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

Response:
Name: Conjure the Crimson Claws of Night
Level: 7
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: an iron gauntlet, drenched in the fresh blood of a humanoid
Description: You create a pair of Large, wickedly sharp, blood-red claws like the claws of an animal in unoccupied spaces that you can see within range. The claws last for the spell's duration, and move at your mental command.
Each claw is an object that has AC 20 and hit points equal to half your hit point maximum. If a claw drops to 0 hit points, it vanishes. The spell ends if both claws drop to 0 hit points.
When you cast the spell and as a bonus action on your subsequent turns, you can move each claw up to 60 feet and then cause one of the following effects with each claw.
Claw. The claw strikes one creature or object within 5 feet of it. Make a melee spell attack for the claw using your game statistics. On a hit, the target takes 6d8 slashing damage and if it is no larger than Medium size, it is grappled (escape DC = your spell save DC). While a creature is grappled, it is also restrained.
Crush. The claw crushes a grappled creature or object, automatically dealing 6d8 slashing damage.
A creature or object does not have resistance or immunity to slashing damage from the claws unless it also has resistance or immunity to slashing damage.
If your concentration is broken, the claws don't disappear. Instead, you lose control of the claws, they become hostile toward you, ignoring all other creatures to attack you until you are dead. Uncontrolled claws can't be dismissed by you, and they will pursue you until they you or the claws are dead, whichever comes first. Should you fall unconscious or dead, the claws will grab your body and vanish; you will never be seen again. Any attempts to bring you back to life short of a wish spell or divine intervention will fail


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

Response:
Name: Conjure Water
Level: 1
School: Conjuration
Classes: Druid, Sorcerer
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Round
Components: V, S, M
Material cost: a bottle or waterskin
Description: You open a small portal in the bottle or waterskin you are holding to the primordial Plane of Water, conjuring water that is either salty or fresh, that appears to flow from the object.
You produce 10 gallons of water, that gushes forth in a waterjet 30 feet long and 1 foot wide. As a bonus action, you can aim the jet at a creature you can see within 30 feet of you. The target must succeed on a Strength saving throw or take 1d4 bludgeoning damage and fall prone.
Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
At Higher Levels. You can cast this spell using a spell slot of 2nd-level or higher. When you do so, the amount of gallons created increase by 10 and the damage increases by 1d4 for each level of slot spent beyond the 1st.


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

Response:
Name: Conjure Weapon
Level: 0
School: Conjuration
Classes: Artificer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: V, S
Description: You create up to three simple or martial melee weapons at any point during your turn, either in a free hand or on the floor at your feet. The weapons must be of a type you are proficient with and cannot have a combined value more than 25 gp. The created weapons are considered nonmagical for overcoming resistances and immunities to nonmagical damage and disappear at the end of your turn if they leave your hands.
If the weapon created has the light property, or if you have the dual-wielder[1] feat, you can use the same bonus action used to create the weapon to make an attack with it if as if using two-weapon fighting.
Once you reach 5th level, the created weapons become magical for the purposes of overcoming resistances and immunities to nonmagical damage and you can create up to five weapons with a combined value of 50 gp or less. At 11th level, any weapons created by this spell become +1 weapons, and you can create up to seven of them with a combined value of 125 gp or less. At 17th level, they become +2 weapons, and you can create up to nine of them with a combined value of 550 gp or less.


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

Response:
Name: Conjure Wraith
Level: 3
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: 30 Feet
Duration: 1 Hour
Components: M
Material cost: A small pouch of ashes
Description: Target one empty space within range, and pour the ashes out of the pouch. One minute later, a wraith will appear to serve the caster. Roll 1d20, and add your Spellcasting modifier. If you roll higher than 15 total, the wraith will serve you. If you fail, the wraith will explode, dealing 1d6 force damage to anything within 30 feet.
The wraith can target any corpse that has been dead for under 1 minute and create a specter, that will follow your orders. Both the specter and the wraith roll for initiative individually. The DM has statistics on both creatures. If the wraith is destroyed and a specter remains, it explodes, dealing 1d6 force damage to anything within 30 feet.
At Higher Levels. When you cast this spell using a spell slot of 4 or higher, the wraith can create one additional specter, per spell slot used


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

Response:
Name: Conjurer Joke
Level: 5
School: Conjuration
Classes: Warlock, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: Choose two objects or creatures within range, one of which you must be touching. The two things switch places with each other instantly. If you are casting this spell on an unwilling creature, then it must succeed on a wisdom saving throw of your spel


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

Response:
Name: Consecrate Weapon
Level: 1
School: Transmutation (Ritual)
Classes: Cleric, Paladin
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Minute
Components: V, S, M
Material cost: Holy Symbol, Sprinkling of Holy Water, Weapon with Metal Striking Surface
Description: The metal of a weapon you are holding is blessed with holy might, gleams with a mirror finish, is unable to be tarnished by non-magical means and radiates a good aura. For the duration, you can use your spellcasting ability instead of Strength for attack and damage rolls on melee attacks using this weapon, and your weapon attacks deal an extra 1d8. The weapon also becomes magical, if it isn't already and all damage dealt by it becomes radiant. The spell ends if you cast it again or if you let go of the weapon.
At Higher Levels. When you cast this spell using a spell slot of level 2 or higher, increase the damage by 1d8 for each level beyond firs


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

Response:
Name: Conspiracy Theory
Level: 3
School: Necromancy
Classes: Warlock
Casting time: Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: A Raven's Feather
Description: You call upon the ravens' power, bringing forth a tornado of magical ravens from beneath you. Following your command, the conspiracy of ravens swarms your target.
All creatures within a 5-foot radius around you must make a Dexterity saving throw, or take 1d6 necrotic damage. The conspiracy then attacks a target, dealing 1d8 necrotic damage on each one of your turns that concentration is maintained. As an action, you can change targets.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell deals an additional 1d6 damage, and conspiracy deals an additional 1d8 damage. At 5th level and higher, the conspiracy becomes an area of effect centered around the target, dealing 1d6 in a 5ft. area, increasing by 5ft. for every level above 5th


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

Response:
Name: Construct Homunculus
Level: 1
School: Transmutation
Classes: Artificer, Wizard
Casting time: 1 Hour
Range: 5 Ft.
Duration: Instantaneous
Components: V, S, M
Material cost: a tiny statue resembles a homunculus, a bats wing, a cats eye, 1 gp jewel, a blood drop, which spell consumes all components
Description: Few can find a good familiar that they can trust, and even fewer can find one's that are able to remain connected at all times.
When casting this spell, you transform the spell components into a golem(timcanpy)-like familiar.
At Higher Levels. When you cast this spell using a spell slot of level 2 or higher increase humunculus size by one category


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

Response:
Name: Consume the Fallen
Level: 4
School: Necromancy
Classes: Druid, Wizard
Casting time: 1 Action
Range: Self (50-Foot Radius)
Duration: 10 Minutes
Components: S
Description: You spread life-sapping spores through the air within the radius, stealing the fleeting life force of those who fall in battle. Whenever a Medium or larger creature falls unconscious within the radius, you regain 10 hit points. Whenever a Small creature falls unconscious within the radius, you regain 5 hit points. You regain no hit points from creatures smaller than Small. If a target makes death saving throws, it is considered to have automatically failed one.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing increases by 4 per creature for each slot level above 4th.


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

Response:
Name: Consumptive Malice
Level: 9
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Hour
Range: 800 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A tooth from a wight, a boar's hoof, a slab of beef infected with mad cow, and a smoky quartz crystal worth at least 5,000 GP which the spell consumes
Description: Upon completion of this spell, you reduce your hit point maximum by 30 until you complete a long rest and create a dread wind within a 100-foot radius sphere centered on a point that you can see that is in range. Every creature within this radius must make a Constitution saving throw or take 10d10+20 necrotic damage, or half as much damage on a successful saving throw. Celestials and fiends within this area are immune to this damage. Any Medium or Large creature killed by this damage rises as a zombie with temporary hit points equal to your total level. These zombies are hostile to all creatures that are not also zombies. Additionally, these zombies are marked with a curse that causes any Medium or Large creature that they kill to also be raised as a zombie that also bears the curse


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

Response:
Name: Contained Apocalypse
Level: 9
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action, At Least (See Below)
Range: 150Ft
Duration: Instantaneous
Components: V, S, M
Material cost: an arcane focus worth at least 15gp, which the spell consumes
Description: point to an area on the plane you are on, and annihilate all matter in that area, creating a hole in the world.
All matter in a 2ft sphere originating at a point within range stops existing. If this sphere is larger than a creature within it, that creature dies. If it is inside a creature larger than it, that creature takes 4d10 force damage and must make a constitution save or be sent to the Astral Plane. The sphere becomes a hole in whatever plane you cast it in, leading to the Astral Plane. If you cast this on the Astral Plane, it becomes a Sphere of Annihilation. If you choose, you can increase the casting time to increase the sphere's radius. 1 minute increases the radius to 5ft, and each additional minute doubles it (2 minutes 10ft, 3 minutes 20ft, Etc.) You may make a number of creatures equal to up to your spellcasting ability modifier exempted from the instant death effect of this spell, instead being drawn safely into the Astral Plane. The death effect of this spell ignores protection against instant death, such as the Death Ward spell, as it erases creatures it kills from existence. A creature killed this way cannot be brought back to life by anything short of direct divine intervention by a deity of great power.
At Higher Levels. If by some artifact or boon, you cast this spell at 10th level, it destroys the entire plane of existence you are on, killing all creatures, deities, and anything else on that plane you don't exempt. (Really?


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

Response:
Name: Contained Horrors
Level: 9
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: a pinch of ectoplasm
Description: You create a 5-foot-radius mass of screeching ghosts on an unoccupied point you can see within range. As a bonus action on your turn, you may move the mass 40 feet in one direction to another unoccupied point you can see within your range. Any creatures the mass moves through must make an Intelligence saving throw. A target takes 12d8 psychic damage on a failed save and is frightened of you for the duration of the spell, or they take half as much damage on a successful save and are not frightened of you


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

Response:
Name: Continual Light/Darkness
Level: 3
School: Transmutation
Classes: Artificer, Cleric, Wizard
Casting time: 1 Minute
Range: 180 Feet (60-Foot Radius)
Duration: Until Dispelled
Components: V, S
Description: You create a 60-foot radius sphere of your choice of never-ending light or darkness emanating from a point you choose within range. This effect spreads around corners. Completely covering the source of the effect with an opaque object, such as a bowl or a helm, blocks it completely until removed.
If an area of magical light and magical darkness of identical level overlap, they cancel out within the overlapping area.
Light. The area is filled with magical bright light. It suppresses any magical darkness of 3rd level or lower that it overlaps with, and it counts as direct sunlight for the purposes of Sunlight Sensitivity or other effects that are sensitive to daylight.
Darkness. The area is filled with magical darkness. It suppresses any magical light of 3rd level or lower that it overlaps with.


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

Response:
Name: Continuous Frosty Ray
Level: 3
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: Self(60-Foot Line)
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a blue gemstone worth at least 50 gp
Description: An icy beam of blue-white light shoots away from you in a direction that you choose, in a line 60feet long and 1 foot wide. Any creature that is in the line or steps into it must make a Constitution saving throw, taking 6d 8 cold damage on a failure,or half as much damage on a success. Additionally,a creature that fails the save is frozen and has its speed reduced to 0 feet for the duration. A frozen creature can make a Strength check, freeing itself on a success.
Any objects in the line are automatically frozen. A creature that attempts to touch a frozen object takes 1d8 cold damage.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the
damage increases by 1d8 per slot level above 3rd.


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

Response:
Name: Control Air
Level: 4
School: Transmutation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 300 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a pinch of dust
Description: Until the spell ends, you control any freestanding air inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As a bonus action on your turn, you can repeat the same effect with a different center, direction and/or targets or choose a different one.
Redirect Wind. You cause the air in the area to move in a direction you choose, from one point to another within the cube, even if this wind has to blow over obstacles, up walls, or in other unlikely directions. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the wind have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. The air in the area moves as you direct it, but once it moves beyond the spell's area, it continues to move in the orginal direction you chose until the spell ends or you choose a different effect. Any creature in the wind's path, if it is strong and when this option is cast, must succeed on a Constitution saving throw, or be pushed 15 feet to the wind's direction, and fall prone.
Defenestrating Sphere. You create a 30 feet radius sphere of extremely compressed air centered somewhere within range. You compress the air inside the sphere to the point it bursts, creating an extremely loud thunderous sonic boom, that can be heard up to 300 feet away. Every creature inside the sphere must make a Constitution saving throw. If it fails the saving throw it takes 4d8 thunder damage, is deafened for 1 minute, and is pushed 20 feet away from the center. If it succeeds, it only takes half damage.
Tornado. You cause a tornado to form in the center of an area within range. The tornado forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object within 25 feet of the vortex when it is cast is pulled 10 feet toward it. A creature can walk away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature is 10 feet from the vortex and it starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 force damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to walk away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
When an object or creature is caught in the vortex, it takes 2d8 bludgeoning damage; this damage also occurs at the beggining of its' turn, each round it remains in the vortex.
Accelerating Gale. Up to two allies that you can see within range are enveloped in fast whirlwinds, allowing them to be as swift as the wind. For the duration and they have the following benefits:
+1 bonus on melee and ranged attack rolls
Speed increased by 10 feet
Damage rolls from melee and ranged attacks deal 1d8 extra force damage
In addition, the attack gains benefits based on whether it is melee or ranged:
Melee. The attack's reach is tripled, but it counts as both a melee weapon attack and a ranged spell attack if it is made outside the weapon's normal reach.
Ranged. The attack ignores disadvantage caused by long-range, being underwater, or the effects of wind, and the weapon returns to one of your free hands at the end of your turn if it has the thrown property.
Constricting Currents On your command, the air forms into bands of swirling wind, much like shackles, around one huge or smaller creature, or up to 3 medium or smaller creatures that you can see within range. It must make a Strength saving throw. If it fails the saving throw it is restrained and lifted 10 feet into the air. A creature can make a Strength saving throw at the end of each of its turns. On a successful save, the creature breaks free and is not longer affected by the spell. To keep the creatures restrained, you must use your action on each of your turns. As a bonus action, on your turn, you can move a single creature affected by this spell 20 feet through the air. The creature moves slowly, and maintains the height of 10 feet above the ground.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher the damage increases by 1d8/1d6 for each slot level above 4th.


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

Response:
Name: Control Elements
Level: 0
School: Conjuration
Classes: Druid
Casting time: 1 Bonus Action
Range: 30 Feet
Duration: 1 Hour
Components: V, S
Description: You can mold fire, wind, water, life, and earth. This spell can control all nature, and can be used offensively or in other more creative ways. You may mold naturally occurring aspects of the element of your choosing, allowing you to reshape or move no more than 1 square foot of plant, stone, soil, and ice, water, fire, air, or allowing you to deal 1d4 damage of your chosen element type (lightning, fire, cold, necrotic, acid).
This damage increases by 1d4 at level 5 (2d4), level 11 (3d4), and level 17 (4d4


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

Response:
Name: Control Living Skeleton
Level: 3
School: Enchantment
Classes: Bard, Sorcerer
Casting time: 1 Action
Range: 30'
Duration: Concentration, 10 Minutes
Components: V, S, M
Material cost: four strings attached to the ends of two crossed sticks
Description: Control the internal skeleton of a living creature. The creature gets a saving throw on strength each round to regain control of its skeleton. The creature still has control over their lips, tongue, eyes and magical breath, but all bones are under the control of the caster. The creature can still cast spells it knows with no somatic component. Any breath or verbalized attacks are at a disadvantage. The creature goes where the caster wants and does what the caster wants at half speed, and with disadvantage. If the caster tries to make the creature do anything that is dangerous to itself, it gets an additional saving throw as a reaction. This spell not affect undead, gods, demi-gods, or creatures with legendary actions.


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

Response:
Name: Control Person
Level: 5
School: Enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You attempt to beguile a humanoid that you can see within range. It must succeed on a Charisma saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Charisma saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 9th level, the duration is concentration, up to 24 hours


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

Response:
Name: Control Polarity
Level: 3
School: Transmutation
Classes: Artificer, Wizard
Casting time: 1 Action
Range: 60Ft
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a magnet
Description: You alter the polarity of two targets, forcing them toward or away from each other. When you cast the spell, choose two targets within range that are at most 30ft from each other. The targets can be creatures or objects that aren't being worn or carried. If one of the targets is an object that weighs 1000lbs or more, it automatically succeeds the saves caused by this spell. Choose one of the following effects to apply to the targets:
Attract. The targets must succeed a Strength saving throw, or be pulled towards each other, colliding at the center of their separation. On a successful save, a target is not moved. For every 10ft the targets move, they take 1d6 bludgeoning damage upon collision. A target must repeat the save at the beginning of its turn or be pulled towards its polar opposite if they are still within range. While polarized, it is difficult terrain for the targets to move away from each other while within 30ft of one another.
Repel. The targets must succeed a Strength saving throw, or be pushed away from each other. On a successful save, a target is not moved. For every 10ft the targets move, they and whatever is in their path take 1d6 bludgeoning damage upon collision. target must repeat the save at the beginning of its turn or be pushed away from its polar opposite if they are still within range. While polarized, it is difficult terrain for the targets to move towards each other while within 30ft of one another.
The DM may add or alter the collision damage of this spell depending on the nature of the objects that are colliding.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance between the targets increases by 10ft and the weight limit increases by 200lbs.


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

Response:
Name: Control Sunlight
Level: 3
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: A burst of pure sunshine forms at a point you choose within range and emits bright light in a 20-foot radius sphere, surrounded by an additional 20 feet of dim light. When the ball of sunshine first appears, all creatures within the area of bright light must make a Constitution saving throw to avoid becoming blinded until the start of their next turn. At the end of a creature's turn in the area of bright sunlight they take 2d6 radiant damage. As a bonus action you can move the ball of light 20 feet in a single direction. The area of bright sunlight affects creatures with sunlight sensitivity.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.


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

Response:
Name: Control Undead
Level: 7
School: Necromancy
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 30 Days
Components: V, S
Description: You target an undead creature in range. The creature must make a Wisdom saving throw; It has disadvantage on this saving throw if its Intelligence score is 10 or less, and it automatically fails if its intelligence score is 5 or less. On a failed save, the target is brought under your mental control.
While an undead is under the control of this spell, and within 1 mile of you, you may telepathically issue commands to it which they follow to the best of their ability. If no commands are given, it will defend itself against hostile creatures.
During combat, the undead rolls for its own initiative. You decide what actions it takes and where it may move.
Undead controlled by this spell cannot be freed by means other than a necromancy wizard's Command Undead feature, or another spellcaster casting control undead or other appropriate spell of 7th level or higher.
This spell has no effect on creatures with legendary actions.
The spell ends at the end of the duration, or when the undead is destroyed, or when control of it is taken away.
At Higher Levels.
When you cast this spell using an 8th level spell slot, the duration increases to 1 year.
When you cast this spell using a 9th level spell slot, the spell lasts until dispelled or countered, or until the undead is destroyed.


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

Response:
Name: Convalescence
Level: 3
School: Conjuration
Classes: Bard, Cleric, Druid, Paladin
Casting time: 1 Minute
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: an opal worth at least 250 gp
Description: A wave of warm, blue healing energy washes over a creature within range, healing its wounds. The target recovers hit points equal to 4d10 + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher the healing increases by 1d10 for each spell level above 3rd. If you cast this spell using a spell slot of 7th level or higher, you may sacrifice 1d10 points of healing to end one condition on the target


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

Response:
Name: Copy Book
Level: 0
School: Conjuration (Ritual)
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Minute Per 50 Pages
Range: Touch
Duration: Instantaneous
Components: M
Material cost: pages of paper worth 5 SP per 50 pages in the original book
Description: Creates a copy of a text or book (spellbooks and other magical items excluded). Depending on how many pages are to be copied material and casting time is needed. eg a 250 page book takes 2,5 GP worth of paper and 5 minutes time to copy


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

Response:
Name: Coral Blast
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S
Description: You hurl a sharp chunk of neurotoxin-laced coral at a creature or object within range. Make a ranged spell attack against the target. If you are underwater, this roll never has disadvantage. On a hit, the target takes 1d6 slashing damage. If the target is a creature, it must make a Constitution saving throw or take an additional 1d6 poison damage.
The poison and slashing damage of this spell both increase by 1d6 when you reach 5th level (2d6/2d6), 11th level (3d6/3d6), and 17th level (4d6/4d6)


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

Response:
Name: Corazon's Tiny Glyph
Level: 1
School: Abjuration
Classes: Artificer, Bard, Cleric, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Until Dispelled Or Triggered
Components: V, S, M
Material cost: an opal worth at least 50 gp
Description: When you cast this spell, you inscribe a small glyph, no larger than a few inches wide, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose an object, that object must remain in its place; if the object is moved more than 5 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph glows dimly and requires a successful Wisdom (Perception) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You may specify for your glyph's trigger condition to either ignore you, ignore everyone but you, or to ignore nobody. You may have a number of these active glyphs no greater than your spellcasting ability modifier (minimum one). If you create a new glyph while you are already at the maximum, the oldest one is dispelled without effect.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 10-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 2d6 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of 1st level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of an explosive runes glyph increases by 1d6 for each slot level above 1st. If you create a spell glyph, you can store any spell of up to 2nd level


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

Response:
Name: Corpse Explosion
Level: 2
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: As you snap your finger, a dead creature within range explodes with necrotic energy. Each creature in a 15-foot-radius sphere centered on the dead creature must make a Dexterity saving throw. A target takes 2d8 necrotic damage on a failed save, or half as much damage on a successful one. If you reduce a creature to 0 hit points with this spell, the creature explodes, repeating the same effect as this spell. If an undead creature is affected by this spell or its explosion, then it must succeed Constitution saving throw or explode, repeating the same effect as this spell a number of times equal to half its CR (a minimum of 1 time).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


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

Response:
Name: Corroding Strike
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, M
Material cost: a weapon
Description: Calling forth from the land around you. Your weapons wreaths itself in acid as you strike
As part of the action used to cast this spell, you must make a attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects and takes extra damage equal to your spellcasting modifier as Acid damage.
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: Corrosive Aura
Level: 4
School: Conjuration
Classes: Warlock
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V
Description: A corrosive green mist pours off from you in an aura with a 10 foot radius. The area within the aura is lightly obscured. Each creature within the aura when it appears must make a Constitution saving throw. A target takes 4d8 acid damage on a failed save, or half as much damage on a successful one. Any creature that moves within the aura for the first time on a turn or ends its turn there must also make this saving throw at that time.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher the damage increases by 1d8 for each slot above 4th


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

Response:
Name: Corrosive Bile
Level: 2
School: Conjuration
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self(20 Feet)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a ration, consumed by the spell
Description: You begin to hurl, as you create a 20 foot long, 3 foot wide beam, which melts just about everything it touches. Something that enters or starts their turn in the beam must make a Dexterity saving throw, or take 1d10 acid damage. Additionally, any non-magical objects caught in the beam will begin to degrade. If the object isn't being worn or carried, it destroys a 1-foot cube of it. If the object is being worn or carried by a creature, a failure of the above Dexterity save incurs the following effects.
If the object touched is either armor or a shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held weapon, it gains a permanent and cumulative -1 penalty to attack and damage rolls. A weapon that drops to -5 is destroyed.
As an action, you may change the direction of the beam.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for every level above 2nd.


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

Response:
Name: Corrosive Flame
Level: 1
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Invoking the chaotic nature of fire, you set a single target within range ablaze with ethereal green flames by snapping your fingers. On cast, the target takes 1d4 fire damage and is set ablaze. At the start of their next turn, they must make a Constitution saving throw to put out the flames, or take 2d4 fire damage. Each turn the target fails to put out the flames causes them to burn more intensely, adding an additional 1d4 fire damage per turn. The fire persists for the duration unless extinguished with a successful saving throw.
At Higher Levels: The spell's initial damage and initial burn increases by 1d4 for every level this spell is cast above 1st.


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

Response:
Name: Corrosive Hands
Level: 1
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: Self (15 Foot Cone)
Duration: Instantaneous
Components: V, S
Description: Corrosive liquid sprays and damages targets and metal objects
As you hold your hands together forming a cup pointed outwards, a thin spray of corrosive liquid shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 acid damage on a failed save, or half as much damage on a successful one. The acid also corrodes any metallic objects in the area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2 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: Countertrip
Level: 1
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Reaction
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: You interrupt a creature in the process of casting a cantrip. The creature's spell automatically fails, and has no effect


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

Response:
Name: Cover
Level: 3
School: Abjuration
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, Which You Take When A Nonhostile Creature You Can See Within 60 Feet Is Targeted By An Attack Or A Harmful Spell
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a pearl worth at least 100 gp
Description: In a flash of light, you and the targeted creature switch places. You gain 10 temporary hit points, which last until the start of your next turn, and become the new target of the attack or spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you gain 10 additional temporary hit points for each slot level above 3rd.


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

Response:
Name: Crabbo's Grasp
Level: 0
School: Conjuration
Classes: Cleric, Druid, Sorcerer
Casting time: 1 Action
Range: 15 Feet
Duration: 1 Round
Components: S
Description: At your summons, a multitude of earthen claws the size of a lobsters attempt to grasp at a grounded creature within range. The target must succeed on a Strength saving throw or become restrained until the start of your next turn


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

Response:
Name: Crackle With Power
Level: 1
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V
Description: You draw in the power of the Strixhaven snarl, channeling all your energy into fiery prowess. Make a ranged spell attack against a target within range. On a hit, the target takes 2d10 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st, and you may choose an additional target for each slot level above 1st.


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

Response:
Name: Craftsmanship
Level: 1
School: Transmutation (Ritual)
Classes: Wizard
Casting time: 1 Minute
Range: Self
Duration: 8 Hours
Components: V, S
Description: Craft non-magical items with greater speed. When crafting a non-magical object, you may spend an additional 50 gp per day toward completion of the item. Alternately, you may craft two items with a combined cost of no more than 25 gp in a single day. You must be proficient with the relevant crafting tools to gain this benefit


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

Response:
Name: Crash and Burn
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 30Ft
Duration: Instantaneous
Components: V, S
Description: When you cast this spell choose a creature or point that you can see within range. You launch yourself forward in a line to the point you selected with a blast of fire, each creature caught in the line must make a Dexterity saving throw or take 5d6 fire damage, half on save. Once you reach the point you selected, you take 2d4 Bludgeoning damage from the force of the blast.
At Higher Levels. When you cast this spell using a spell slot of 3 or higher the damage increases by 1d6, the range of the spell also increases by 10 feet for every 2 slots higher than 2. The damage you take increases by 1d4 for every spell slot above 2 used to cast this spell


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

Response:
Name: Create Air
Level: 1
School: Conjuration
Classes: Artificer, Bard, Cleric, Druid
Casting time: 1 Action
Range: 30 Yards
Duration: Instantaneous
Components: V, S, M
Material cost: a small stoppered flask
Description: Creates fresh air around target and up to 2 other creatures.
When this spell is cast it creates a bubble of clean air around the target. This drives out foul or stale air and turns it to fresh air. It is used most often to create the air bubble around a person who has fallen overboard and has drifted out of the air envelope of the ship. This air bubble lasts for 5 rounds then the vacuum of space takes over.
If the target is affected by a spell or an event like the cloudkill spell, it will shield them from the effects by creating a vacuum around them, separating them from the harmful air, before the effect of the spell/event begins again.
At Higher Levels. When using a spell slot of 2nd level or higher the air bubble lasts an additional 5 rounds per spell slot above 1s


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

Response:
Name: Create Building
Level: 1
School: Conjuration
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Minute
Range: 30 Feet
Duration: Instantaneous
Components: V
Description: This spell creates a simple building that fits entirely within a 10-foot cube within range. Creatures within this area when you cast the spell are harmlessly pushed to the nearest unoccupied space.
The building may be made of wood, stone, brick, or similar structural material, and can be structured and furnished however you wish. This spell can't create food, magic items, mechanical details more complex than hinges and latches, or anything stronger than iron, and any material removed from the building vanishes instantly. After 7 days or when you create another building with this spell, the building crumbles into the ground and vanishes. You can cast this spell again while it is active to maintain the building’s existence for another 7 days.
Casting this spell on the same building once every 7 days for a year makes it permanent.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the size of the cube by 5 feet for each slot level beyond 1st.


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

Response:
Name: Create Construct
Level: 2
School: Conjuration (Ritual)
Classes: Cleric, Warlock, Wizard
Casting time: 20 Minutes
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: at least 10g, incense and charcoal, one metallic pot of any sort, bone dust, object(s) that the DM agrees are reasonable for creating a construct.
Description: Target one suit of armor, statue, pile of rocks, or similar target, given that the DM agrees a golem could be made using it as a body. Burn the incense with the charcoal in the pot, and let the smoke fill the air around it. Pour the powdered bone into the pot, followed by all of the gold and valuables, then chant an incantation. All materials are consumed by the spell, other than the pot. Gemstones, enchanted items, or other valuables are a reasonable substitute for gold, if a large amount of gold is not readily available. A pile of bones can be targeted with this spell, but it will not technically be considered undead, and will not be sensed by spells or abilities such as Detect Evil, unless constructs are mentioned specifically in those spells.
Immediately, the construct will stand on its feet, and await orders. The construct can follow orders, but if its intelligence is too low, it may misunderstand the intention behind certain phrases. The construct can communicate with you telepathically if its intelligence is above 6 and it is within 100 ft.
The nature of the construct will be determined between yourself and the DM, and its statistics will vary based on the type of construct created, the amount of gold sacrificed, and the target chosen.
If the chosen target is a suit of armor, for example, but only 10 gold is sacrificed, the construct will become an Animated Armor. If the suit of armor is enchanted, however, or a more substantial amount of gold is sacrificed, a Helmed Horror or Shield Guardian will be produced. If a particularly large amount of valuables are sacrificed, and the suit of armor is particularly large and high-quality, an Iron Golem will be produced. If an insubstantial amount of gold is produced for the target, the spell will fail. Due to this, a short out-of-character dialogue with the DM may be necessary when creating particularly high-level constructs with heavy sacrifices, such as Iron Golems.
The DM can prepare the stats of the produced construct by rolling them or by choice, if suitable statistics do not already exist. If suitable statistics do exist, the construct will be able to perform actions that constructs of that type would know. For example, a Shield Guardian produced by this spell would be able to use Regeneration.
The construct rolls for its own initiative, and you can spend your action ordering it any command. If the construct reaches 0 hit points, it collapses onto the ground, and the spell must be reperformed. Any enchanted items used will remain enchanted, and clatter to the ground. You can only produce one construct at a time, but you can dismiss them at any time verbally. By default, they will simply follow you around and defend themselves against hostile enemies unless instructed to do otherwise


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

Response:
Name: Create Demise Armor
Level: 9
School: Necromancy
Classes: Warlock, Wizard
Casting time: 4 Hours
Range: 15 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A complete skeleton from a large or bigger creature, which are consumed
Description: There may be some balance problems, use it under your own responsibility.
You infuse the skeleton with arcane symbols and necromantic power threads, infusing it with a power beyond death. It then becomes a Demise Armor and you become its master. It is completely loyal to you, and will do whatever it takes to keep you alive, following every command you give it. You can act separately or, if its at least one size larger than you, put it on as the armor it actually is. Doing this will follow similar rules than those for mounts and will grant you some especial benefits.
If you act separately:
It rolls its own initiative in combat and will follow any command you give it. You may telepathically communicate with it (no action required by you). If no command is given, it will defend itself to the best of its ability.
If you leave the armor during combat, it acts after your initiative.
If you put it on:
Entering and leaving the armor works as riding a normal mount. While on it, you count as a singular unit and act on your initiative:
Use its movement speed.
You can choose between your own actions and reactions or the armor's. You can't cast spells from 8th or 9th levels.
You can use Shadow Stealth.
Your AC is equal to the armor's or yours, whichever is higher.
You share all your senses, resistances and inmunities.
Damage from all sources hits the armor instead of you. If you recieve damage, substract it from the armor's HP. If its HP falls to 0, it's destroyed, you leave it and any excess damage carries to you. As long as the excess damage doesn't reduce your HP to 0, you aren't knocked unconscious.
However, a Demise Armor needs a constant supply of magic to keep working. Once every 24 hours, you must cast this spell again on it or the Demise Armor will become inactive until you do so. You can only have 1 Demise Armor active using this spell. Additionally, your hit points will be halved whenever the Armor is active. This reduction cannot be avoided. Your HP will return to normal after a short or long rest (and only if the armor is dormant or it has been destroyed).
Additionally, you can make it stronger by providing it with more magic.
As an action while the armor is active, you may spend any number of spell slots to pay for one of the next effects, each spell slot gives X charges, where X is its level. Unused charges will be lost after your next short or long rest.
Reform (14 Charges) The Demise Armor reforms in an unoccupied space within 30 feet of you and you take 4d8 necrotic damage. The Armor must have been destroyed in order to use this.
Demise Aura (8 Charges) For the next 5 rounds at the beginning of the armor's turn, every creature within 30 feet which isn't a constructor or undead makes a Wisdom Saving Throw against your Spell Saving DC. On a fail, they take 4d8 necrotic damage and become frightened for the next 3 rounds. On a success, they take only half as much damage and aren't frightened. Undead in the affected area instead recover 2d6 hit points.
Wings (7 Charges) The Demise Armor gains a flying speed of 40 ft. for the next 24 hours. You must be toching it in order to use this.
Teleport (7 Charges) The Demise Armor appears in an unoccupied space within 30 feet of you. You don't even need to be in the same plane.
Heal (X Charges) The Demise Armor is healed by Xd8 hit points. You must be at most 60 feet away from it in order to use this.
Power Up (X Charges, as a Reaction to the Demise Armor attacking) The Demise Armor's next attack deals an additional Xd6 necrotic damage. You may use this after the attack roll, but not after you know whether it hits or not. You must be at most 60 feet away from it in order to use this.


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

Response:
Name: Create Elemental Undead
Level: 7
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: 10 Ft.
Duration: Instantaneous
Components: V, S, M
Material cost: A ring containing a black onyx gem worth at least 120 gp for each corpse, which must be placed on the corpse's finger or similar digit, and additional components (see below)
Description: Choose 1 Medium or Small humanoid corpse you can see within range. Each corpse becomes your choice of flinthusk, poolhusk, singehusk, or windhusk. (The GM has the game statistics for these creatures.)
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 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.
The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over one creature you have animated with this spell, rather than animating new ones.
All 4 creatures have specific death requirements for animation. If these requirements are not met, the ring used as a component for this spell must contain an additional gem worth at least 60 GP: A blue sapphire for a windhusk, a yellow diamond for a flinthusk, a red corundum for a singehusk, or an emerald for a poolhusk. If the spell is cast in this way, the corpses will take form as if they had died in the way they would've otherwise required to (a singehusk will burst into flames, etc).
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can animate or assert control over 1 additional creature per level after the first.


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

Response:
Name: Create Ghost
Level: 5
School: Necromancy (Ritual)
Classes: Cleric, Wizard
Casting time: 1 Hour
Range: Touch
Duration: 1 Year
Components: V, S
Description: You touch a willing humanoid. If they die within the spell's duration, they immediately turn into a ghost with the same alignment as in life.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you may affect one additional humanoid per slot level above 5th.


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

Response:
Name: Create Guardian
Level: 5
School: Necromancy
Classes: Cleric, Warlock, Wizard
Casting time: 12 Hours
Range: Touch
Duration: Indefinite
Components: V, S, M
Material cost: the body of the victim which is consumed
Description: You create a loyal guardian and companion that will serve you for life... or longer... Spending your essence, you create an undead guardian, be it existing or new, as long as it is of a Challenge Rating equal to or less than 1 level below the caster. You must target a creature's corpse with this spell. It then returns to life as an undead creature with the same statistics it had in life except for the below alterations.
Its creature type changes to undead.
It gains the following changes unless it already has better ones:
60ft. darkvision
Its Strength becomes 16.
Its Constitution becomes 14.
It becomes proficient in Strength and Constitution saving throws.
It gets immunity to diseases.
It gets immunity to poison damage and the poisoned condition.
It gets immunity to necrotic damage.
In addition, its Intelligence becomes 3 and It cannot speak, but it can understand languages it previously knew and can understand sentences spoken by its creator in any language. Finally, any attack that deals a damage type other than bludgeoning, piercing or slashing now deals necrotic damage.

Being an Undead, it does not need to eat, drink, breathe, or sleep.

It also gains the zombie's Undead Fortitude feature (when reduced to 0 hit points, except by radiant damage or a critical hit, it can make a Constitution save against 5 plus the damage dealt to be reduced to 1 hit point instead).

It rolls its own initiative in combat and will follow any command you give it. You may telepathically communicate with it (no action required by you). If no command is given, it will defend itself to the best of its ability.

When a zombified creature is destroyed and its corpse remains intact (i.e. not disintegrated), that corpse is treated as the corpse of the original creature for the purposes of further zombification.

At Higher Levels. When you cast this spell using a spell slot of 6 or higher, the Challenge Rating may increase by one.


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

Response:
Name: Create Magic Item
Level: 1
School: Transmutation
Classes: Artificer, Wizard
Casting time: 8 Hours
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a nonmagical item that you would like to enchant, which the spell consumes
Description: You draw your magical energy into an object, turning it into a magic item. As you start casting this spell, choose a magic item. The material component must match the magic item you want to create, i.e., using a sword as a material component to turn it into a +1 sword, or turning. Once the spell completes, the object used becomes the designated magic item. If the spell is disrupted during the casting process, the spell fails and the spell slot is wasted. The maximum rarity of the magic item you can create is determined by the level spell slot you expend, as shown in the table below.

Spell Level
Name
Item
Description

1st
Common
Varies
You can replicate or create a common magic item

3rd
Uncommon
Varies
You can replicate or create an uncommon magic item

5th
Rare
Varies
You can replicate or create a rare magic item

7th
Very rare
Varies
You can replicate or create a very rare magic item

9th
Legendary
Varies
You can replicate or create a legendary magic item
If you already have a magic item created with this spell and you cast this spell again, the first magic item disappears in a flash, with nothing remaining behind.


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

Response:
Name: Create Major Helm
Level: 7
School: Transmutation
Classes: Bard, Cleric, Wizard
Casting time: 1 Hour
Range: Touch
Duration: 3 Days
Components: V, S, M
Material cost: chair or something similar that can be sat on
Description: You touch a Chair or similar object, creating a temporary Major Helm.
see Spelljammer Helms for details on how a helm works.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, increase the duration by 2 days for each slot level above 7th


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

Response:
Name: Create Minor Helm
Level: 5
School: Transmutation
Classes: Artificer, Bard, Cleric, Wizard
Casting time: 1 Hour
Range: Touch
Duration: 1 Week
Components: V, S, M
Material cost: chair or something similar that can be sat on
Description: You touch a Chair or similar object, creating temporary minor helm.
see Spelljammer Helms for details on how a helm works.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the duration by 1 week for each slot level above 5th


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

Response:
Name: Create Pit
Level: 1
School: Conjuration
Classes: Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You Choose a point on the ground in an area of dirt or stone you can see. The ground opens in a 5-foot radius, 15-foot deep pit around the point of your choice. If the surface is not large enough, the spell fails. Creatures in the area must make a Dexterity saving throw. On success, they can move 5 feet outside of the radius of the spell. Creatures that fail their saving throw fall to the bottom of the pit taking 1d6 bludgeoning damage and fall prone. The side of the pit are climbable with a DC 12 athletic check. The pit remains until filled.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, The pit is 5-foot wider and for each spell slot level above 1st, the pit is 5-foot deeper.


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

Response:
Name: Create Portal
Level: 5
School: Conjuration (Ritual)
Classes: Artificer, Bard, Cleric, Wizard
Casting time: 10 Minutes
Range: 100 Yards
Duration: Concentration, Up To 1 Hour.
Components: V, S, M
Material cost: wire and a piece of amber
Description: Creates a portal in a crystal shell for a ship to pass through.
The spell causes the crystal shell (100 foot radius) to become insubstantial allowing a ship to pass through it. This portal can be dispelled unlike natural portals.
At Higher Levels. When using a higher spell slot the size of portal is increased by 100 feet radius per spell slot increase


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

Response:
Name: Create Soul Gem
Level: 9
School: Necromancy
Classes: Wizard
Casting time: 8 Hours
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: A discolored jewel that costs at least 1,000 GP, a willing subject in possession of their own soul
Description: You seal a being's soul into a gem, granting them a profane form of immortality.
In order to cast this spell, a willing subject in possession of their own soul is necessary. If the subject is not willing, or if they do not possess a soul, the spell fails.
Place the gem in direct contact with the body of the subject. At the conclusion of the spell's casting, the subject's soul is removed from their body and sealed within the gem, leaving a metaphysical tether between the two. The Soul Gem is now the repository of the subject's soul, and they cannot be killed by normal means. When the subject drops to 0 hit points, instead of falling unconscious, they will instead become Incapacitated and fall Prone for 1d4 hours, after this time is up they will regain 1 hit point and both conditions will end. So long as the Soul Gem remains within 100 feet of the body, no outward effect is noticeable. The soul retains full control of the body, which functions as normal, and for all purposes is considered alive. If the Soul Gem is removed from the vicinity of the subject, however, the body is immediately rendered unconscious, and cannot be awakened by any means.
If the Soul Gem is not returned within seven days, the body dies. It is treated as a corpse, and unless preserved by a spell such as Gentle Repose, it decays as normal. So long as the Soul Gem is missing, the body cannot be the target of any spell made to raise it as undead, or attempting to resurrect it. If the Soul Gem is returned to the body after it dies, the body is immediately reanimated under the control of the soul within, and is considered Undead for all purposes except spells capable of restoring the body to life. Spells attempting to restore the body to life can now succeed, though the soul remains sealed within the gem.
If the body is thoroughly destroyed, such as by fire, disintegration, or any other effect that would remove anything recognizable as remains, it cannot be reanimated, though the body may be restored by spells such as Clone or Wish.
The Soul Gem is fragile, and if it breaks, the soul dies with it. It is then treated as if it had freshly died, and resurrection spells function as normal.
If the Soul Gem is touched by anyone other than the individual whose soul resides within, both individuals make a Constitution saving throw, taking 3d6 psychic damage on a failure.
A Soul Gem is permanent save for three exceptions:
The aforementioned destruction of the Soul Gem, which results in the trapped soul being able to be resurrected.
Casting Wish to negate the Soul Gem as if it never happened.
Casting a 9th-Level Dispel Magic spell while the Soul Gem is held closely to its owner, therefore returning the soul back to its owner


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

Response:
Name: Creation of Wings
Level: 4
School: Transmutation
Classes: Druid, Sorcerer
Casting time: 10 Minutes
Range: Self
Duration: 1 Hour
Components: V, S, M
Material cost: A wax figure of a vulture
Description: You gain 20 Temporary hitpoints in the form of two iridescent, insectoid wings. While you have these Temporary Hitpoints, you have a Fly speed of 30 feet.


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

Response:
Name: Creeping Darkness
Level: 3
School: Illusion
Classes: Warlock
Casting time: 1 Minute
Range: 300 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a whisker from a black cat and a tiny bottle of smoke
Description: You create an amorphous cloud of inky darkness that fills a 10-foot cube. When you cast this spell and as a bonus action each round, you can move the cloud 20 feet. The cloud can enter a hostile creature's space and stop there, and it can move through a space as narrow as 1 inch wide without squeezing. A creature that starts its turn in the cloud or moves into the cloud for the first time on its turn must succeed on a Constitution saving throw or be blinded and deafened until it leaves the cloud


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

Response:
Name: Crimson Aura of Death
Level: 0
School: Enchantment
Classes: Cleric, Sorcerer, Warlock
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: S
Description: You call upon yourself the aura of death, becoming the personification of the end itself. Any creature that can perceive you must make a Wisdom saving throw. On a failure, the creature is charmed by you or frightened of you (your choice) as long as it can perceive you.


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

Response:
Name: Crimson Enhancement
Level: 1
School: Necromancy
Classes: Warlock
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: S, M
Description: You coat your weapon in blood, black runes coagulating on its surface, taking 1d4 slashing damage as you do so. While this effect persists, each attack made with the affected weapon deals an extra 1d6 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2 or higher, you take an additional 1d4 damage and deal an additional 1d6 necrotic damage per spell level above 1st.
Should you have taken the "Blood Magic" feat, you may learn this spell at your DM's discretion


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

Response:
Name: Crimson Skin
Level: 2
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: at least 1 gallon of blood from a corpse that deceased within the past minute
Description: You cannot use a focus in place of the material component used for this spell, nor can this component be stored in a component pouch. By transforming the material component of this spell, you wrap your arms with magical burgundy blades and surround your body with grotesque armor. The armor and weapons can transform at your will, and never hinder you.
For the duration, whenever you make an attack you can choose to attack as though you are wielding one or two scimitars. You add your proficiency bonus to attack rolls with these weapons if you otherwise would not. You can add your casting ability modifier to attack and damage rolls with these weapons instead of another ability modifier. Once per turn, a hit with one of these scimitars deals an extra 1d10 necrotic damage.
For the duration, your AC equals 15 + your Dexterity modifier (max 2) if it would otherwise be lower.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the necrotic damage increases by 1d10 damage for every two spell slot levels above 2nd


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

Response:
Name: Crippling Darkness
Level: 3
School: Necromancy
Classes: Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, M
Material cost: Bat fur and a pinch of dirt from a ghoul's lair
Description: Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
When a creature ends its turn inside the spell's area, that creature must make a Constitution saving throw. The creature gains one level of exhaustion on a failed save. This level of exhaustion is removed if the creature ends its turn outside the spell's area. A creature that is affected by this exhaustion cannot gain further levels of exhaustion this way.
If any of this spell’s area overlaps with an area of light created by a spell of 3rd level or lower, the spell that created the light is dispelled.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a creature can gain one additional level of exhaustion from this spell for each slot level above 3rd. A creature that ends its turn inside the spell's area must make additional Constitution saving throws and gains one level of exhaustion for each failure, up to the maximum number depending on the slot level used. If the creature ends its turn outside the spell's area, all their levels of exhaustion gained from this spell are removed.


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

Response:
Name: Critterkill
Level: 2
School: Necromancy
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (30-Foot Radius)
Duration: Instantaneous
Components: V, S, M
Material cost: a drop of hubris
Description: You whisper a word of power that compels all creatures of a challenge rating of 0 within range to die instantly


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

Response:
Name: Crono's Energy
Level: 2
School: Evocation
Classes: Bard, Cleric, Paladin
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V, S
Description: You invoke the mighty power of a god of time to help you in your time of need. Choose one cantrip that you know. You may cast this cantrip as a bonus action for the spell's duration.


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

Response:
Name: Crowley's Complicated Combustion
Level: 9
School: Evocation
Classes: Warlock
Casting time: 1 Action
Range: Self (30-Foot Radius)
Duration: Instantaneous
Components: V, S, M
Material cost: A Pint of Blood mixed with a Mead, Consumed upon use
Description: Upon draining the fluid from your glass into your stomach, you feel this bursting feeling inside of your body, as if something wishes to escape from you. From your body explodes a deep black and crimson flame, anyone or anything caught in a 30 foot radius of you will be engulfed in a necrotic flame. The damage caused by this explosion is equivalent to double your warlock levels of d8's. For example, if you were 17th level it would be 34d8 (Your Choice of) Necrotic or Fire Damage. If a creature is caught in this swirling inferno they make a Constitution Save against your spell save dc. Upon failing the saving throw, the creature takes all damage dealt and is knocked back 30 feet from you, if they are dead from this attack their body is incinerated and turned to ash along with any items that are non magical. Upon passing the saving throw, the creature will take only half of the damage dealt by the spell and is only knocked back 5 feet away from you. The spell damages Objects in the area and ignites flammable Objects that aren't being worn or carried.
There is a catch to you casting this spell: upon casting, the flames run through your body, leaving you covered in soot and ash. From this you are left at 1 hit point from casting, however, along with that, until the end of your next turn you get a +10 to your base speed and +3 to your armor class.


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

Response:
Name: Crucify
Level: 7
School: Conjuration
Classes: Cleric, Warlock
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous Or Until Dispelled (See Text)
Components: V, S, M
Material cost: wood, nails and hammer
Description: You summon a giant cross and attempt to magically nail one creature to it. You force the target to make a Strength saving throw. On a failed save, the body of the creature is restrained, as it's arms and legs (or similar limbs) are tied up by magic bonds to the cross. Creatures with the amorphous trait are immune to this spell. Creature with more than two arms and two legs have Advantage on the save. On a successful save, the spell fails.
A creature restrained by this spell must make another Strength saving throw at the end of each of its turns, having different consequences for each failure. These failures don't need to be consecutive, just write down each one until three are completed.
1st-failure. The creature's hands are pierced by magic nails, causing 4d6 piercing damage. The creature also has now Disadvantage on Strength checks, and attack rolls that use Strength until it completes a short or a long rest.
2nd-failure. The creature's knees are broken by a magical hammer, causing 4d6 bludgeoning damage. The creature also has now disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity until it completes a short or a long rest.
3rd-failure. The creature feet are pierced by magic nails, causing 4d6 piercing damage. The creature also have disadvantage on Strength saving throws.
After the third failure, the creature becomes fully crucified, ending the spell, but completely summoning the cross. The crucified creature takes, each hour, 2d6 piercing damage as its body is torn apart by nails as it is pulled down by gravity, plus 2d6 necrotic, as it starts to bleed profusely.
In addition, any damage taken by the creature while crucified causes additional 2d6 piercing damage.


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

Response:
Name: Crushing Despair
Level: 3
School: Enchantment
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: a vial of tears
Description: You cause crushing despair that dampens the spirts of those hit. An invisible cone of despair causes great sadness in the targets in a 30 ft. cone. Each affected creature must make a Wisdom saving throw. If they fail, and they have 2 or fewer points of exhaustion, they act as if they have 3 points of exhaustion. At the end of an affected creatures turn, they can repeat the saving throw, ending the effect early on them on a success


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

Response:
Name: Crushing Gravity
Level: 3
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a smooth, round rock
Description: Choose a point on the Ground you can see. A 20-foot diameter, 30-foot high cylinder of heavy gravity pulls creatures to the ground.
Flying Creatures are pulled to the ground and their flying speed is 0 while in this area. The area is also considered difficult terrain for creatures trying to move through it.
When a creature first enters the target area, and at the beginning of each of its turns, that creature must make a Strength saving throw. On a failed save, The creature takes 5d6 bludgeoning damage, is pulled from their feet and knocked prone, and, while still in this area on their turn, cannot stand up from being prone. On a successful save, they take half damage and are not knocked prone. Flying creatures fail this save automatically.
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: Crushing Wave
Level: 3
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (30-Foot Cone)
Duration: Instantaneous
Components: V, S
Description: A wave of water rushes out from you. Each creature in a 30-foot cone must make a Dexterity saving throw or take 4d8 water damage and be knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. Any unprotected flames in the area of this spell are smothered and quenched.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 4th.


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

Response:
Name: Cry of the Ancestral Druids
Level: 3
School: Evocation
Classes: Druid
Casting time: 1 Action
Range: 20 Ft.
Duration: Instantaneous.
Components: V
Description: All the old users of his magic being old masters and apprentices scream with their previous animal forms toward a point you choose, within range, and then hatches with a loud stamp, exploding into sound. Each creature in a 9-meter-radius, point-centered sphere must perform a Dexterity resistance test. A target takes 9d6 Thunder damage, or half of that damage if successful and will be thrown 10 feet away from you.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher


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

Response:
Name: Crystal Barrage
Level: 1
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 30Ft.
Duration: Instantaneous
Components: V, S, M
Material cost: A handful of glintstone shards
Description: From a rift opened on the end of your arcane focus, a group of 5 glintstone shards are fired in a direction at a target of the player’s choosing. Make a ranged spell attack, each shard deals 1d4 piercing damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, an additional 2 shards (each dealing 1d4 piercing damage) are fired alongside the others per level.


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

Response:
Name: Crystal Burst
Level: 1
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (Semicircle With 5Ft Radius)
Duration: Instantaneous
Components: V, S, M
Material cost: A handful of glintstone shards
Description: On the end of the caster’s arcane focus a rift forms, releasing a short ranged, spread out blast of glintstone shards. Make a melee spell attack, every target inside the semicircle’s radius takes 1d6 piercing damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the blast increases by 1d6 piercing damage per level.


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

Response:
Name: Crystal Release
Level: 2
School: Conjuring
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (Circle With 10Ft Radius)
Duration: 6 Seconds
Components: V, S, M
Material cost: A handful of purple glintstone shards
Description: By thrusting the caster’s arcane focus upwards, a small rift opens above the caster’s head which rains down with purple glintstone shards. Each creature within the range of the spell must make a dexterity saving throw. On a failed save, the target takes 2d6 piercing damage, on a successful save, the target takes half. If a creature enters the range of the spell (while it is lingering) for the first time, it must make the same saving throw. If a creature ends its turn inside the range of the spell, it takes 1d4 piercing damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage from ending a turn in the range of the spell increases by 1d4 piercing damage and the initial hit increases by 1d8 piercing damage per level.


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

Response:
Name: Crystal Spike
Level: 0
School: Conjuration
Classes: Artificer, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: S
Material cost: touch ground
Description: You touch the ground with your hand or an arcane focus, which then sends a bolt of energy through the ground to a location you desire within range. Choose one creature on the ground within range. A crystal spike of any color of choice erupts from the ground below the target, forcing it to make a Dexterity saving throw. The target takes 1d8 piercing damage on a failed save.
On a success, the creature takes slashing damage equal to half the number rolled on the d8. This spell does not affect creatures that are 5 feet above the ground or higher, and does not work if you are not on solid ground.
At Higher Levels.The number of spikes you create increases at higher levels, 5th (2 spikes), 11th (3 spikes), 17th (4 spikes). Wen you create more spikes they can be directed toward multiple targets or just a single target.


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

Response:
Name: Crystal Torrent
Level: 2
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 15Ft.
Duration: Concentration Up To A Minute
Components: V, S, M
Material cost: A small handful of purple glintstone shards
Description: By thrusting the arcane focus of the caster forward, a small rift opens, firing a torrent of glintstone shards. Make a ranged spell attack, the barrage of shards deals 1d8 piercing damage when casting the spell, and 1d4 piercing damage at the start of the turn of each creature caught in the torrent. At the end of a creature’s (who has been caught in the spell) turn, it may make a dexterity saving throw to escape. On a successful save, the creature escapes to the nearest unoccupied space, on a failed save, the creature remains in the spell. If a creature enters the spell for the first time, it must make a dexterity saving throw. On a failed save it takes 1d8 piercing damage and is caught in the spell, on a successful save, it evades the spell and goes to the nearest unoccupied space of the creature’s choosing.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial barrage (when first casted) increases by 1d8 piercing damage per level.


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

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


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

Response:
Name: Crystalline Chamber
Level: 4
School: Conjuration
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a gem worth at least 1,000 gp
Description: You create a portal to a demiplane corresponding to the material gem in range. The portal occupies a 5 foot square, and can only be created in an open space. When the portal is created, the material component of this spell vanishes. The portal leads to a 10 foot cube with gem-like walls and moderate ambient light. Any creature can pass through the portal to this demiplane with any form of movement.
The portal remains open until you close it by using an action and touching the portal. When you do, the material gem reappears in your hand. Objects inside the demiplane when the portal closes remain there, but living creatures must make a Charisma saving throw against your spell DC. If it succeeds, the creature is ejected harmlessly out of the demiplane. On a failure, the creature is banished as though by the Banishment spell for one minute. A willing creature banished to their home plane in this way can choose to stay in that plane at the end of the minute, while unwilling creatures are always returned.
Using the same gem as a component in a later casting will open a portal to the same demiplane room. If the gem is lost or destroyed, other planar magic will be required to reach the demiplane, if at all.
Demiplane etching
The caster can choose to, instead of opening a portal, etch miniscule special runes onto a gem. An etched gem connects to a different demiplane than it did before, and the new demiplane may have special properties according to the specific kind of mineral used:
Onyx: The demiplane is affected by permanent magical darkness.
Sunstone: The demiplane is full of true sunlight.
Moonstone: The demiplane is full of true moonlight.
Emerald: The demiplane doubles natural healing within, and plants grow ten times as fast.
Ruby: The demiplane is warm and arid. Wet objects dry rapidly within.
Diamond: The demiplane cannot be closed while a living creature is in it, by any means.
Jasper: The demiplane will mend items inside, as with Mending, over 24 hours.
Aquamarine: The demiplane is forever full of water that does not escape the portal.
Amber: The demiplane slows entropy, and items inside do not deteriorate, decay, or spoil.
Rose quartz: Creatures inside the demiplane are filled with peace. When they attempt to make an attack or cast a spell on an unwilling target, they must make a Wisdom saving throw or they lose the attack or spell.
Amethyst: Creatures inside are able to rest much more efficiently, taking a full rest in only two hours.
Opal: Each time the portal is opened, the demiplane can take on an illusory appearance- but cannot hide objects or creatures inside.
Quartz: Creatures and objects inside the demiplane are invisible- the demiplane always appears empty.
Bismuth: The portal opens to a different demiplane each time. The demiplane connected to may have any sort of planar detritus within, lost things, broken and useless things, or occasionally, treasure or danger


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

Response:
Name: Crystallized Spell
Level: 2
School: Transmutation
Classes: Artificer, Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: 1 Hour
Components: S, M
Material cost: a gem worth at least 15 gp
Description: You can imbue a cantrip or 1st level spell you know or have prepared with a casting time of 1 action into a crystal. While holding the crystal, a creature can take an action to cast the spell using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the crystal until it has been used or until 1 hour has passed.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the maximum spell level you can imbue into a gem increases by 1 for every two spell slot levels above 2nd.


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

Response:
Name: Cubes from God
Level: 7
School: Conjuration
Classes: Artificer, Cleric, Wizard
Casting time: 1 Minute
Range: 10 Miles
Duration: Instantaneous
Components: V, S
Description: You summon a 2.5-foot cube of solid iron, steel, lead, or tungsten and fling it at a point within range. All creatures within a 5-foot radius of that point must succeed on a Dexterity saving throw or take 20d6 bludgeoning damage. If they succeed, they move to the nearest unoccupied space of their choice outside of the spell's targeted area. Structures and objects not being worn or carried in the radius automatically take the damage.
When you cast this spell, you can decide whether or not to place writing and/or images engraved onto the surface of the cube.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the dimensions of the cube double for each spell slot above 7th, becoming a 5-foot cube at 8th level and a 10-foot cube at 9th level. The targeted radius also increases by 5 feet for each spell level, and the damage increases by 15d6 per spell level.


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

Response:
Name: Culdir's Orb of Fire
Level: 1
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Minute
Components: V, S
Description: You conjure a 1 foot diameter sphere of magma in range, coated in runes which bolsters other spells. For the duration, when a creature within 30 feet of the sphere takes damage from a spell, they take 1d4 extra fire damage. As a bonus action, you can move the sphere to a different empty space within range.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d4 for every level above 1st.


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

Response:
Name: Cure Disease
Level: 3
School: Evocation (Ritual)
Classes: Cleric, Druid
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: None
Description: When cast you select a target at which point they are cured of a disease, if multiple it's randomly selected which is removed/cured.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it will give temporary immunity to the disease removed, 4th(1day), 5th(1 week), 6th(1 month), 7th(2 month), 8th(1 year), 9th(permanently)


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

Response:
Name: Cure Heavy Wounds
Level: 3
School: Evocation
Classes: Artificer, Cleric, Paladin
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: A creature you touch regains a number of hit points equal to 4d8 + your spellcasting modifier and gains 1d6 temporary hit points.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you heal an extra 1d8 hit points and confer an extra 1d6 temporary hit points per spell level above 3rd.


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

Response:
Name: Cure Minor Wounds
Level: 0
School: Necromancy
Classes: Cleric
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, S
Description: You touch a willing creature other than yourself, giving it a moment of respite. The target gains 2 temporary hit points for the duration.
The number of temporary hit points granted by this spell doubles when you reach 5th level (4), 11th level (8), and 17th level (16).


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

Response:
Name: Curing Mist
Level: 2
School: Abjuration (Ritual)
Classes: Cleric, Druid, Paladin
Casting time: 1 Action
Range: 10Ft
Duration: Instantaneous
Components: V, S, M
Material cost: Holy water worth at least 25 gp, which this spell consumes
Description: You emit a pulse of soothing mist out to a distance of 10ft. This mist removes the blinded, deafened, paralyzed, stunned, and poisoned conditions from any creatures you choose within its radius of effect.
Alternatively, instead of removing debilitating conditions, you may use this spell to cure diseases from afflicted creatures. Each creature in your area of effect may make a Constitution saving throw contested against a DC of 30 minus your spell save DC, ending any diseases it has on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the area of effect extends 5ft further for every level above 2nd


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

Response:
Name: Curse
Level: 0
School: Necromancy
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You bestow a minor curse on a creature or object, causing one of several effects. Make a melee spell attack against a target you can reach. On a hit, you choose one of the following curses to be inflicted:
The target takes 1d4 necrotic damage the next time they are hit with an attack.
The target cannot take bonus actions.
The target cannot take reactions.
The target's speed is reduced by 10 feet.
The target's vision appears as if they were in dim light.
You can cast this spell on an object, causing anyone to carry it to instantly suffer the chosen curse. You may also choose to cast the spell on a 5 foot radius on the ground. Whenever a creature enters that space for the first time on a turn or starts its turn there, it must make a Charisma saving throw, suffering the selected curse on a failed save.
At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


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

Response:
Name: Curse of Comus
Level: 1
School: Transmutation
Classes: Bard, Druid, Warlock, Wizard
Casting time: 1 Minute
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: a bottle of fine wine worth at least 10 gp
Description: You speak an incantation over a cup of wine and imbue the liquid with transmogrifying powers. The next time a humanoid willingly drinks this wine it must make a Wisdom saving throw, with disadvantage on the save if it's drunk or otherwise not in full possession of its faculties. Once a creature has made a save in this way, whether it fails or succeeds, the wine loses its magical properties and becomes a mundane beverage. If it fails the save, the creature's head is transformed into the head of a beast of the DM's choice for the next hour, in proportion to the rest of its body. For the duration of the transformation, the creature is poisoned and it has the senses of its new head in place of its ordinary senses. As long as it has a mouth, it can still speak. It is aware that a spell has been cast on it, but it believes that it's become supernaturally beautiful rather than monstrous. It feels compelled to dance, sing and otherwise celebrate this beneficial transformation. It is charmed by you for the duration of its transformation and views you as a trusted friend and benefactor who has given it a wonderful blessing. Whenever the creature willingly drinks alcohol, it extends the duration of the transformation for an additional hour. A lesser restoration spell or similar magic can end the effect early. If the creature continues to drink in such quantities as to extend the duration to a year or longer, the transformation becomes permanent. Once this has happened, nothing short of a wish spell can dispel it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may enchant an additional cup of wine for each level above 1st. The number of cups you can enchant is, of course, limited by the amount of wine you have available.


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

Response:
Name: Curse of the Diminished Soul
Level: 9
School: Necromancy
Classes: Cleric, Warlock
Casting time: 1 Action
Range: 90 Feet
Duration: Until Dispelled
Components: V, S
Description: Choose a creature within range. That creature must succeed on a Wisdom saving throw or be afflicted with a dire curse for the duration of the spell. While cursed, a creature has a -3 penalty to all saving throws.
This spell can only be dispelled by a dispel magic or remove curse cast with a 9th-level spell slot or by a wish spell.


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

Response:
Name: Curse Water
Level: 1
School: Necromancy
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: powdered silver worth at least 25 gp, which the spell consumes
Description: This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages celestials the way holy water damages undead and fiends