leap
Level: 0
School: Transmutation
Classes: Druid
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: 2 fish scales
Description: Your anger warms up the muscles in your arms and legs, enabling you to jump and flip mid-air up to 20 feet vertically or horizontally. A burst of energy surges from your landing point. Each creatures within 5 feet of the point must make a Dexterity saving throw. A creature takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
The jumping range is increased to 40 feet when you reach 10th level


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

Response:
Name: Salvi's Ward
Level: 3
School: Illusion (Ritual)
Classes: Bard, Cleric, Druid, Ranger
Casting time: 1 Minute
Range: 120 Feet
Duration: 8 Hours
Components: V, S, M
Material cost: a tiny piece of vegetation, dirt, or masonry from the location which you cast this spell
Description: You weave an intricate pattern of enchanting and illusory magic through an area to divert attention away from it. The area is a cube that can be as small as 5 feet to as large as 25 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
To creatures outside the spell's area, the area appears to blend in identically with its surroundings. Notable features of the area and evidence of any activities are replaced with uninteresting terrain. For example, a campsite in a forest clearing would appear and sound like a normal, if somewhat unappealing-to-pass-through patch of forest.
If a creature or band of creatures attempts to travel through the space of the spell's area, roll a d20. On a roll of 6 or higher, they are magically diverted to travel around the spell's area. A creature that suspects the presence of the spell may make a Wisdom (Perception) check against your spell save DC, discovering that they have been diverted from their course. A creature that is aware of the spell's area is only diverted on a roll of 16 or higher. Creatures with magical insight into the location of the warded area, such as by seeing it's true nature via truesight, or by being magically guided to the location such as by spells like locate creature'or find the path, are not subject to the diversion.
Casting this spell so that it is maintained on the same spot every day for a year makes this effect permanent.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the size of the cube by 25 feet for each slot level beyond 3rd. Thus you could protect a cube that can be up to 50 feet on one side by using a spell slot of 4th level. If the slot used is of 5th level or higher, the duration of the spell becomes 24 hours.


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

Response:
Name: Sand Armor
Level: 2
School: Abjuration
Classes: Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Self, Touch
Duration: 1 Hour
Components: V, S, M
Material cost: a pinch of sand
Description: You cover the skin of a creature you touch with a layer of sand as a precautionary defensive measure. The covered creature gains temporary hit points equal to their AC + Wisdom modifier. THe spell ends for a creature at the end of the duration, or when you cast this spell again.


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

Response:
Name: Sand Shurikens
Level: 1
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: S, M
Material cost: a pinch of sand
Description: You create three shurikens comprised of sand. Each shuriken hits a creature of your choice that you can see within range. A shuriken deals 1d4 + 1 bludgeoning damage to its target. The shurikens all strike simultaneously, and you can direct them to hit one creature or several.
The damage dealt by this spell can be negated by effects that can block magic missile, such as the shield spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it creates one additional projectile for each slot level above 1st. You may choose new targets or the same ones for each.


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

Response:
Name: Sand Spear
Level: 3
School: Transmutation
Classes: Artificer, Druid, Ranger
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You create a spear made of sand on your empty hand. As an Action, you can make a ranged spell attack, with a short range of 30 feet and a long range of 120 feet. On a hit, you cause 6d8 bludgeoning damage and the target must succeed a Strength saving throw or be pushed 15 feet back. If the target hits a wall or other object or creature a size larger than him after being pushed, the target is stunned until the end of your next turn. The spear disappear after hitting or missing the target.


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

Response:
Name: Sand Tornado
Level: 5
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 300 Feet (10Ft Radius)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: an hourglass filled to the brim with sand
Description: A tornado comprised of sand howls down to a point that you can see on the ground within range. The tornado is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the tornado up to 30 feet in any direction along the ground. The tornado sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the tornado or that the tornado enters its space, including when the tornado first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the tornado, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the tornado and falls when the spell ends, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the tornado and is hurled 3d6 × 10 feet away from it in a random direction.


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

Response:
Name: Sandblast
Level: 1
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (15-Foot Cone)
Duration: Instantaneous
Components: V, S
Description: As you hold your hands out with your palms facing your targeted direction, a strong blast of sand shoots out from the center of your palms. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 slashing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st


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

Response:
Name: Sandblast, variant
Level: 3
School: Evocation
Classes: Artificer, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (60-Foot Line)
Duration: Concentration, Up To 1 Minute.
Components: V, S, M
Material cost: a fistful of sand
Description: A furious gale of wind and sand particles erupts from you in a direction of your choice for the spell's duration. The gale is a line that is 60 feet long and 10 feet wide. All creatures with an AC less than or equal to your spellcasting DC take 5d6 slashing damage when they start their turn in the line. If a creature is wearing nonmagical armor or has a nonmagical shield equipped and has an AC higher than your spellcasting modifier, then their armor or shield takes a permanent and cumulative -1 penalty to the AC it offers each turn until the creature's AC reaches your spellcasting modifier. Shields that reach a +0 bonus to AC are destroyed.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
Objects in the line with an AC less than or equal to your spellcasting DC also take the damage, which occurs at the start of each of your turns.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.


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

Response:
Name: Sandcast
Level: 0
School: Evocation
Classes: Druid
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Round
Components: V, S
Description: You hurl a swirling mass of sand at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 bludgeoning damage. If the target is a creature, it has disadvantage on Wisdom (Perception) checks that rely on sight and a -5 penalty to its passive Perception score until the end of your next turn. Any unprotected, small flame hit by this spell is smothered and quenched.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


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

Response:
Name: Sanguine Mantle
Level: 5
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Minute (Concentration)
Components: V, S, M
Material cost: A finely crafted athame worth at least 50 GP and a vial of the caster's blood which is consumed upon casting
Description: Upon casting, the target of this spell is enveloped in a fine crimson mist. For the duration of this spell, whenever a hostile creature first enters a space within 15 feet of your ward or starts their turn there, they must make a Constitution saving throw or take 5d6 necrotic damage and suffer disadvantage on the first attack roll they make before the end of their next turn. On a successful saving throw, the target takes half damage and does not suffer disadvantage on their next attack roll.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher the damage of this spell increases by 1d6 for every level of spell slot beyond 5th. For example, if cast as a 7th level spell, Sanguine Mantle would deal 7d6 necrotic damage


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

Response:
Name: Sanguine Scythes
Level: 2
School: Transmutation
Classes: Ranger, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Minute
Components: V, S, M
Material cost: a drop of your blood
Description: Blood leaks from under your fingernails and harden, creating a set of crimson claws on each of your hands. The claws are considered finesse melee weapons you are proficient with, deal 1d6 slashing damage on a hit, and score critical hits on a roll of 19-20.
In addition, when you take the Attack action and make an attack with the claws, you can make another attack with the claws using a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the spell lasts for up to 10 minutes. When you use a spell slot of 5th level or higher, the spell lasts for up to 1 hour.


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

Response:
Name: Sanguine Song
Level: 1
School: Enchantment
Classes: Bard
Casting time: 1 Action
Range: Self (15-Foot Cube)
Duration: Concentration, Up To 1 Minute
Components: V
Description: You hum a specific rhythm that gets yours and your allies blood pumping. For the duration, any creature of your choice who can hear the song within the area gain a bonus equal to 1d4 to their attack rolls.
The spell ends if you can no longer speak, or if you use your voice to do anything other than maintain this spell.


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

Response:
Name: Sanguine Tide
Level: 1
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S
Description: Make a melee spell attack against a creature. On a hit, that creature 1d10 necrotic damage, and you regain the same amount of hit points as the necrotic damage dealt.
Constructs and creatures without blood are immune to this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you add 1d10 to the amount of necrotic damage caused for each level of the spell slot used higher than 1st-level.


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

Response:
Name: Sapphire Hail
Level: 2
School: Evocation
Classes: Druid, Wizard
Casting time: 1 Action
Range: Self (60-Foot Cone)
Duration: 1 Round
Components: V, S, M
Material cost: a sapphire worth at least 100 gp
Description: Rain down bolts of sapphire energy, devastating your enemies. As past of casting this spell, you toss the sapphire into the air. The sapphire shoots into the sky and rains down blue bolts of energy everywhere within range.
All creatures other than you within range must make a Dexterity saving throw, taking 4d6 radiant damage on a failed save, or half as much on a success. A target is immune to this spell's damage if it is able to negate the damage of magic missile, such as by casting shield. This spell inflicts no damage to a creature benefiting from mage armor.
The sapphire hangs in the air until the beginning of your next turn, at which point it falls harmlessly to the ground.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 per additional spell level


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

Response:
Name: Sapping Slash
Level: 2
School: Necromancy
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a small set of balance scales
Description: You touch a willing creature, drawing from its life force to create a massive slash of energy. The target takes 10 necrotic damage, which cannot be reduced or prevented in any way. Each creature in a 30-foot cone originating from you must make a Dexterity saving throw, taking 3d10 slashing damage on a failed save or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the slashing damage increases by 1d10 for each slot level above 2nd.


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

Response:
Name: Sapping Smite
Level: 3
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V
Description: The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 3d8 necrotic damage to the target. Additionally, the target must succeed on a Constitution saving throw or all his weapon attacks using Strength deal only half damage until the spell ends.
At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
Higher Levels. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra 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: Sasha's Rapid Bolts
Level: 4
School: Evocation
Classes: Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: partial remains of a sandwich, consumed by the spell
Description: Your arms begin to glow as masses of bolts release from all of your pores. When you cast this spell, and as an action afterwards while still concentrating on this spell, you can make three ranged spell attacks against a creature in range, with an additional -3 to hit. On a hit, they take 2d6 piercing damage.
Additionally, while not particularly hard to maintain, it does almost root the user in place. While concentrating on the spell, your movement speed is halved, and you cannot dash.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you make an additional attack when making attacks for this spell, for every two levels above 4th.


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

Response:
Name: Sawsall
Level: 0
School: Conjuration
Classes: Artificer, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Minute
Components: V, S
Description: You create a saw made of arcane energy, which can be used to cut through most objects. When you approach an object within 5 feet, the saw begin to work by itself, dealing 1d4 force damage on the start of each of your turns, ignoring the AC and damage threshold of non-wielded nonmagical objects.
You can wield the saw in one hand, creating a 1-foot by 5-inch blade, or in two hands, for a 2-foot by 5-inch blade. You can use the saw in combat. The saw is considered a simple weapon you are proficient with, dealing 1d4 force damage on a hit


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

Response:
Name: Scald
Level: 0
School: Evocation
Classes: Artificer, Cleric, Druid, Sorcerer
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: S
Description: You turn the water in or around a creature to steam, scalding it. The target must make a Constitution saving throw, taking 1d6 fire damage on a failed save, or half as much on a success. Being underwater doesn't grant resistance against this damage.
This spell has no effect on creatures or objects that are completely devoid of any water inside the target's body or upon its surface, such as a fire elemental or ghost.
You can also use this spell to raise the temperature of or instantaneously evaporate a portion of water that fits within a 1-foot cube.
At Higher Levels. 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: Scan
Level: 1
School: Divination (Ritual)
Classes: Artificer, Ranger, Wizard
Casting time: 1 Action
Range: Self (60 Foot Cone)
Duration: Instantaneous
Components: V, S, M
Material cost: binoculars, a magnifying glsss, or similar objects
Description: You observe the surrounding area, checking for certain things. Choose one type of thing, like a material(gold, adamantine), a specific creature type(abberations, humanoids), or otherwise. You release a 60 foot cone, originating from you, which scans the entire area. If the thing you chose is within the area, you instantly learn how many of them or how much of it there is, and their exact locations within the radius. While this cone goes through solid objects, it is blocked by 20 feet of dirt, 10 feet of wood, 2 feet of stone, or 1 inch of lead.
At Higher Levels. When cast at 2nd level or higher, the cone’s range increases by 30 feet for every level above 1st.


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

Response:
Name: Scarecrow
Level: 3
School: Necromancy
Classes: Artificer, Druid, Ranger, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a miniature scarecrow made from hay and cloth with two buttons for eyes worth at least 10 gold
Description: A scarecrow imbued with fear magic that seeps into the surrounding area appears in an unoccupied space of your choice that you can see within range and lasts for the duration. The scarecrow is a Medium object with AC 15 and 20 hit points. If it is reduced to 0 hit points, the spell ends.
A hostile creature that moves within 60 feet of the scarecrow for the first time on a turn or starts its turn in that area must succeed on a Wisdom saving throw or become frightened of the scarecrow for the duration. If a creature that is frightened of the scarecrow ends its turn in a location where it doesn’t have line of sight to the scarecrow, the creature can repeat the saving throw, ending the effect on itself on a success.


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

Response:
Name: Scatter Banish
Level: 3
School: Conjuration
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: leaves, crushed and thrown in the air when casting
Description: You target one point within 60 feet. Each creature within 10 feet of that point must make a Charisma saving throw. On a failure, the creature is teleported to a random unoccupied space within 60 feet of the previous location by DM's Choice. This spell cannot place a target in direct danger, such as above a deep pit, in fire, or up in the air.
If the the creature is Huge or larger, they make the saving throw with advantage.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher, you may target one additional creature for every two slots above 3rd


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

Response:
Name: Scatter Grenade
Level: 3
School: Transmutation
Classes: Warlock
Casting time: 1 Action
Range: 60Ft Feet (10Ft Radius)
Duration: Instantaneous
Components: S, M
Material cost: A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast
Description: As an action, you can throw a grenade that splits and cover a 10 ft Radius. Any target that enters or starts its turn in the area must succeed on a DC 15 Dexterity saving throw or take 3d8 necrotic damage.
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: Scent
Level: 0
School: Divination
Classes: Druid, Sorcerer
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: S
Description: You raise your nose to the air and attempt to catch the scents in your immediate vicinity. Until the beginning of your next turn, you have scent out to a range of 30 feet.


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

Response:
Name: Scholar's Passion
Level: 2
School: Transmutation (Ritual)
Classes: Wizard
Casting time: 1 Action
Range: Touch: 1 Book, Scroll, Or Document.
Duration: Instantaneous
Components: S, M
Material cost: a drop of black ink
Description: 2nd-level transmutation (ritual)
This spell is used by scholars and scribes to assist them in their work and to care for their books. A wizard creates one of the following effects:
This spell creates a perfect duplicate of any written or drawn document that you touch onto blank pages you supply. You can copy up to 20 pages of text with one casting of this spell. Magical writing, including spellbook pages, can’t be copied with this spell.
This spell copies and translates any text that you touch onto blank pages you supply. You can copy up to 20 pages of text with one casting of this spell. This spell can copy the text into any language the caster is capable of understanding.
With this spell you can touch a book or scroll and absorb the knowledge contained within as if you had just read it. This is equivalent to a solid reading but not deep study— the caster does not gain perfect recall of the information, just whatever they would have gotten from reading it completely once. If you can't read the language of the source, the spell has no effect. This spell cannot be used to prepare spells or to cast magical scrolls, nor does it have any effect when reading a magical book (such as a tome of understanding).
This spell will completely repair and clean a mundane book or scroll given that greater than half of the original is still available. It will even restore missing or faded pages. The spell has no effect on a magic book, spell scrolls or spell books.
This spell will animate a book giving it a mouth and voice to read its pages aloud. The book will speak until finished or told to be quiet.
This spell will animate a quill and ink. The quill will take dictation or write any conversation made within 30 feet of it for up to a length of 4 hours


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

Response:
Name: Scholar’s Armament
Level: 1
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V, S, M
Material cost: nonmagical weapon
Description: Coats your nonmagical weapon with a magical bluish-white sheen. The weapon now deals 1d6 magic damage on top of its nonmagical damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the weapon increases by 1d6 magic damage per level.


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

Response:
Name: Scholar’s Shield
Level: 1
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S
Description: A bluish-white haze covers a creature that you touch, may also be the caster (it must consent to taking on the spell), increasing armor class by +1 if the creature touched does not have a shield equipped, and + 2 AC if a shield is equipped (this increase is only available if it is equipped when the spell is casted).
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the AC increase with a shield not equipped increases by + 1 and the increase with a shield equipped is equal to the normal increase at that spell slot level, plus one (ex. 3rd level is +3 AC without shield equipped, +4 with shield equipped).


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

Response:
Name: Scorch
Level: 1
School: Evocation
Classes: Warlock
Casting time: 1 Bonus Action
Range: 10 Feet
Duration: Instantaneous
Components: S
Description: Your palm expels flaming, radiant energy towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes radiant damage equal to 1d6 + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


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

Response:
Name: Scream of Agony
Level: 4
School: Enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (20 Foot Radius)
Duration: Instantaneous
Components: V, S, M
Material cost: dried mandrake root or a banshee's tooth
Description: Upon casting, every creature of your choice within range must make a wisdom saving throw or take 10d6 psychic damage, or half as much on a passed save. If you are at or below half of your hit point maximum, the chosen creatures suffer disadvantage on the saving throw. If you are at your hit point maximum, this spell fails.
The scream that you unleash as a part of this spell is piercing and can be heard up to 300 feet away.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher the damage of the spell increases by 1d6 per spell slot level


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

Response:
Name: Screen Stride
Level: 6
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You gain the ability to enter an electronic visual display, such as a computer monitor or a TV screen, and move from inside it to inside another screen within 500 feet. Neither screen can be worn or carried by another creature. You instantly know the location of all other screens within 500 feet and, as part of the move used to enter the screen, can either pass into one of those screens or step out of the screen you're in. You appear in a spot of your choice within 5 feet of the destination screen, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the screen you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a screen.


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

Response:
Name: Sculpt Corpse
Level: 1
School: Necromancy (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You alter the appearance of a corpse in one of several ways:
Edit Appearance - You mold the appearance of the corpse to look like another creature; you may only copy specific faces if you have a solid understanding of their appearance.
Doctor Evidence - You doctor the evidence leading toward this creature's death.
Clean Corpse - You make the corpse presentable.
Remove Flesh - You turn the corpse into a skeleton.
Add Flesh - You turn a skeleton into a full corpse.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher you may target one additional corpse for every spell slot above the 1st


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

Response:
Name: Seamless Space
Level: 5
School: Transmutation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Up To 24 Hours, Or Until Dispelled.
Components: V, S, M
Material cost: a topaz and a sapphire each worth at least 250 gp
Description: You touch an enclosed aperture or flat surface no larger than a 10-foot square, then select another enclosed aperture or flat surface of matching dimensions within the range of your vision. Space separates, twists, and reconnects as the two chosen points become seamlessly connected.
Creatures, objects, spells, effects, etc. can traverse through one point and out of the another without being affected in any way, or even noticing anything immediately amiss. However, observant creatures can make a Intelligence (Investigation) check to determine the existence of this spacial rift, with the DC being set at 15 but adjustable depending on how jarring the immediate transition between the two locations is (for example, the stone walls and floor of a cave being abruptly cut off in place of the wood floor and brick walls of a house would be lower, while one dungeon corridor connected in space to an identical dungeon corridor would be immensely higher).
The two connected points are not single sided. This is most easily apparent when this spell is cast on an aperture. Take for example, a house with a living room, a bedroom, and an entrance. The entrance and bedroom doorways become connected with seamless space, so when a creature enters the house from outside, they would find themselves the bedroom instead of the living room. However, if a creature is inside the living room and they attempt to enter the bedroom, they would instead walk back into the living room through the doorway of the entrance. Being that the living room has no other exits besides the two doorways, this means that the creature becomes essentially trapped in an endless loop of the same room repeating over and over. At least until the spell expires or it hacks its way through the wall of the house. Although, this is not the only configuration the spell can take. When the spell is cast, the caster can decide the orientation of how the two points connect to each other. Thus, the outside entrance could take you into the living room, but from the bedroom doorway, while the doorway out of the living room that would normally be connected to the entrance takes you to the bedroom.
The spell ends early if you dismiss it as a bonus action, or if the material of the surface or aperture of either point is removed to a point where the connected space is rendered larger than its maximum dimensions (a 10-foot square).
When the spell is cast or when it ends, any creature standing on the line where the points connect must make a DC 20 Dexterity saving throw to avoid being partially or even fully dismembered by the creation or collapse of the spacial connection. Failure on the save results in 6d10 force damage being taken. If the creature has a size that takes up an area equal to or larger than the connecting area of the spell, it has disadvantage on the Dexterity saving throw.
The seamless space can be made permanent by casting this spell once in the same location every day for one year. Once permanent, the tunnel in space becomes self-sustaining and no longer requires magic to function. This means that nothing short of expanding it past its maximum dimensions or a wish spell can dispel it.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum dimensions of the connected space increases by 5 feet for every spell slot above 6th.


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

Response:
Name: Searing Blow
Level: 3
School: Evocation
Classes: Wizard
Casting time: 1 Reaction, Which You Take When You Hit An Enemy With A Melee Weapon Attack
Range: Touch
Duration: Instantanious
Components: V
Description: When you attack and hit an enemy creature with a melee weapon attack you can choose to channel your magical energies into your weapon dealing additional damage. The damage type is determined by your alignment.
Good alignment channels Radiant energy. Evil alignment channels Necrotic energy. Neutral alignment chooses Radiant or Necrotic.
The target of the attack must make a Wisdom Saving throw. On a successful save the target takes half damage or takes 5D10 additional damage of the type chosen by your alignment.
At Higher Levels. When you Cast this spell using a spell slot of 4th Level or higher, the damage is increased by 1D10 for each spell slot above 3rd


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

Response:
Name: Searing Choker
Level: 2
School: Conjuration
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You reach out and conjure a circle of super-heated metal around your victim's neck. The red-hot choker sheds bright light for 30 feet centered on the target, and dim light out to 60 feet. The choker does not count as being worn by the target.
The target takes 2d6+2 fire damage when you cast this spell, and you can repeat this damage each turn for the duration of the spell as a bonus action. On each of its turns, the target may use its action to make a Strength saving throw to attempt to remove the choker. The target has advantage on this save if its size is Huge or greater.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it deals 1d6+1 additional fire damage for every level above 2nd.


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

Response:
Name: Searing Light
Level: 3
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 100Ft
Duration: Instantaneous
Components: V, S
Description: Focusing divine power like a ray of the sun (or moon), you project a blast of light from your open palm. Make a ranged spell attack against a creature within range, dealing 5d8 radiant damage on a hit. An undead creature takes an additional 2d8 radiant damage.
This light is sunlight. Creatures hit by this spell must make a Constitution saving throw. On a failed save, it becomes blinded until the end of its next turn. Undead and creatures with 'Sunlight Sensitivity' make this save at disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, it deals an additional 1d8 radiant damage for every level above 3rd


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

Response:
Name: Searing Orb
Level: 1
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You launch an unstable orb of flames at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 fire damage. On a miss, the orb detonates, and all creatures within 5 feet of the original target must make a Dexterity saving throw, taking no damage on a success and half damage on a failure.
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: Searing Sun Fire Burst
Level: 7
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: V, S
Description: You create a large burst of orange fiery light that targets enemies in a cone of 15 feet, each creature has to succed on Dexterity Check. On a successful saving throw the creature takes half the damage, on a failed throw the creature takes 3D12 fire damage and 3D12 radiant damage and is blinded, each turn the affected creture can repeat the saving throw in order to counteract the blind effect. For each turn during which the affected creature is blinded by this spell it takes additional 1d10 fire damage and 1d10 radiant damage.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher you add additional 1d12 fire damage and 1d12 radiant damage.


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

Response:
Name: Secret Hado
Level: 5
School: Evocation
Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action Or Reaction
Range: 60 Feet
Duration: Instant
Components: V, S, M
Description: you infuse the environment around you with a simple but powerful enchantment.
The user, using their hand, performs a slash-like movement, creating an aura in the form of a large green dragon that launches a powerful wind from its mouth against the enemy destroying any type of magical barrier in its path. This technique is strong enough to destroy the dome formed by the force barrier spell.


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

Response:
Name: See Through
Level: 1
School: Divination
Classes: Cleric, Wizard
Casting time: 1 Action
Range: Touch
Duration: Until Dispelled
Components: V, S, M
Material cost: a piece of glass
Description: You touch a simple surface such as a door, a wall, or even a shield to see through it as if it was transparent. The target area can vary from 1 to 5 square feet, as chosen when the spell is cast. The surface appears to be nonexistent from the side of the caster, yet the other side remains completely normal and solid.
The spell can see through most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt


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

Response:
Name: Seeking Blade
Level: 3
School: Divination
Classes: Bard, Cleric, Ranger, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, S, M
Material cost: a small sculpture of the target worth at least 20 gp, consumed by the spell
Description: You inscribe the name of a creature into one weapon or a piece of ammunition you touch. When used to attack that creature, the attack roll has advantage.
If you know the true name of the target, this spell requires no material component.


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

Response:
Name: Sehanine's Blessing
Level: 5
School: Divination
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Self (45-Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: The Moonlight
Description: Upon feeling the moon's rays on his skin, the caster releases a pulse of cold energy that heals your allies in 8d6 in an area of 30 feet of radius around the caster and repeats this effect for the duration of the spell.

Any creature that enters the effect area performs a constitution check, DC (10 + proficiency bonus + wisdom modifier), the creature that fails takes 2d6 cold damage.

Those who approach up to 15 feet can be repelled by a strong breeze if they fail a strength saving throw, DC (10 + proficiency bonus + wisdom modifier), if they fail they will be pushed out of the effect of magic and take 4d6 cold damage.

This spell can last for another 30 seconds by sacrificing two spell slots per spell level below 5th.


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

Response:
Name: Selective Invisibility
Level: 3
School: Enchantment
Classes: Bard, Wizard
Casting time: 1 Action
Range: 60Ft.
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: You may target any creature you can see within 60ft and alter their minds to erase your own image. This spell has no effect on undead or constructs. The target must succeed in a Wisdom or Intelligence(their choice) saving throw. On a failed save, the target becomes unable to see you for the duration. When the spell ends, the creature becomes aware of your attempted tampering.
If you damage the target, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 7th or higher, you may choose two other senses through which the target will be unable to perceive you. When you cast this spell at 9th level, all traces of your existence are unknown to the target. You may open doors or walk through substances in which you would otherwise leave footprints, take items, and even conduct conversation with others, all of which the target will be entirely unaware of


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

Response:
Name: Self Projectile
Level: 2
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S
Description: You and all your worn and carried equipment are momentarily turned into a glowing dart of energy and fly in a straight line towards an enemy. Make a ranged spell attack on one enemy you can see within range, dealing 1d10 force damage on a hit. Additionally, when the attack hits, you appear in space adjacent to your target.
If the attack misses, you continue along your trajectory for a further 1d6*5 5ft from the target before reappearing in the nearest unoccupied space.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 1d10 force damage for every level above 2nd.


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

Response:
Name: Self-Arcane Eruption
Level: 9
School: Evocation
Classes: Artificer, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 420 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: an Ankh charm, and a letter of apology
Description: You gather massive amounts of arcane energy into yourself. When completed at your will that energy will be unleashed from you in the form of an explosion, destroying your body creating the following effects:
All creatures within a 40 foot radius take 20d8 + 150 magic bludgeoning damage.
Creatures within 120 feet must make a Constitution saving throw. A creature takes 20d8 + 50 force damage on a failed save, and half as much on a successful one.
All creatures must make another constitution saving throw to not drop to 0 hp.
Any creature with a 100 hp or less dies instantly with no saving throw.
The bomb radius becomes a permanent Anti-Magic Field
All creatures within the created Anti-Magic Field take 20 radiant damage at the beginning of each of their turns.
The radiation breaks down & destroys all metal, magical objects, organic material (including corpses, bone and wood) and glass within the field.
All nonmagical plant life 300 feet outside the radius wither and die.


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

Response:
Name: Self-Destruct
Level: 9
School: Enchantment (Ritual)
Classes: Wizard
Casting time: 6 Hours
Range: Touch
Duration: Until Activated
Components: V, S, M
Material cost: A small gem worth at least 4000GP.
Description: You pour a small part of your life force into a gem, turning it into an explosive device. Upon doing so you deduct 1d4 from your maximum HP total. This gem can be activated by its creator, and upon doing so it releases all the energy contained within. Each creature in a 10-foot radius, centered on the gem, must succeed on a Dexterity saving throw. A target takes 8d12 force damage on a failed save, or half on a success.
This gem can also be embedded in a creature's body (referred to as the host) and connected to its life essence (which requires 2 hours of surgery, and a DC 16 Medicine check. If you fail this check, the gem is not connected to the life force but remains inside the host). Once connected to the host's life force, the gem begins feeding off of the essence and grows stronger, making the host lose 1d20+10 off their total maximum HP, and gaining 3d12 extra damage, as well as 10-feet being added to the explosion radius.
If detonated inside a host, the explosion ignores any resistances or immunities that the host may have. The host can activate the gem at will, even when unconscious.
At the beginning of each week the gem absorbs more of the host's life force, gaining an additional 2d12 force damage as well as an extra 10-feet to its explosions radius.
Any host killed by this spell cannot be resurrected as its very essence is annihilated by the gem (only applies if the gem was connected to its life essence)


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

Response:
Name: Self-Sufficient Dead
Level: 5
School: Necromancy
Classes: Wizard
Casting time: 10 Minutes
Range: 20 Feet
Duration: 24 Hours
Components: V, S, M
Material cost: tentacle of a mind flayer
Description: Target up to 4 corpses or piles of bones within range, each becoming a zombie or skeleton respectively. However, they have an Intelligence of 10, and can speak your languages. They are wholly loyal to you, and take commands given to them, acting at the best of their ability. Unlike those created by animate dead, they won't default to dodging and standing in place if left alone, continuing the tasks given to them. When a command is completed, they return to you.
After the spell ends, the undead remain but are no longer under your control. Additionally, they lose the benefits they would gain from this spell. Instead of using this spell for it's normal purpose, you may use it to reassert control over 6 undead created in this way for the duration of the spell.
At Higher Levels. When cast at 6th level or higher, you create or reassert control over 1 additional undead for every level above 5th.


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

Response:
Name: Selo's Accelerando
Level: 0
School: Transmutation
Classes: Bard
Casting time: 1 Full Round
Range: 30Ft
Duration: Performance (See Text)
Components: V, S, M
Material cost: a drum or other percussion instrument
Description: Selo's Accelerando slightly increases all modes of movement for the caster and up to six creatures of the caster's choice within range of the spell. An affected creature's base movement speed is increased by 5ft each round the caster performs this spell.
While usable anywhere, the spell is most effective in open environments and wildernesses. The rhythms played to generate this spell are very loud and very brash, audible out to a range of 300ft. In a town or other heavily settled region, the caster is likely to gain the attention of angry villagers and citizens. In a dungeon, monsters are drawn to the caster like flies on a corpse in the sun. The caster and all affected allies gain disadvantage with any Charisma-based ability check while the spell is in effect. and the disposition of creatures not affected by this spell is immediately shifted down one category (Friendly becomes neutral becomes hostile, in that order).
The effects of this spell do not stack with any other magical increase to movement, such as Longstrider or Expeditious Retreat. Only the greatest increase to movement speed is in effect, while the other increase is suppressed as long as the more powerful effect is active.
At the end of each round, including on the round the spell is cast, the caster must make a successful Performance check (DC equals the caster's spell save DC). On a successful check, the spell remains in effect for an additional round. On a failed check, the spell ends instantly. The caster makes this check with disadvantage if they were damaged by a creature or if the caster if forced to make a saving throw. The caster must choose which creatures are affected by this spell and the end of every round, and if a creature leaves the spell's range, the increase to their movement ends at the end of the action taken to remove themself from the spell's range.
At Higher Levels. This spell’s movement increase improves by 5ft when you reach 5th level (10ft), 11th level (15ft), and 17th level (20ft)


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

Response:
Name: Sentinel
Level: 4
School: Conjuration
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 8 Hours
Components: V, S
Description: Various creatures surrounding a pair of sentinels. Source
You conjure an immobile stone statue that completely fills a 5-foot-cube of water or open air in range, which lasts for the duration. If you wish, the statue can take the form of a crude and obviously fake resemblance of a creature, or a large and ornate stone lamp that remains magically lit for the duration. The statue must be conjured on solid ground that can support its weight, and must have 5 feet of open space around it to the north, south, east, and west of it. If the statue is destroyed or moved from this position, the spell ends.
When you cast this spell, you can mentally command the statue to spit a mote of radiant energy (if you are a cleric) mote of flame (if you are another spellcaster) at a target within 120 feet of it. The target must be any one creature or object you can see, the closest creature in the statue's range, or the closest creature in its range that was not in range when you first cast the spell, as you command. For the duration, you can use a bonus action to cause the statue to spit another mote.
When the statue spits a mote, make a ranged spell attack against the target. On a hit, the target takes 9 (2d8) radiant damage if it was a mote of radiant energy, or 13 (3d8) fire damage if it was a mote of flame.
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 4th


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

Response:
Name: Separate Energy
Level: 4
School: Conjuration
Classes: Cleric, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: two small glass semicircles
Description: You seperate two different sources of energy which permeates all life, positive and negative. You create two seperate 5-foot radius spheres within range, one positive, one negative. If a creature starts their turn within 5 feet of a sphere, or moves there, they must make a Constitution saving throw or take 2d6 damage, either radiant or necrotic, based on which sphere they were near.
Additionally, you can move a sphere up to 20 feet as a bonus action. However, you can never move either sphere within 30 feet of eachother.
When the spell ends, the two spheres come crashing back together and dissapear. Anyone caught in this movement is forced to make the save as well.
At Higher Levels. When cast at 5th level or higher, it deals an additional 1d6 damage for every level above 4th.


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

Response:
Name: Seppuku
Level: 5
School: Necromancy
Classes: Paladin
Casting time: 1 Reaction, Which You Can Take In Response To Being Reduced To 0 Hit Points
Range: Self (60-Foot Radius)
Duration: Instantaneous
Components: S, M
Material cost: a sword or a dagger
Description: In despair at your own failure, you decide to die an honorable death by falling on the weapon used in the casting. You begin dying with two failed death saving throws, as if you had rolled a 1. At the same time, you release a potent curse that terrifies your enemies. All creatures you choose within 60 feet of you must make a Wisdom saving throw. On a failed save, a creature takes 10d8 psychic damage and is paralyzed with fear for 1 round. On a successful save, a creature takes half damage and isn't paralyzed.


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

Response:
Name: Serac
Level: 2
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (15-Foot Cube)
Duration: Instantaneous
Components: V, S, M
Material cost: a piece of ice
Description: A freezing wave of ice explodes in a 15-foot cube centred on yourself. Each creature other than you in that area must make a Dexterity saving throw, taking 2d6 cold damage and 2d6 piercing 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 3rd level or higher, it deals an additional 1d6 cold damage or 1d6 piercing damage for every level above 2nd.


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

Response:
Name: Serpentine Shape
Level: 3
School: Transmutation
Classes: Bard, Druid, Ranger
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: For the duration of the spell, your body becomes more like a snake, though you retain all your previous faculties. You gain a swimming speed of 30 feet. If you already have a swimming speed, increase it by 30 ft.
Your mouth also grows venomous fangs, with which you can make an unarmed strike. If you hit with this attack, you deal 2d6 poison damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for your bite increases by 1d6 for each slot level above 3rd.


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

Response:
Name: Serrated Gust
Level: 3
School: Conjuration
Classes: Druid, Ranger, Sorcerer
Casting time: 1 Action
Range: Self (100 Foot Line)
Duration: Instantaneous
Components: V, S, M
Material cost: a cluster of broken glass
Description: A barrage of whipping, lashing wind howls from your hand to
abrade your enemies, in such force that the air cutting sound can be heard up to 50 feet away. Each Creatures in a 100 foot line, 5 feet
wide originating from you must make a Dexterity saving throw.
If a creature fails the saving throw, it takes 7d6 wind damage, is
pushed 5 feet away from the line and knocked prone. On a successful save, it
takes half that damage and is not pushed nor knocked prone.


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

Response:
Name: Servant Permanence
Level: 3
School: Conjuration (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: One emerald worth 500gp or more, one cup of alcohol of any variety, one conjured creature or undead under your service
Description: This spell can be cast only once per seven days. If the spell is cast twice within seven days, the spell fails, destroying the servant. Make a DC(16) Intelligence check. If the roll a success, the servant's duration is now permanent, and no longer counts toward the limit number of its respective spell. The creature is also permanently under your command.
If the roll fails, the target explodes, killing them instantly dealing 4d6 force damage to all creatures within 30 feet, yourself included. This spell does not effect servants that are already considered permanent


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

Response:
Name: Shadow Armor
Level: 3
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: 8 Hours
Components: V, S, M
Material cost: The Tattered Page of a Spellbook
Description: Necrotic shadows swirl around over your robes. For the duration of the spell, as long as you aren't wearing armor, your base AC becomes 14 + your Intelligence modifier. The spell ends if you don armor or if you dismiss the spell as an action


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

Response:
Name: Shadow Axe
Level: 6
School: Evocation
Classes: Cleric, Warlock
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: You evoke a shadowy axe in your free hand. The axe is similar in size and shape to a battleaxe, and it lasts for the duration. If you let go of the axe, it disappears, but you can evoke the axe again as a bonus action.
You can use your action to make a melee spell attack with the shadowy axe. On a hit, the target takes 5d8 necrotic damage and must make a Wisdom saving throw or be frightened until the end of your next turn.


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

Response:
Name: Shadow Blast
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Round, Concentration
Components: V, S
Description: You create a beam of darkness, clouding the creature's vision. On a hit, the target takes 1d6 necrotic damage and the creature's vision is limited to a range of 10 feet, having its view clouded by magical darkness after this range for the duration of the spell.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


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

Response:
Name: Shadow Blink
Level: 2
School: Illusion
Classes: Wizard, Ranger, Sorcerer
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Description: You become shrouded in shadow, and gain the ability to directly meld with darkness. While within dim light or darkness, you gain a climbing speed equal to your walking speed for the spell's duration, and can walk on walls and ceilings as if they were floors.
If you are standing in dim light or complete darkness, you may use 5ft of movement to teleport up to 60ft to an unoccupied space that you can see that is also shrouded in dim light or darkness.
Additionally, you may use an action to automatically succeed a stealth check while within dim light or darkness


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

Response:
Name: Shadow Blur
Level: 4
School: Illusion
Classes: Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V
Description: You can only cast this spell if you are in darkness, and ends if you leave the darkness.
You shift into the shadows, becoming untouchable. For the duration of the spell, you cannot be targeted by attacks.


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

Response:
Name: Shadow Bolt
Level: 1
School: Necromancy
Classes: Cleric, Sorcerer, Warlock
Casting time: Action
Range: 90 Feet
Duration: Instantaneous
Components: S
Description: Summoning surrounding shadows, you fire a solidified bolt of shadow from your hand. Make a ranged spell attack against one target within range. On a hit, the target takes 1d6 necrotic damage. This attack has advantage on targets within dim light or darkness.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every level above 1st.


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

Response:
Name: Shadow Duel
Level: 7
School: Enchantment (Ritual)
Classes: Bard, Warlock, Wizard
Casting time: 1 Minute
Range: 60Ft
Duration: Instantaneous
Components: V, S, M
Material cost: a silver pocket-watch worth at least 100g
Description: You invoke an ancient rite of combat that is reserved for only the bitterest of rivals. When you cast the spell, you designate yourself and up to fifteen other creatures. When you do, the selected creatures must succeed a Charisma saving throw or be forced into the duel. A creature can willingly fail the save. All unwilling creatures must fail the save or the spell fails. When you designate the participants of the duel, there must be an equal number of creatures on both teams. Creatures on a team cannot overtly harm or work against one another.
Once the participants have been chosen, you can set the terms for the duel and what constitutes a victory. If no rules are set, it is considered a duel to the death, and the duel will not end until one side is completely decimated and all members of one side are dead. When the duel begins, a cubic wall that is 60ft across is formed around the participants. This wall is immune to all damage, and blocks any form of interplanar travel or teleportation through the wall. The cube will only disperse once the duel has ended. As per the sacred rules of this fight, absolutely no outside source may interfere with the duel, and no creature may leave the duel until it is finished. Nothing short of a deity or the wish spell may intervene.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can select an additional two creatures and the cube extends by 30ft.


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

Response:
Name: Shadow Evocation
Level: 3
School: Illusion
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Special
Duration: Special
Components: V, S
Description: You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of an evocation spell. When you cast this spell, choose an evocation spell from the sorcerer or wizard spell list that is 2nd level or lower. This spell copies that spell in its entirety, and acts as if the copied spell were cast from a 2nd-level spell slot. The copied spell is treated as an illusion spell, instead of an evocation spell. This spell's range and duration are equal to the range and duration of the spell being copied, and requires concentration if the spell being copied also requires concentration.
When a creature would be affected by a spell copied by shadow evocation, it can make an Intelligence saving throw. On a success, the creature disbelieves the illusion. A disbelieving creature takes only one-fifth the damage from this spell (If applicable. Round normally.). If the disbelieved attack has an effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any saving throw or ability check that the spell being simulated allows.
Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.
Objects automatically succeed on their Intelligence saving throw against this spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum level of evocation spell you can copy increases by one level, and the spell slot it is treated as being cast from increases by one level for each slot level above 3rd.


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

Response:
Name: Shadow Flame
Level: 0
School: Enchantment
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Minute
Components: S, M
Material cost: a flame and a secondary light source
Description: You shine a light at a flame flame and give it a shadow.
The shadow of the flame (not the flame itself) makes everything within 5ft of it - visible or invisible objects and creatures - look translucent. One can see the insides of creatures and through solid objects.

Note: This means shining a second light source at the flame to obtain the shadow.

In addition, Undead within 10ft of the flame (not the shadow) do not benefit from resistances.


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

Response:
Name: Shadow Hand
Level: 4
School: Evocation
Classes: Bard, Sorcerer, Warlock
Casting time: 1 Action
Range: 30 Feet
Duration: Up To 1 Minute
Components: V, S
Description: A dark, floating hand appears and grabs your opponent, leaching their life to aid you. As an action, you select a target and cast this spell, forcing the target to make a Constitution save against your spell save DC. If the target fails, the hand latches onto them and saps 2d4 + 1 health from them. If target succeeds, the hand disappears and they gain advantage on saves against the spell for 1 hour. The target may repeat the save at the start of each turn.
As a bonus action while this spell is in effect, you may absorb some of the life the hand has taken, up to 1d4. The health absorbed by the hand is lost if the target succeeds the saving throw, the spell ends, or the target dies.


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

Response:
Name: Shadow Mist
Level: 0
School: Illusion
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (10-Foot Sphere)
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: With a quick hand gesture, you create a mist infused with the gloom of the Shadowfell. A sphere of dark, inky-black mist appears centered on you and extends outward for 10 feet. Anything within the radius of the mist is dimmed, so that bright light becomes dim light, and dim light becomes darkness. The cloud can be displaced with a light breeze


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

Response:
Name: Shadow Shift
Level: 4
School: Transmutation
Classes: Sorcerer, Warlock
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S
Description: While standing in darkness, you can cast this spell. When you do so, you become one with the darkness.
At the start and end of your turn, you may freely move to an open location within this darkness, and you can choose to not be targeted by effects that target specific creatures, as you phase out of reach. If it would deal radiant damage, this is ignored.
You cannot leave the darkness until the spell ends, and if the darkness dissapears before that happens, the spell ends and you are stunned until the start of your next turn.


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

Response:
Name: Shadow Spray
Level: 1
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet (5-Foot Radius Sphere)
Duration: Instantaneous
Components: V, S, M
Material cost: a handful of black ribbons
Description: You cause a multitude of ribbon-like shadows to instantaneously explode outward in a 5-foot radius sphere from a point that you choose, restraining nearby creatures. Each creature within the radius must succeed on a Constitution saving throw, or be restrained until the end of your next turn. The shadows vanish once they are no longer restraining a given creature.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the radius of the sphere by 5 feet for each slot level above 1st


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

Response:
Name: Shadow Strike
Level: 0
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: Action
Range: 20 Feet
Duration: 1 Round (See Text)
Components: S
Description: You conjure shadows to harm your foes. Choose a 5-foot cube that is in an area of dim light or darkness. A creature in that area must succeed on a Dexterity saving throw, or take 1d4 necrotic damage. If there's a creature or object ends its turn in the area, it is crushed by living shadows, taking 1d4 bludgeoning damage.
Both damage increase by 1d4 at 5th, 11th and 17th levels.


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

Response:
Name: Shadow Walk
Level: 5
School: Illusion
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self/Touch (See Below)
Duration: 8 Hours (Concentration)
Components: V, S, M
Material cost: a tiny silver chain and a ribbon of black velvet
Description: To use this spell, you must be standing within dim light or darkness, and you must be touching the shadow of a creature or object which is not a target. You and any additional targets are transported along a coiling path to the edge of the Shadowfell. The effect is largely illusory, but the path is quasi-real. You can take up to four targets with you, but they must be touching you.
Creatures unwilling to accompany you into the Shadowfell must make a Wisdom saving throw, negating the effect if successful. For each hour which you are travelling in this way, an initially unwilling target must roll an additional Wisdom saving throw. If they succeed, they are shunted from the group of early.
For the spell's duration, you move normally within the Shadowfell but 10 times as quickly relative to the Material Plane. Due to your planar location on the edges of the Shadowfell and the Material Plane, you cannot make out the details of the terrain, structures, or creatures which you pass through.
When this spell ends, all targets aside from you appear in the same relative space to you which they occupied prior to the spell. This means that a creature which was directly Southwest of you upon the spell's casting will also appear Southwest of you when you arrive. On arrival, all targets are shunted together 1d10 x 100 feet in a random horizontal direction from the desired endpoint (determined by rolling 1d8, with 1 representing North and the directions progressing clockwise).
If this would place you (or any other creature targeted by this spell) within a solid object or an area of bright light, that individual target is shunted 1d10 x 100 feet further in a random direction. If that would still place them within a solid object or bright light, they are shunted to the nearest empty space which is not currently in bright light. If one target is shunted in this way, it does not necessarily shunt every other target in this way.
This spell can also be used to travel from the Material Plane to an analogous location on the Shadowfell, or vice versa; doing so reduces the spell's duration by 4 hours.
The strain of this spell gives each target one level of Exhaustion.
At Higher Levels. When you cast this spell at 6th level or higher, the duration increases by 3 hours for each additional spell level after 5th. Each additional spell level also adds another potential target


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

Response:
Name: Shadow Warp
Level: 0
School: Conjuration
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: V, S
Description: You teleport to an unoccupied space in dim light or darkness within range. If you are not standing in dim light or darkness when you cast the spell, the spell fails


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

Response:
Name: Shadow Well
Level: 4
School: Illusion (Ritual)
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You spit out the words of the spell, and the shadow of your foe darkens, becoming a solid black pit. Your opponent pinwheels its arms as it topples backward into the darkness.
You cause a single target creature's shadow to become a temporary gateway to a pocket realm within the Shadowfell. The target must make a Wisdom saving throw. On a failure, they are pulled into the gateway. Inside the pocket realm, the target sees a deserted, gloomy duplicate of the real world, while shadowy phantasms stalk and taunt it without causing real harm. On each of its turns, the target can use its action to attempt a Wisdom saving throw, ending this effect on a success.
When the target returns to the real world, it must succeed on another Wisdom saving throw or become frightened for 1D4 rounds.
Upon leaving the pocket realm, the target reappears in the spot it had been in when the shadow well spell was cast. If this space is occupied, it instead appears in the nearest unoccupied space to that point.
Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature to escape a shadow well spell, although a plane shift spell allows it to flee to another plane as normal. The target may still become frightened upon leaving in such a manner.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them


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

Response:
Name: Shadow Well, Variant
Level: 4
School: Illusion (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a small silver bell, two pieces of silver, and a small square of black velvet
Description: You cause a single target's shadow to become a temporary gateway to a small region within the Shadowfell. An unwilling target must make a Wisdom saving throw or be pulled into the gateway.
While in the designated region of the Shadowfell, the target sees a deserted, gloomy duplicate of that region's analogue on the Material Plane, and may be subject to any of the hazards associated with traversing the Shadowfell. On each of their turns, the target may choose to use an action to attempt a Wisdom saving throw, ending this effect early on a success.
When the target returns to the Material Plane, it reappears in the spot it had been in when the spell was originally cast. If this space is occupied, it is instead shunted to the nearest unoccupied space.
A target who succeeds a saving throw from this spell or who leaves the Shadowfell early by their own means cannot be affected by this spell again for at least 24 hours.
While self-explanatory, it is important to note that spells which transport a creature within the plane it already exists within (such as teleport) do not have the capability to return the target to the Material Plane, although a spell which allows it to access another plane of existence works normally, ending the effect early if used.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them


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

Response:
Name: Shadowblade
Level: 0
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Minute
Components: V, S
Description: With a couple quick movements, you pull a sword made from solidified shadow from thin air that lasts for the duration.
For the duration of the spell, the shadowblade can be used as a longsword, which you are proficient with.

Additionally, as an action you can make a melee spell attack against a creature or object within 5 feet of you. On a hit, the target takes 1d8 necrotic or slashing damage (your choice) + your spellcasting modifier.
The spell ends if you cast it again or if you let go of the weapon.

The damage of the melee spell attack increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Any additional damage dice can be split as you desire among slashing or necrotic damage


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

Response:
Name: Shadowcery
Level: 0
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet (Grounded)
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You stretch your shadow and have it rise out of the ground, making a three-dimensional object or creature out of darkness. It can move as you will it. It cannot be touched and will phase through any attempt to touch it. This creature cannot be larger than a 10 foot cube. It will not dissipate if someone tries to touch it. It has no sound effects and is purely visual


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

Response:
Name: Shadowstrike
Level: 0
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, M
Material cost: a weapon
Description: You reach into the void to enhance your next attack with necrotic energy.
As part of the action used to cast this spell, you must make an attack with your weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the weapon attack's normal effects, and the target takes extra necrotic damage equal to your spellcasting modifier.
The spell’s damage increases by 1d8 when you reach 5th level (1d8 + your spellcasting modifier), 11th level (2d8 + your spellcasting modifier), and 17th level (3d8 + your spellcasting modifier)


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

Response:
Name: Shadowy Body
Level: 9
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: S
Description: You turn yourself into a living, three-dimensional shadow. Until the spell ends, you gain the following benefits:
You have immunity to nonmagical bludgeoning, piercing, and slashing damage (attacks of those types just pass through you as if you weren't there), as well as to necrotic and poison damage.
You have resistance to all other damage that isn't radiant. However, you have vulnerability to radiant damage.
You have immunity to exhaustion, as well as to the grappled, paralyzed, petrified, poisoned, prone, and restrained conditions.
Your speed is doubled. You are not affected by difficult terrain, and you can move through a space as narrow as 1 inch wide without squeezing.
You can see in dim light or darkness as if it were bright light, with no range limit.
You have invisibility while you are within dim light or darkness.
You are terrifying in appearance. Non-friendly creatures within 120 feet of you who can see you must make a Wisdom saving throw or be frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within its line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature cannot be frightened by the spell for 24 hours.
A non-friendly creature that touches you or attacks you while within 20 feet of you takes 18 (4d8) necrotic damage as it is consumed by shadows.
You can cast darkness as a bonus action, without expending a spell slot or any components. Unlike normal, concentrating on darkness created by this spell doesn't cause you to lose concentration on the shadowy body spell.


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

Response:
Name: Shady Visage
Level: 0
School: Illusion
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 10 Minutes
Components: V, S, M
Material cost: a mask
Description: You obscure the features of the willing creature that you touch. A creature that attempts to discern the affected creature must make a Wisdom (Perception) check against your spell save DC, seeing the creature clearly on a success. This can be used to preserve anonymity and vaguely obscure race, though height and other identifying areas, such as hands, horns, or tails will still be present and noticeable unless hidden in another manner


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

Response:
Name: Shale's Instant Compass
Level: 1
School: Divination
Classes: Artificer, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: A magnetic material
Description: “

Never underestimate the power of not being lost in the Underdark.

”

—The notes of Shale Samuel the Lich.
When you cast this spell, you instantly learn the current direction of North (Or it's equivalent, if any) relative to you. This spell fails in any location with unusual directionality, such as the Abyss, wherein directions aren't set by magnetic poles. The spell also fails when in the presence of a large amount of highly magnetic material.


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

Response:
Name: Shape Bond
Level: 3
School: Transmutation
Classes: Artificer, Druid, Wizard
Casting time: 1 Hour
Range: Circle (2Ft. Diameter)
Duration: Instantaneous
Components: V, S, M
Material cost: a vial of the target’s blood and precious gems worth 25 GP, which the spell consumes
Description: You draw a circle on a flat surface with the blood of the person targeted by the spell. You place one of the following item options in the circle. The items have to fit completely within the circle.
Up to five pieces of clothing, items or tools with no feature or property that require no attunement
Up to three non-magical items that have features or properties that require no attunement
One set armor
One item that has magical properties or requires attunement
Rare items have a higher binding cost. Add these additional material components to the circle depending on the rarity of the item. Sentient items and artifacts are unaffected by the spell.
Uncommon: Quartz worth 10 GP
Rare: A white pearl or piece of amber worth 25 GP
Very Rare: A ruby, sapphire or emerald worth 25 GP
Legendary: A diamond worth 100 GP
Once the spell is over, the items inside the circle are bonded to the target’s current form. If the target’s body is transformed, such as by a Polymorph spell, the items will shrink and change shape to accommodate the target and retain their properties.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can add an additional item option to the circle, provided that they fit within the space. However, you must provide gems worth 10 GP per additional level.


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

Response:
Name: Shape Flesh
Level: 5
School: Transmutation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 10 Minutes
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: an iron scalpel
Description: This spell allows you to permanently change the physical appearance of a creature. You decide what they look like, including their height, weight, facial features, sound of their voice, hair length, coloration, and distinguishing characteristics, if any. You can make them appear as a member of another race, though none of their statistics change. They also don't appear as a creature of a different size than they were, and their basic shape stays the same, if they're bipedal, you can't use this spell to make them quadrupedal, for instance. An unwilling creature must make a Constitution save, being affected on a failure


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

Response:
Name: Shape Light
Level: 0
School: Transmutation
Classes: Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 10 Minutes
Components: S
Description: You shape the light originating from a light source that you can see or somehow acknowledge within range. The light can take any intricate form you desire, so long as it never leaves the spell's effective range. You can also, when you cast the spell or as an action while you maintain concentration, shape the light to target a creature's sight directly, and said creature must make a Constitution saving throw, becoming Blinded on a failure until you stop concentrating on the spell or they block off the light somehow (shields can reflect the light if positioned accordingly as a bonus action, however if they are kept in that position their AC bonus will not be effective). If the source only provides dim light, the saving throw is made with advantage. The DM may consider a source of dim light to be not bright enough to blind a person, and if so, it is not possible to blind someone shaping light from a dim light source. After keeping the light blinding a creature for 3 turns, you must use another action to maintain the effect, since it's hard to follow the creature's movements with the light. If you don't do so, the light will return to it's original shape until you spend another action to shape it accordingly. In all other cases, you can shape the light without using an action. If the light source is completely blocked off, this spell ends immediately. It is possible to shape Dancing Lights using this spell, however if they were cast by a different person and said person did not specify that the lights were to be shaped you must make a saving throw using your spellcasting ability against the spell save DC of the person who originally cast the Dancing Lights. Same rule also applies to lights conjured through the Light cantrip. It is not possible to shape any sort of damaging light, such as the Sunbeam spell. You can also convert a source's bright light into dim light as an action or when you cast the spell. The opposite is not possible, and it's not possible to cause a light source to completely stop emiting light.


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

Response:
Name: Shard of Hope
Level: 3
School: Enchantment
Classes: Bard, Paladin, Cleric
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Hour
Components: V, S, M
Material cost: a mirror
Description: You cause motes of light to radiate from an ally, strengthening the resolve of allies.
Choose a willing creature within range. Creatures you choose (as well as the target creature and yourself) within 30 feet of the target gain 5 temporary hit points for the duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each level of the spell slot above 3rd


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

Response:
Name: Share Trait
Level: 2
School: Transmutation
Classes: Wizard
Casting time: 1 Minute
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: You touch a willing creature and choose a single physical trait to share. The trait can be from the caster or the other willing creature, but must only grant a moement or sensory ability. The trait could be the eyes of an Elf, the claws of a Tabaxi, or some other similar trait.
The shared trait shares its form between both of the creatures. The creature who recieves the trait gains a basic understanding of how to use it, and can feel it as an extension of their own body. The trait is however limited, such limits can be found in the below table.

Trait Type
Limit
Examples

Movement
30ft
Climbing speed from a Tabaxi via their claws, flying speed from an Aasimar via their wings, or the swimming speed of a Water Genasi.

Sensory
60ft
Darkvision from an Elf via their eyes, or blindsight from a Dragonborn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the limit on the trait is increased by an amount shown in the below table, up to a maximum of the original creature's trait.

Trait Type
Increase per spell slot
3rd level limit

Movement
15ft
45ft

Sensory
30ft
90ft


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

Response:
Name: Sharpened
Level: 2
School: Transmutation
Classes: Paladin, Ranger
Casting time: 1 Bonus Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You cause a weapon that causes slashing or piercing damage to become extremely sharpened. For the duration, the weapon is considered magical, if it wasn't already, and you cause additional 1d4 damage with attacks from it.
In addition, when you roll a 4 on this extra damage die, you cause your target to bleed. The target suffers 1d4 necrotic damage at the start of its next turn and every of its turns thereafter, until the spell ends.