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

Response:
Name: Tractor Cannon
Level: 2
School: Evocation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Material cost: two hands free
Description: You grab the wrist of your dominant hand with your other one. You then speak a phrase of force as you target a creature in range that you can see. The target then makes a Strength saving throw. On a success, it is pushed 5 feet directly away from you, and on a failure it is pushed up to 40 feet directly away from you. Any sizable or damaging object in the creature's path halts this movement prematurely, and the creature takes falling damage equal to the distance traveled.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, add 10 feet to the range of the spell, and to the distance the target is pushed if it fails the save.


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

Response:
Name: Traitorous Blood
Level: 5
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Ft.
Duration: Concentration, Up To 30 Minutes
Components: V, S
Description: "I can make you dance like a puppet, your very blood eager to obey."
You attempt to control the blood of a creature that you can see within range. The target creature must succeed a constitution saving throw or be charmed by you for the duration.
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 Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.
This spell has no effects on creatures without blood or bloodflow such as constructs, oozes, or undead.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a 7th-level spell slot, the duration is concentration, up to 3 hours. 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 or higher the duration is concentration, up to 12 hours


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

Response:
Name: Transcription
Level: 1
School: Transmutation (Ritual)
Classes: Artificer, Bard, Cleric, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a writing implement and a bottle of ink; a blank piece of paper or some other medium
Description: You instantly and flawlessly copy up to an entire page of non-magical text and/or images that you can see to another page or receptive medium. During the transcription process, you can decide to have the contents translated into a language of your choice. You must be fluent in the source and the destination language in order to do this.
This spell can transcribe magical text or images, such as written spells, to another medium. However, casting the spell this way incurs an additional material cost: 25 gold pieces worth of rare inks is consumed per the spell level of each copied spell. Additionally, the total level of the transcribed spells must be no higher than the level this spell is cast at, otherwise the spell fails.
At Higher Levels. The amount of content able to be transcribed increases for each spell slot above 1st. Refer to as such according to the table. The pages may be split between multiple books, but all relevant objects must be within 5 feet of you when you cast this spell.

Spell Level

Content Transcribed

2nd

Up to 10 pages

3rd

Up to 100 pages

4th

Up to 500 pages

5th

Up to 1,000 pages

6th

Up to 5,000 pages

7th

Up to 10,000 pages

8th

Up to 25,000 pages

9th

Up to 50,000 pages
See Also[edit]
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Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Transfer Ability
Level: 4
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: You touch a creature, and attempt to drain one of its abilities to enhance one of yours. Make a melee spell attack against the target. On a hit, choose one of the following effects; you and the target gain the effect until the spell ends.
Transfer Strength. You have advantage on Strength checks and on Strength saving throws, and your carrying capacity doubles. The target has disadvantage on Strength checks and on Strength saving throws, and its carrying capacity is halved.
Transfer Dexterity. You have advantage on Dexterity checks. You also don't take damage from falling 30 feet or less if you aren't incapacitated. The target has disadvantage on Dexterity checks and also becomes vulnerable to falling damage for the duration of the spell.
Transfer Constitution. You have advantage on Constitution checks. You also gain 4d6 temporary hit points, which are lost when the spell ends. The target has disadvantage on Constitution checks, and its maximum hit points are reduced by 4d6. This reduction lasts until the spell ends.
Transfer Intelligence. You have advantage on Intelligence checks and on Intelligence saving throws. The target has disadvantage on Intelligence checks and on Intelligence saving throws.
Transfer Wisdom. You have advantage on Wisdom checks, and the target has disadvantage on Wisdom checks.
Transfer Charisma. You have advantage on Charisma checks and on Charisma saving throws. The target has disadvantage on Charisma checks and on Charisma saving throws


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

Response:
Name: Transfer Pain
Level: 1
School: Necromancy
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You attempt to syphon the life from a creature you touch. Make a melee spell attack against the target. On a hit, the target takes necrotic damage equal to 1d8 plus your spellcasting modifier, and a creature within 10 feet of the target regains hit points equal to half of the damage dealt, rounded down.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1s


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

Response:
Name: Transmogrification
Level: 2
School: Transmutation (Ritual)
Classes: Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: Varies
Range: Touch
Duration: 8 Hours
Components: V, S, M
Material cost: crushed sapphire dust worth at least 25 gp, consumed as part of casting this spell
Description: You touch one piece of equipment throughout the casting of this spell and alter details of its shape and appearance. The object must maintain the same mass and general function - for example, a transmogrified ring is still able to be worn, but can be made wider and thinner to accommodate the finger of a larger creature. Weapons can be transmogrified into other weapons of similar size and weight (a warhammer into a shortsword, for example), and change their statistics accordingly. When the spell ends, the piece of equipment will revert back to its original form as soon as there is sufficient space to do so.
The amount of time it takes to transmogrify an object depends on the object itself. Most magical equipment is created with a slight automatic transmogrification effect allowing it to resize to fit a wearer.

Item Rarity
Difficulty
Minimum Spell Level

None
+0
2nd

Common-Uncommon
+1
2nd

Rare-Very Rare
+2
3rd

Legendary
+3
4th

Artifact
+5
5th

Maximum Size
Difficulty

No larger than 2.5 feet in any dimension
+0

No larger than 5 feet in any dimension
+1

No larger than two connected 5-foot cubes
+2

No larger than four connected 5-foot cubes
+3

No larger than eight connected 5-foot cubes
+4

No larger than 27 connected 5-foot cubes
+5

Difficulty
Casting Time
Number of Casts for Permanent Effect

0
1 action
3

1-2
1 minute
5

3-4
10 minutes
10

5-6
1 hour
15

7-10
8 hours
30
Synergy. You can combine a casting of this spell with a casting of enlarge/reduce to create a one size smaller or larger version of an otherwise unusable item.
Permanent Effect. Casting transmogrification on the same object once each day up to the amount indicated on the table causes the transmogrification to become a permanent property of the item. While holding a permanently transmogrified item, the user of the item can use a bonus action to switch the item between its original and transmogrified forms.
At Higher Levels. When you cast this spell using a spell slot of 3rd level, the duration increases to 24 hours. If you cast this spell using a slot of 5th level or higher, the transmogrification lasts until dispelled for non-artifact items.


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

Response:
Name: Transmute Coins
Level: 1
School: Transmutation (Ritual)
Classes: Artificer, Bard, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S, M
Material cost: A number of coins
Description: You turn a number of coins into a different kind of coin. The new coins appear like they are minted from the same minter as the original coins, and thus have appropriate designs upon their faces for that mint.
You can transform as much money as you can carry in a single casting — for reference, 50 coins weighs 1 pound — but only in the following batches. Any remainder that does not complete a batch does not transform.
10 copper pieces into 1 silver piece, or vice versa
50 copper pieces into 1 electrum piece, or vice versa
100 copper pieces into 1 gold piece, or vice versa
1,000 copper pieces into 1 platinum piece, or vice versa
5 silver pieces into 1 electrum piece, or vice versa
10 silver pieces into 1 gold piece, or vice versa
100 copper pieces into 1 gold piece, or vice versa
2 electrum pieces into 1 gold piece, or vice versa
20 electrum pieces into 1 platinum piece, or vice versa
10 gold pieces into 1 platinum piece, or vice versa


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

Response:
Name: Transmute Earth
Level: 0
School: Transmutation
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S
Description: Upon touching the earth, up to a 5ft cube transmutes into another state. Ores and minerals are untransmutable so raw nuggets of ores in stone will remain pure when a 5ft cube is transmuted, the remaining stone (or other transmutable Earth) is still transmuted upon the spell being cast. Stone that has high impurities and low traces of ore get fully converted to the new state (this mean impurities of ore, example gold in quartz, is wasted and unobtainable). Stone formed from this spell will have no traces of ores as this spell is unable to create ore from stone (or gold from lead). This spell follows the rule "conservation of space", this means the final product's volume(size) is equivalent to the starting product's volume.
The transformation table below shows what earth groups (or products) can be transmuted into. It will take longer to transmute Stone into Glass than it would be Clay into Ceramic due to how many steps it would take in the transformation table below.
Transformation Table

GroupStartResult
0 (Ores/Metals)
Iron (Cold), Copper, Tin, Lead, Manganese
Gold, Adamantine, Mithril, Silver, Bronze

none
1 (Hard)Stone  Compact DirtGroup 1 or 2
2 (Medium)Dirt  GravelGroups 1,2,3
3 (Soft)Sand, Clay, MudGroups 2, 3
3.1 (Sand)SandGlass(impurities will change color and opacity)
3.2 (Clay)ClayCeramic (impurities may change quality)
4 (Smooth)Glass, CeramicGravel
4.1 (Ceramic)Terracotta, porcelain, earthenware, stonewareGravel
The spell has multiple uses for example:
- Help loosen earth in caves for mining
- Help make stone pillars for support
- Compact dirt to create roadways for travellers
- Creating Bricks, Pavers and roof tiles for houses
- Loosening earth for farm work

Character Levels:
- 1: Access to Group 1 and 2
- 5: Access to Group 3 (2× 5ft cubes)
-11: Access to Group 4 (3× 5ft cubes)
-17: Able to transform materials twice (4× 5ft cubes)

This spell has no affect against creatures who are made up of part(s) of the classified groups, example clay golems.
It is also to be noted that the spell Transmute Rock has the ability to also transmute mud to rock and rock to mud. This has a target of 512 times more volume and a greater range of 120ft instead of touch. This is reasonable as that's a level 5 spell whilst this is a cantrip. This spell is also meant to help define the types of earth for game mechanics


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

Response:
Name: Transmuted Inventory
Level: 2
School: Transmutation
Classes: Wizard
Casting time: 1 Hour
Range: Touch
Duration: 8 Hours
Components: V, S, M
Material cost: a jewel that worth 50gp or more, the items that are to be transmuted
Description: You take 1 hour with as many pounds of equipment as your spellcasting modifier x35 and magically condense it into a small gem. The gem must be worth 50gp or more since gems under this value have too many imperfections to contain the magic. Items that are put within the stone cannot be retrieved until the spell ends (which makes all of the items spill out of the stone within a 10ft radius). The spell can be ended by you with no action required, the spell ends if the stone is more than 50ft from you or if the stone enters an area or is affected by something that suppresses or ends magical effects (such as Antimagic Aura or Dispel Magic).
At Higher Levels. When you cast this spell using a spell slot of 3 or higher the multiplier increases by 5 for each level (I.E a 3rd level spell slot gives you x40, a 4th level spell slot gives you x45 and so on.


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

Response:
Name: Traumatic Teleport
Level: 5
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V
Description: You attempt to instantly transport a creature within range into a solid object you can see within 120 feet of you that is the large enough to hold the creature. The creature must make a Constitution saving throw. On a failed save, it partially teleports into the object, and takes 6d10 force damage, and is restrained. On a successful save, the creature takes half as much damage but is neither teleported or restrained.
A creature restrained by this spell must make a Strength saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends and it breaks free of the restraining object, moving into an unoccupied space within 5 feet of where it was restrained


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

Response:
Name: Trebuchet
Level: 9
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: S
Description: Choose one Large or smaller creature or object within range. The target must succeed a Strength saving throw or it flies in a straight line up to 1 mile in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface, if it succeeds it flies only for 120 feet, an object automatically fails the saving throw. If the target would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the target strikes the creature and unless it is Huge or bigger the creature starts moving with the target. When the target strikes something, the target, everything that moves with it and what it strikes each take 6d8 bludgeoning damage. If the target strikes more than three Large creatures the target stops and falls prone with whoever was carrying, two Medium or Small creatures count as one Large creature, and two Tiny or smaller creature count as a Medium creature.


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

Response:
Name: Tree
Level: 1
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: a nut or seed which is consumed by the spell
Description: In an unoccupied space in range, you conjure a Large tree of any height of your choosing up to 10 feet. It has an armor class of 16, 30 hit points, immunity to psychic damage, and vulnerability to fire and slashing damage. Its hit points can be restored by other spells and magic effects as if it was a creature.
A Medium or Small creature can use the tree as half cover. A Tiny or smaller creature can use the tree as three-quarters cover.
Once on each of your turns, you can use your bonus action to cause the tree to vanish and instantly reappear at any point within 30 feet of where it was and where you are now.
At the end of the duration, the tree persists as a natural plant if it is settled upon suitable soil. If not, the tree immediately withers away into nothingness.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, for each spell slot level above 1st the hit points increase by 10 and the potential height increases by 10 feet


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

Response:
Name: Tree of Life
Level: 7
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Minute
Components: V, S
Description: In an unoccupied space in range, you conjure a Huge tree that fills a cylinder 5 feet in diameter, with a any height of your choosing up to 60 feet. This tree has AC 16, 100 hit points, immunity to psychic damage, and vulnerability to fire and slashing damage. Its hit points cannot be restored by magic. The tree's leaves glow with an emerald-like luminescence that spreads bright light to a radius of 60 feet, and dim light for another 60 feet.
If a creature starts its turn within the tree's light, or enters it on its turn, you may reduce the tree's remaining hit points by 10 (no action required) for that creature to regain a number of hit points equal to 2d6 + your spellcasting ability modifier if it is neither construct nor undead. The creature is absolved of the blinded, frightened, and poisoned conditions—and for the duration it ignores difficult terrain within the tree's light.
Alternatively, you may expend 10 hit points from the tree to force that creature to make a Constitution saving throw. On a failure, the creature takes 3d6 necrotic damage and for the duration treats movement within the light as difficult terrain.
Once the tree runs out of hit points, the spell ends, and the tree rapidly withers away into nothingness.
At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the healing and damage both increase by 1d6


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

Response:
Name: Tree Shape
Level: 2
School: Transmutation
Classes: Druid
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 8 Hours
Components: V, S
Description: For the duration, you assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. All clothing and gear carried or worn changes with you. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You have an AC of 20, but gain no benefit from shields or other effects that increase AC. You automatically fail all Dexterity checks and saving throws, and you have a speed of 0 feet.
When you cease concentration on this spell, you instantly return to your normal form.


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

Response:
Name: Tremorsense
Level: 0
School: Divination
Classes: Artificer, Cleric, Druid, Sorcerer
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Round
Components: S
Description: You feel the earth with your body to detect movement through its medium. Until the beginning of your next turn, you have tremorsense to a range of 60 feet in all directions from the point the spell was cast.
You can sense which direction objects or creatures are moving, and what general size category objects or creatures may be. You cannot tell the difference between creatures and objects using this sense, nor can you tell what kind of creature or object it is.
Every foot of fluid or loose material, such as water or sand, counts as two feet for the purposes of considering maximum distance with this tremorsense.


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

Response:
Name: Tri-Disaster
Level: 4
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120Ft. (35Ft Radius)
Duration: Instantaneous
Components: V, S
Description: You invoke three spheres of varying energy types to manifest above a designated area with a chant. A single command brings them down to bear on the targeted area and every creature within 35 feet must make a Dexterity save or take 3d8 of three damage types of your choice. A successful saving throw halves damage taken. The designated damage types must be one your character has affinity with; I.E. from spells you already know, your race, your class, et-cetera.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of each designated type increases by 1d8 per level above 4th


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

Response:
Name: Tri-Element
Level: 1
School: Evocation
Classes: Bard, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: an ember, a lodestone, and a small icicle
Description: When you cast this spell, you cause a lightning bolt to appear out of the sky to strike a creature of your choice in range. Make a ranged spell attack against the target. On a hit, the target then takes 1d6 lightning damage, 1d6 fire damage, and 1d6 cold damage as the lightning bolt briefly transforms into a giant flame, which then freezes into ice and finally disappears.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the damage of the lightning, fire, and cold damage dealt by 1d6 each.


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

Response:
Name: Tribute to the Dark Ones
Level: 9
School: Necromancy
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, S, M
Material cost: a melee weapon worth at least 1 sp
Description: The melee weapon used to cast this spell becomes overwhelmingly enhanced with necromantic energy. Whenever it is used to reduce a creature to 0 hitpoints, their soul is sucked directly into an outer plane of the caster's choice, rendering them unrevivable except by means of divine intervention or the wish spell.
On their next turn, they are risen as a zombie under your control. This has no effect on constructs or undead. When the spell ends, the undead are still under your control for the next 24 hours, but afterwards they aren't anymore.


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

Response:
Name: Trip Grenade
Level: 3
School: Transmutation
Classes: Ranger
Casting time: 1 Action
Range: 60Ft (15-Foot Cone)
Duration: Up To 15 Seconds (3 Turns)
Components: S, M
Material cost: A grenade or Hatchet sized metallic rod worth 5 SP. Component is consumed when spell is cast
Description: You throw a Stick like grenade that stick to any surface to create a cone that shoots forward and then disappear. Each target in a 15-foot cone must succeed on a Dexterity saving throw. A target takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is Lightning damage. Any target that ends its turn within the grenade radius must make DC Dexterity saving throw or take 3d8 damage. On a successful save the target takes half damage.
The grenade uses a motion detector allowing it to find hidden or invisible creatures that enters the grenades 15 ft cone, the detector uses your passive perception score, the creature must make Stealth check against the grenade detector to avoid detonation.
The Grande can remain on the surface indefinitely unless disarmed by you or another creature. To disarm the grenade the creature must make an Intelligence save against your spell save DC.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 3rd.


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

Response:
Name: True Annihilation
Level: 9
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A small black marble
Description: You attempt to truly annihilate your opponent, wiping them from reality. Choose a target within 120 feet of you. They must make a Constitution saving throw, taking 12d10 necrotic damage on a failed save, or half as much on a successful one. In addition, if this damage brings them to 0 hit points, they immediately die and cannot be resurrected by any means short of a wish spell.


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

Response:
Name: True Contingency
Level: 9
School: Evocation
Classes: Wizard
Casting time: 10 Minutes
Range: Self
Duration: 1 Year
Components: V, S, M
Material cost: a statuette of yourself carved from adamantine and decorated with gemstones worth at least 10000 gp and a ornamented golden ring worth at least 500 gp, which the spell consumes
Description: Choose a spell of 8th level or lower that you can cast, that has a casting time of 1 action, bonus action, or reaction, and that can target you. You cast that spell called the contingent spell as part of casting true contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a true contingency cast with mind blank might stipulate that mind blank comes into effect when you a creature attempts to read your thoughts using a spell or similar method.
The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then then true contingency ends.
The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, true contingency ends on you if its material component is ever not on your person.


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

Response:
Name: True Glimpse
Level: 1
School: Divination
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: A glass or crystal lens worth at least 10gp
Description: For a few fleeting seconds, you can see what truly is. Until the end of your next turn, or for the next 10 seconds, you have truesight.


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

Response:
Name: True Level
Level: 0
School: Divination
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a gyroscope
Description: You touch a creature, giving it the mightiest sense of balance in the universe for a hot minute.
Until the end of the duration, the creature always knows which way is up, and has advantage on Dexterity checks and saving throws made to maintain its balance.


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

Response:
Name: True Mind Switch
Level: 9
School: Enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You attempt to take control of a nearby living creature, forcing your mind and soul into its body, and its into yours. Choose one creature within range whose challenge rating (or level, if it doesn't have a challenge rating) is less than or equal to your level. That creature makes a Wisdom saving throw. On a failure, your mind possesses the creature's body, and its mind takes over your body. You can call on rudimentary or instinctive knowledge of the target creature, but not acquired or learned knowledge.
You and the target creature each retain your Intelligence, Wisdom, and Charisma scores, hit points, Hit Dice, languages (you do not retain the ability to speak if your new body lacks that capability), proficiencies, class features, and legendary and lair actions (if any). You and the target creature otherwise gain the statistics of your new bodies. Any features which require a certain body part which your new body lacks may be unusable, but you still technically retain that feature.
If the target creature's body dies while you are in it, you die, and the target creature remains alive in your natural body. The opposite is also true if your natural body dies while the target creature's mind is inside it.
As the spell's effect is instantaneous, you and the target creature cannot be forced to return to your natural bodies by means of dispel magic, antimagic field, or a similar effect.


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

Response:
Name: True Resurrect Skeleton
Level: 9
School: Conjuration
Classes: Cleric
Casting time: 1 Minute
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: some portion of the skeleton or tooth of the creature to be resurrected
Description: You restore life to a deceased creature. You can resurrect a creature that died as much as 10 years per caster level before the caster's birth. This spell can bring back creatures whose bodies have been almost entirely destroyed, provided that you have at least a tooth, a fragment of bone, or some bone dust from their former skeleton. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells, and their flesh is restored to their body. None of the skeleton’s equipment or possessions are affected in any way by this spell.
You can revive a creature killed by a death effect or creature who has been turned into an undead skeleton.
This spell can only resurrect creatures that once had bones.
Even true resurrect skeleton can’t restore to life a creature that has died of old age.


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

Response:
Name: True Seraphim
Level: 9
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Hour
Components: V
Description: By channeling and taking the powers of the higher planes, you become something more than man. For the duration, you benefit from one of the following.
Wisdom. Your armor class increases by +3, and your spellcasting modifier increases by +2
Power. You gain a flying speed of 60 feet, and all attacks deal an extra 10 damage.
Pride. Your bonus to saving throws increases by +3, and you are immune to all conditions, barring unconsciousness via being reduced to 0 hitpoints.
After the spell ends, you gain 2 levels of exhaustion


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

Response:
Name: True Stasis
Level: 3
School: Transmutation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Round
Components: V, S, M
Material cost: A working timepiece, which stops working upon casting the spell.
Description: You touch your fingertips and a timepiece to an object, creature, or collective and cause that target to be stopped in time for 6 seconds, unable to be moved by any force. Velocity from before the target was put in stasis is applied while in stasis, and any forces exerted, damage dealt, and spells cast on the target while in stasis are applied instantaneously upon exiting stasis.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of time the target stays in stasis increases by 1 round.


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

Response:
Name: True Strike, 2nd Variant
Level: 0
School: Divination
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Round
Components: S
Description: You extend your hand and point a finger at a target in range, granting you supernatural insight into how to best harm the target. You gain advantage on the next attack roll you make against the target, provided the spell has not yet ended. If the attack is on an object and hits, it inflicts 1d6 additional points of damage, if it is on a creature it inflicts 1d4 additional points of damage.
The extra damage inflicted by the attack increases by 1d6/1d4 respectively when you reach 5th level (2d6/2d4), 11th level (3d6/3d4) and 17th level (4d6/4d4).


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

Response:
Name: True Strike, Variant
Level: 0
School: Divination
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Round
Components: S
Description: You extend your hand and point a finger at a target in range, granting you supernatural insight into how to best harm the target. You gain advantage on the next attack roll you make against the target, provided the spell has not yet ended. If the attack hits, it deals an additional 1d8 damage.
The extra damage dealt by the attack increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
When you cast this spell on a creature, you can choose to learn the most pertinent weakness that creature has in the current situation. This is usually a damage vulnerability, but the spell can also reveal such things as to how to bypass an immunity or resistance, or even the existence and location of a weak spot. Once this spell has revealed information about a creature in this way, you must finish a long rest before you can choose for it to do so again.


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

Response:
Name: Truer Strikes
Level: 1
School: Divination
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: S
Description: Point a finger at a creature within range. You gain better insight into the target's defenses. For the duration, you have advantage on the first attack roll you make against that target on your turn


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

Response:
Name: Turn Tables
Level: 3
School: Transmutation
Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Instantaneous
Components: V, S
Description: You attempt to swap places with one other creature within 60 feet. Point your finger at the creature you wish to swap with and force them to make a Wisdom saving throw. If they fail, you both teleport to each other's position. The target must be the same general size as you.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the range increases to 120 feet.


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

Response:
Name: Turn the Blade
Level: 3
School: Transmutation
Classes: Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a bended metal rod
Description: You force creatures within range to swing unwillingly. You may choose to force any creatures within range to make an attack with whatever weapon they're holding against a target of your choice, forcing 1d4+1 attacks.
At Higher Levels. When cast at 5th level or higher, increase the amount of attacks made by 1d4 for every two levels above 3rd.


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

Response:
Name: Twilight Blast
Level: 0
School: Evocation
Classes: Druid
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: Brilliant swirls of dark and light energy swirl towards your targets in a starry fashion. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage.
The spell creates more than one swirl of energy when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam


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

Response:
Name: Twin Bolts of Demonfire
Level: 4
School: Evocation
Classes: Warlock
Casting time: 1 Action
Range: 150 Feet
Duration: Instantaneous
Components: V, S
Description: You summon two churning bolts of dark-colored liquid fire from the lower planes and hurl them at targets within range. You can hurl them at one target or two.
Make a ranged spell attack for each bolt, with advantage on your attack roll if the target is a fiend or undead. On a hit, the target takes 3d6 fire damage and 3d6 necrotic damage, or 3d10 fire damage and 3d10 necrotic damage if the target is a fiend or undead. The target must succeed on a Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 1d6 (1d10 if the target is a fiend or undead). When you cast this spell using a spell slot of 7th or 8th level, the damage increases by 2d6 (2d10 if the target is a fiend or undead). When you cast this spell using a spell slot of 9th level, the damage increases by 3d6 (3d10 if the target is a fiend or undead)


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

Response:
Name: Twisting Tendril
Level: 6
School: Conjuration
Classes: Cleric, Sorcerer, Warlock
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: an onyx
Description: You may create a necrotic tendril with an area made up twelve 5-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube and must be with the spell's range. All creatures in the tendril's space at the start of their turn and all creatures that move through the tendril's space must make a Strength saving throw. On a failure the creature takes 4d8 necrotic damage and their speed is reduced by half until the start of your next turn. On a success the creature takes half of the damage and their speed is not halved. On your turn, you may use a bonus action to move the tendril to another space within range.

At Higher Levels. When you cast this spell using a spell slot of 7th or higher, the damage increases by 1d8 for each slot level above 6th


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

Response:
Name: Twitch
Level: 0
School: Enchantment
Classes: Bard, Sorcerer, Warlock
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a marionette's control bar
Description: One target that you can see within range must make a Wisdom saving throw against your spell save DC. On a failed save, the target makes a slight involuntary action of your choosing. For the duration, the target's next ability check, attack roll or saving throw is reduced by 1d4.
The caster must decide the nature of the twitch as it relates to the desired outcome. For example, a caster could make a creature swallow its tongue, reducing the effectiveness of a Charisma (Performance) check.
The spell has no effect if the target is undead, if it doesn't understand a language, or if your intended action is directly harmful to it


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

Response:
Name: Tydellbub's Instant Latrine
Level: 2
School: Conjuration (Ritual)
Classes: Bard, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Month
Components: V, S
Material cost: impatient jumping up and down), M (a small moon-shaped charm; 5 sheets of parchment, which the spell consumes
Description: Choose a point you can see on the ground within range that consists of dirt, sand, or some other loosely-packed earth. A finely-constructed wooden outhouse appears at that location. The latrine occupies a 5-foot by 10-foot space, and comes equipped with pit 5 feet wide and 10 feet deep, a mahogany seat, 4 rolls of the finest bathroom tissue that are restocked each dawn, a small basin with a flask that pours up to 2 gallons of clean water each day, an up-to-date copy of the nearest printed newspaper, and a small wall-mounted garden of exquisitely-smelling and colourful flowers that never wilt for the duration of the spell. Any items created by this spell vanish if they are removed from the space of the latrine.
The outhouse automatically dematerializes after one month, leaving behind a small pile of dirt patted flat with a flower or sapling planted in it. If the spell is recast on the outhouse at least once every week before this time is up, it becomes a permanent structure. As an action while the caster is within sight of the outhouse, they may choose to dematerialize it early, choosing whether or not the pit is filled back in with dirt.


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

Response:
Name: Ultimatum
Level: 9
School: Evocation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (500Ft Radius)
Duration: Instantaneous Or Concentration, Up To 1 Minute
Components: V, S
Description: This spell is arguably the most dangerous in terms of raw destructive power. You call upon all the magic you can muster and release it in one final blast.
When you cast this spell, you can expend as many available spell slots as you wish (including the one needed to cast this spell). Then, all creatures within 500ft of you must make a Constitution saving throw at disadvantage, taking 2d10 force damage per level of spell slot expended, or half as much on a success. You also take this damage, which for you cannot be reduced in any way. Should your Hit Points fall to 0 from this damage, you instantly die and your body is disintegrated. Spells such as Death Ward cannot stop this spell from killing you, and nothing short of a Wish can bring you back.
Should you choose, you can also channel this spell for more power. By maintaining concentration for up to 1 minute, you add an extra 2d10 per round spent channeling.


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

Response:
Name: Umber Stride
Level: 3
School: Conjuration
Classes: Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: A ferret's skull or a petrified rat's paw
Description: When you cast this spell, you select an unoccupied space that you can see within 60 feet of yourself. You instantly teleport to that point as you pass through the shadowfell, and every creature within 10 feet of that space must make a Constitution saving throw or take 3d8 necrotic damage as they are assaulted by necromantic energy. Creatures take half damage from this spell on a successful saving throw.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher you deal an additional 1d8 necrotic damage for each spell level above 3rd


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

Response:
Name: Umbral Visage
Level: 0
School: Illusion
Classes: Warlock, Wizard
Casting time: Bonus Action
Range: Self
Duration: Until Dispelled
Components: S
Description: You meld with the shadows, allowing yourself to be practically unnoticeable in dim or dark light. As long as you remain within darkness or dim light, your movement speed is reduced by 10 feet and you gain advantage on Stealth checks. Entering an area of bright light ends this effect, and you may end this effect as an action or bonus action.


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

Response:
Name: Un-Blight
Level: 4
School: Transmutation
Classes: Druid, Sorcerer, Wizard, Cleric
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: Hand full of sand
Description: Transmutation energy covers a creature of your choice that you can see within range, moisturizing and giving vitality to it OR causing elemental or entropic creatures to be damaged. If the target is living, and not a plant, roll a Constitution saving throw, if successful the target regains a number of hit points equal to 4d8 + your spellcasting ability modifier. If the target is an Elemental, a Construct, or Undead, the target must make a Constitution saving throw or be damaged for 8d8 Radiant damage. On a failed save, the damage or healing is halved.
If you target a mundane plant, or plant creature or a magical plant, it does not make a saving throw, and the spell deals maximum healing to it and cures any poison or disease the plant may have.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage or healing increases by 1d8 for each slot level above 4th.


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

Response:
Name: Unbalance Emotions
Level: 0
School: Enchantment
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V
Description: As a action, you may touch two humanoids that can understand you, one of which must be willing. This can include yourself. Then choose a emotion such as Anger, Love, Disappointment, or even bloodlust. Then both creatures will roll a flat d100, the person who rolled lower then the winner will now feel whatever emotion you picked strongly to the winner. The loser will act as if they had always felt this emotion to the winner, however for example if you choose bloodlust and your in public, the loser will not just kill the winner unless they are evil. The loser's personality does not change. The loser will also act as if they do not know they have had this cast upon them, even though the winner will. When the spell ends everything will return to normal and the loser will remember they had this cast upon them.


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

Response:
Name: Uncanny Outfitting
Level: 0
School: Conjuration
Classes: Bard, Paladin, Ranger
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S
Description: Any armor or attire you are wearing is instantly doffed, and at your option any armor or attire stowed on your person is instantly donned in its place. The armor or attire you doff can be stowed in an appropriate place on your person, or dropped harmlessly at your feet. For the purpose of this spell, you can don or doff any shield as if it was part of your armor


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

Response:
Name: Undead Artisans
Level: 5
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 10 Minutes
Range: Touch
Duration: Indefinite
Components: V, M
Material cost: small or medium humanoid corpse, Incense worth 5sp or more
Description: You place the incense upon the body’s forehead and burn it, holding your hand on its chest and speaking incantations, after 10 minutes of doing this, it will raise as an undead indefinitely under your control (you can decide between a skeleton and zombie), it contains the same stats as the undead it just became. However, this undead cannot attack and cannot speak and is completely incapable of manual labour, it only understands basic word in the language(s) it once knew. The telepathic link is only of 30ft in range.
It is extremely proficient in making tools or weapons or even works of art but lacks the key skill of moving items making it require and outside source to move the materials and the products
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher it no longer require incense to perform the spell


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

Response:
Name: Undead Dragon
Level: 9
School: Necromancy
Classes: Cleric, Wizard
Casting time: 1 Minute
Range: 10 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a drop of dragon blood, a dragon's scale, and the bone of a dragon
Description: This spell creates an undead servant from the corpse of a dragon. Choose a pile of dragon bones or a dragon's corpse within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. If the target's original CR does not exceed 10, it gains the skeleton template if you chose bones, or the zombie template if you chose a corpse. If the creature's original CR does exceed 10, instead apply the respective template to the statistics of an young red dragon and use these statistics for the creature. If the dragon retains a breath attack, this attack now instead deals necrotic damage instead of its former damage type.
On each of your turns, you can use a bonus action to mentally command the dragon you made with this spell if the dragon is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. You cannot simultaneously control another creatures with any spells (such as with dominate monster, conjure elemental, or animate dead) without losing control of the creature created by animate dragon


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

Response:
Name: Undead Manual Work Force
Level: 4
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 10 Minutes
Range: Touch
Duration: Indefinite
Components: V, M
Material cost: small or medium humanoid corpse, Incense worth 5sp or more
Description: You place the incense upon the body’s forehead and burn it, holding your hand on its chest and speaking incantations, after 10 minutes of doing this, it will raise as an undead indefinitely under your control (you can decide between a skeleton and zombie), it contains the same stats as the undead it just became. However, this undead cannot attack and cannot speak and is completely incapable of complicated behaviour such as craftsmanship, it only understands basic word in the language(s) it once knew. The telepathic link is only of 30ft in range.
This undead is extremely proficient in manual labour tasks such as hauling and mining or farming but lacks the skills to create other items using those.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher the need for incense is removed


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

Response:
Name: Undead Minion
Level: 2
School: Necromancy
Classes: Cleric, Wizard
Casting time: 1 Hour(Ritual)
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a drop of your blood
Description: Using the basics of Necromancy, you create a Minion to serve you after its life has ended. Upon casting this spell, you lose the use of 1 hit dice. You touch 1 corpse or pile of bones that you raise with the use of this spell, its Challenge Rating must be equal to or less than 2. You can only get one undead creature from this source. The creature is raised as an undead creature with the same statistics it had in life except for the below alterations depending on the source.

Zombie:
It gains the following changes unless it already has better ones:
Its Strength becomes 14.
It becomes proficient in Strength and Constitution saving throws.

In addition its Intelligence becomes 3, its movement speed is reduced by 10 ft, Speed cannot be reduced below 5 ft. 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).
Skeleton:
It gains the following changes unless it already has better ones:
Its Dexterity becomes 14.
It becomes proficient in Dexterity and Constitution saving throws.

In addition its Intelligence becomes 6. If the minion had flying speed while it was alive, that speed is halved. The Minion is vulnerable to Bludgeoning Damage.
Whether it is a Zombie or a Skeleton, Its creature type changes to undead.
The Minion always gains the following changes unless it already has better ones:
60ft. darkvision
Its Constitution becomes 16.
It gets immunity to diseases.
It gets immunity to poison damage and the poisoned condition.
It gets resistance to necrotic damage.

The Minion cannot speak, but it can understand languages it previously knew and can understand simple words and sentences spoken by its creator in any language. It also loses any legendary and lair actions that it might have had in life as well as the ability to use spell slots. 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 and is immune to the effects of the Exhaustion condition.
From being an Undead, it cannot heal in any way be it magical healing or potions, unless the spell is of the necromancy school. The only way for the Undead to regain hit points is for them to be created again.
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) while it is within 300 ft of you. If no command is given, it will defend itself to the best of its ability.

When the Undead creature is destroyed and its corpse remains intact (i.e. not disintegrated), that corpse/pile of bones is treated as the corpse/pile of bones of the original creature for the purposes of creating another Minion.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the challenge rating of the creature that you can create increases by 1 for every level above 2nd.


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

Response:
Name: Undead Non-Living Bomb
Level: 3
School: Necromancy
Classes: Druid, Sorcerer
Casting time: 1 Action
Range: 100 Feet
Duration: Instantaneous
Components: V, S, M
Description: You send spores in a 10-foot radius to a location in range that you can see. All the undead that are currently under your control in that area suddenly explode, affecting creatures in a 10-foot radius of each exploding creature. Creatures within the area of the explosion must make a Dexterity saving throw or take 3d10 necrotic damage, taking half damage on a successful save.
If the explosion hits a dead body or a pile of bones, the spores will infect that and explode in a 5-foot radius with the same save, but 1d10 necrotic damage instead.
At Higher Levels. At higher levels: If you cast this spell with a spell slot of 4th or higher, it deals 1d10 bonus damage for each slot level above 3rd


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

Response:
Name: Undine Communion
Level: 0
School: Enchantment
Classes: Artificer, Druid
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: V, S
Description: By communing with the undines around you, you understand the will of water for a short time. One creature within range has their swimming speed increased by +15 ft. until the end of their next turn.


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

Response:
Name: Unholy Flame
Level: 0
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: Flame-like malevolence descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 necrotic damage. The target gains no benefit from cover for this saving throw.
At Higher Levels. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


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

Response:
Name: Unholy Flame, Variant
Level: 6
School: Necromancy
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S
Description: A sphere of black fire comes forth from your hands engulfing the area around you. Each creature in a 15-foot sphere originating from you must make a Dexterity saving throw. The target gains no benefit from cover for this saving throw. On a failed save, a creature takes 7d10 necrotic damage and can not regain hit points until the start of your next turn. On a successful save, the creature takes half as much damage and can regain hit points as normal.
At Higher Levels. When you cast this spell using a spell slot of 7th Level or higher, the damage increases by 1d10 for each slot level above 1st.


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

Response:
Name: Unholy Frenzy
Level: 3
School: Enchantment
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 40 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a small skull or voodoo doll
Description: Choose a creature you can see within range. You infuse its mind and body with death energy, sending it into a killing frenzy. The target must make a Wisdom saving throw. On a failed save, the target goes into a frenzy for the duration
of the spell.
While in a frenzy, the creature must use its movement to move towards any creature it can see that it can reach this turn if possible, and then use its action to attack that creature. It cannot cast spells or maintain concentration on
any spell except this one while in a frenzy, and it cannot choose not to kill a creature that it reduces to 0 hit points.
For the duration of the spell, whether or not the target failed its saving throw, its body is infused with unholy power. The creature’s melee weapon attacks deal extra damage equal to your Charisma modifier, and whenever it uses the
Attack action, it makes one more attack than usual. At the start of each of its turns, it takes 2d6 necrotic damage. This damage can’t be reduced or prevented in any way.


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

Response:
Name: Unholy Touch
Level: 2
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Foot
Duration: Istantaneous
Components: V, S, M
Material cost:  1 vial of blood
Description: You can use your unholy Blood both for healing and for damaging an enemy. You make a ranged Attack throw on an enemy. You deal 1d8+ your spell modifier damage to your enemy and you choose an ally in the range of 36 ft.The ally chosen Will regain HP equivalent to the damage you dealt.
At Higher Levels. When you cast this spell using a spell slot of Xth level or higher If you cast this spell using a 3rd spell slot the damage dealt and the healimg increase of 1 d8 for each slot higher than 2nd


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

Response:
Name: Unholy Weapon
Level: 3
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: 60 Feet
Duration: 1 Minute
Components: V, S
Description: You create a floating, unholy weapon within range that lasts for the duration or until you cast this spell again. The weapon can take whatever form you choose. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes necrotic damage equal to 2d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
At Higher Levels. When you cast this spell using a spell slot 4th level of or higher, the damage increases by 1d8 for every two slot levels above the 4th.


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

Response:
Name: Unleashed Shadows
Level: 9
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S
Description: You take control of the shadows around you and unleash them to turn the tides of battle in your favour. You produce the following effects:
You and up to 6 undead under your control regain 5d6 hit points.
Up to ten creatures which aren't undead or constructs of your choice within range must succeed on a Constitution Saving Throw or take 10d6 Necrotic damage, or half as much if they succeed.


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

Response:
Name: Unmoored Ego
Level: 5
School: Divination (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 20 Minutes
Components: S, M
Material cost: a totem or trinket of personal significance
Description: Choose a creature or character that you have seen, that is currently within 90 feet of you. You are Incapacitated for the duration of this ritual. You release your mind into an astral form and enter theirs, choose one spell that they can cast.
If they are not an ally, they must roll a Wisdom Save; on a success this ritual ends and you take 1d4 psychic damage; otherwise, you temporarily gain that spell and a spell slot of its level until you cast it, and it is nonetheless a class spell for you. They cannot cast that spell until after you cast it; the spell and its temporary spell slot are released 20 minutes after the ritual. The creature or character whose spell was taken gains 1d8 temporary hit points per Spell Level (ex. 2nd Level spell equals 2d8, etc.) for the next 20 minutes, or until they are removed.
If they cannot cast any spells, they must roll a Wisdom Save. On a failed save, the target takes 5d8 psychic damage. On a success, they take half damage.


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

Response:
Name: Unnerve
Level: 5
School: Necromancy
Classes: Artificer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: As you touch a willing target, you rip every single nerve ending out of their body, completely removing their ability to feel pain. For the duration, they cannot take damage from anything but a critical hit.
However, after the spell ends, all of the target's nerves shoot back into their body, causing excruciating pain. They must make a DC 30 Constitution saving throw, or be paralyzed for the next 8 hours, as they writhe and scream in pain. On a success, they are only paralyzed for one hour.


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

Response:
Name: Unstable Sphere
Level: 3
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: broken glass
Description: You summon an entropic, fractal orb of light to blind and burn your enemies. In a 5-foot cube you can see within range, a sphere of twisting mirror-like prisms appears. Any creature in its space when the spell is cast must succeed on a Dexterity saving throw or take 4d6 radiant damage, taking half that on a success. Then, each creature in a 10-foot radius around the sphere must succeed on a Constitution saving throw or be blinded for 1 minute. A blinded creature may remake the Constitution saving throw at the beginning of each of its turns, ending the effect on itself on a success.
On your turn, as an action, you can make a spellcasting ability check with a DC of 12. If you do, you may move the sphere up to 30 feet in any direction. It can squeeze through openings as small as 1 inch in diameter. If you do not use your action to move the sphere, or if you fail to control it, the sphere moves 30 feet in any number of directions on its own. Any creature whose space it passes through must succeed on a Dexterity saving throw or take 2d6 radiant damage.
If the sphere stops moving in a creature’s space, that creature must succeed on a Dexterity saving throw or take 3d6 radiant damage, taking half that on a success. Then, the sphere repeats the blinding effect as seen above.
Finally, if you roll 3 or more 6s when you roll damage for the sphere, the sphere explodes violently. Every creature in a 30-foot radius from the sphere must succeed on a Dexterity throw or take 6d6 radiant damage, taking half that on a success, and the spell ends.


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

Response:
Name: Updrafts
Level: 7
School: Transmutation
Classes: Bard, Cleric, Druid
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: a bronze whistle
Description: You gather the winds around you to lift up and bolster you and
your allies, making you light and nimble as the air itself.
Chose up to 4 allies you can see within range and no more than 30
feet apart to be affected by the spell. Creatures affected by the
spell gain the following benefits:
May not be targeted by Opportunity Attacks
Have advantage on Dexterity saving throws
Creatures gain +2 AC
Affected creatures gain a flying speed equal to their speed,
though they must maintain no more than 10 Feet from the
ground or the spell ends for them.
When a creature affected by the spell makes a melee or
ranged weapon attack, it deals an additional 2d4 Wind damage


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

Response:
Name: Uprooted Sacrifice
Level: 0
School: Necromancy
Classes: Druid
Casting time: 1 Action
Range: Varies
Duration: Instantaneous
Components: V, S
Description: Make a ranged spell attack roll against a creature you can see in range. If you are above ground, outdoors, and in darkness, the range of this spell is 30 feet and you gain advantage on the attack roll. Otherwise, the range is touch, and you do not gain advantage.
On a hit, you deal 1d12 necrotic damage, but yourself take 1 force damage.
This spell's necrotic damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). The force damage you take increases by 1 when you reach 5th level (2), 11th level (3), and 17th level (4)


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

Response:
Name: Vacuum
Level: 8
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a glass phial containing a magically perfect vacuum, worth 500 gp
Description: With a sweeping arm gesture, you expel all air from a 40-foot high cylinder with a radius of 20 feet.
A wall of magical force expands outwards from the center, hedging out all air, gases and mists but passing through solids and liquids.
Each creature in the area must succeed on a Constitution saving throw or have the air in its lungs sucked out as the barrier passes through it. On a successful save, a creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). On a failed save, a creature has its breath sucked out and it begins to suffocate.
A creature cannot enter the area whilst holding its breath unless it succeeds on a Constitution check against your spell save DC.
The lack of air has a number of other effects:
Flight that relies upon the existence of air is impossible; any such flying creatures fall to the ground within the affected area.
All non-magical fires are extinguished. If the area of Vacuum overlaps with the area of a fire spell, the caster may make a spellcasting ability check against your spell save DC: on a success the fire spell persists, but on a failure the effect is dispelled within the affected cylinder.
Each creature within the area take 1d6 cold damage at the start of its turn and when entering the area for the first time on a turn due to the lack of ambient heat from the air.
Each creature within the area takes 3d10 necrotic damage at the start of its turn and when entering the area for the first time on a turn due to its bodily fluids evaporating due to the low pressure. Constructs and undead aren’t affected, but plants and water-based creatures take an extra 2d10 damage from this effect


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

Response:
Name: Vacuum Zone
Level: 8
School: Abjuration
Classes: Warlock, Warlock
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Hour
Components: S
Description: You manipulate the air around you to create a vacuum, where there is no air. You create a 60 feet radius sphere, centered on a point within range. This sphere of influence has the following effects:
All gases are hedged out of the area and cannot enter it.
A creature that doesn't hold its breath while in the area will begin to suffocate.
All sound is muted. Creatures are considered deafened, can't speak, and can't cast spells with verbal components.
Spells and other effects that depend on sound or hearing are suppressed.
All thunder damage in the area is negated.


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

Response:
Name: Vala's Red Powder
Level: 2
School: Transmutation
Classes: Cleric, Druid
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: a piece of charcoal, which is consumed by the spell
Description: Crushing a piece of charcoal in your hand, it transforms into a swarm of flying red motes that are unleashed upon your foes. Target a number of creatures up to your spellcasting ability modifier that you can see within range. Each target must succeed a Dexterity saving throw or be blinded for the duration. At the end of each of its turns, the target can make a Dexterity saving throw. A successful save ends the effect on that creature, and a failure deals 1d4 fire damage to the creature


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

Response:
Name: Valkyries Strike
Level: 0
School: Evocation
Classes: Warlock
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, M
Material cost: A weapon
Description: Prerequisite: Valkyrie Patron
You make a melee attack with a weapon against one creature, otherwise the spell fails. Crackling divine energy imbues one weapon you are holding. On a hit, the target suffers the attack's normal effects, and must make a Wisdom saving throw or take 1d8 radiant damage, or 2d8 if the target is an abberation, fiend, or undead.
The spell's damage increases by 1d8 when you reach 5th (2d8/3d8), 11th (3d8/4d8), and 17th (4d8/5d8) levels. In addition, after 5th level, this spell does
Radiant damage equal to your spellcasting modifier on a successful hit.


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

Response:
Name: Vampiric Aura
Level: 6
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (30-Foot Radius)
Duration: Concentration, Up To 10 Minutes
Components: V
Description: Life-draining energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to make a ranged spell attack against a creature within the aura. On a hit, the target takes 6d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt


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

Response:
Name: Vampiric Blade
Level: 3
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 5 Feet
Duration: Instantaneous
Components: V, M
Material cost: a drop of blood and a weapon
Description: As part of the action used to cast this spell, you must make a melee 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 it takes an additional 6d6 necrotic damage, and you regain hit points equal to half of the necrotic damage dealt.
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: Vampiric Cloak
Level: 5
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V, S
Description: You wrap yourself in a cloak of life-transferring energy. Whenever a creature hits you with a melee attack, they take 3d6 necrotic damage and you regain hit points equal to half the amount of damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level higher than 5th.


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

Response:
Name: Vancora's Tentacles of Madness
Level: 2
School: Illusion
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A bit of ash, a sprig of deathbell
Description: You grasp the mind of a creature that you can see within range with tentacles formed of inky madness that seem too real to disbelieve. The target must make a Wisdom saving throw. On a failed save, the creature takes 2d8 psychic damage and is paralyzed until the end of your next turn. On a successful save, the creature only takes half damage, and is not paralyzed.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional creature within range for each slot level above 2nd.


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

Response:
Name: Vanishing Trick
Level: 5
School: Transmutation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a clear vial of air
Description: A thin green ray springs from your pointing finger to a Large or smaller creature that you can see within range. They must make a Wisdom saving throw, or become invisible, blinded, deafened, and incapacitated for the duration. At the start of their turn, they may reattempt the save, ending the effect on a success.


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

Response:
Name: Vankodek's Black Widow
Level: 5
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a spider trapped in amber
Description: When you cast this spell, eight skeletal spider-like limbs violently protrude from the your body. You gain the following benefits.
Your armor class increases by 2.
Your movement speed increase by 10 feet, and you gain a climbing speed equal to your walking speed. While walking, you can suspend yourself up to 5 feet above the ground.
When you make a spell attack, you can use your bonus action to make a melee spell attack with your additional spider limbs against a creature within 10 feet of you, dealing 1d6 magical piercing damage on a hit.
At Higher Levels. When cast at 6th level or higher, the bonus to movement increases by 10 for every level above 5th. Additionally, the spider limbs deal an extra 1d6 piercing damage for every two levels above 5th.


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

Response:
Name: Vankodek's Bloody Stitches
Level: 3
School: Necromancy (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a bloodstone worth 250 gp and the limb replacement, described later
Description: Touch one creature who is missing a limb of some kind. Then, touch one severed limb(it does not have to be theirs) which would make a suitable replacement. It immediately attaches to their body, and they regain functionality in that limb.
A suitable replacement is:
Of a similar or same size as the creature's normal version. For example, replacing a human's arm with an orc's arm is possible, but a giant's arm with a halfling's is not.
Has not been dead for more than 10 minutes.


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

Response:
Name: Vankodek's Chimeric Transformation
Level: 7
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Hour
Range: Self
Duration: Until Dispelled
Components: V, S, M
Material cost: a necklace which contains a cubic inch of material from both the caster and the intended target
Description: After casting this spell, touch one creature with a CR of 7 or lower that is either willing or restrained. They merge into your body, your appearance becoming a blend of the absorbed creature and your own. You gain the following benefits.
Determine the creature’s highest ability score. That score of yours increases by 2.
You have full access and control over any action and feature the creature you have absorbed, barring features which directly increase your hitpoints. For example, by merging with an oni, you can use their Shape Change, have access to their Innate Spellcasting, but do not benefit from their Regeneration.
If the creature is still unwilling, every hour they remain absorbed, they may make a Charisma saving throw, ending this spell on a success. If they are to succeed, they reappear in the closest space available to you.
You can only have one creature absorbed in this way at a time.
At Higher Levels. When casting this spell at 8th level or higher, increase the maximum CR of targetable creatures by 1 for every level above 7th.


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

Response:
Name: Vecna's Reanimation
Level: 7
School: Necromancy (Ritual)
Classes: Wizard
Casting time: 1 Action
Range: Self
Duration: 24 Hours
Components: V, S, M
Material cost: A glass eye worth at least 100 gp, which the spell consumes
Description: You burn up the glass eye used in the spell's casting and turn it into an undead spirit that watches over you for the duration. If you die before the spell ends, the spirit sacrifices itself in your place, raising you from the dead with hit points equal to half of your maximum hit points.
This spell also neutralizes any poisons and cures any diseases, curses, or other similar effects you had at the time you died that would cause you to die again within the next hour of you returning to life. It does not neutralize any other effects.
This spell closes all mortal wounds, but it can't bring back missing body parts. If you're missing any parts essential for survival — such as your head — the spirit will bring you back to life and you will in all likelihood die all the same.


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

Response:
Name: Veil of Compressed Time
Level: 4
School: Abjuration
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Closing your eyes and outstretching your arms and muttering a few Astral words a blue glow envelops your entire body, this extra layer constantly shifts to where any impact is found.
When a weapon successfully hits the veil, it releases a small amount of stored energy in a miniature explosion.
Once this spell has been cast, your AC increases by 2 additionally, once you have been hit the target must make a Constitution saving throw or it takes 5d8 Force damage and the spell fades.
At higher levels, When you cast this spell using a spell slot of 5th level or higher, the spell's duration increases by an additional minute for each spell slot level above 4th


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

Response:
Name: Veitch's Marvellous Letter
Level: 1
School: Conjuration (Ritual)
Classes: Bard, Cleric, Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Up To 24 Hours
Components: S, M
Material cost: a wax seal, preferably blue
Description: You conjure a letter with up to 150 words written in it. It flies to a target that you designate at a speed of 6 mph. If it does not reach the target in 24 hours, it disappears. This letter cannot be dampened or torn, but when a creature presses the seal it opens. If the designated target touches it in any way, it opens.
At Higher Levels: The potency of this spell increases at certain levels. At fifth level, the maximum number of words increases to 300, and the speed to 9 mph. At 11th level, the maximum number of words increases to 450, and the speed to 12 mph. At 17th level, the maximum number of words increases to 600, and the speed increases to 15 mph


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

Response:
Name: Vengeful Roots
Level: 2
School: Transmutation
Classes: Druid
Casting time: 1 Action
Range: 150 Feet
Duration: 2 Rounds
Components: V, S
Description: The ground in a 20-foot radius centered on a point within range causes foliage and roots to grab and strangles foes. The area becomes difficult terrain for the duration. For the duration, any creature which starts in the affected area or enters it on its turn make a Strength save. On a failed save, a creature becomes restrained for the duration, and takes 2d6 piercing damage now and at the beginning of each of its turns while it remains so restrained. Any creature affected by this spell can use its action to make a new Strength save, freeing itself on a success.
The affected ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of the roots increases by 1d6 for each spell level above 2nd, and the radius is increased by 5 feet for each spell level above 2nd


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

Response:
Name: Vengeful Trinket
Level: 2
School: Transmutation
Classes: Artificer, Wizard
Casting time: 1 Hour
Range: Touch
Duration: Until Dispelled
Components: V, S, M
Material cost: A trinket worth at least 75 gp
Description: You spend an hour enchanting the trinket you use as a material component. For the duration, half of any damage the a creature wearing this trinket takes (rounded up) is transferred to the trinket. The trinket can store 10 hit points worth of damage; if damage transferred to the trinket would go beyond this amount, it doesn't transfer the excess damage. For example, if the wearer takes 8 damage while the trinket has 7 hit points worth of damage already stored, 3 damage would be transferred to the trinket and the wearer would take the remaining 5 damage. A creature can only benefit from one trinket enchanted this way at a time.
When the trinket has the maximum amount of damage it can stored, it can be activated by a creature touching it as a bonus action. When activated, the trinket releases magical energy in a 30-foot cone; creatures in this area must make a Dexterity saving throw, taking force damage equal to the amount of damage stored in the trinket on a failed save or half as much on a success. The spell then ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum damage the trinket can store is increased by 5 for each slot level above 2nd.


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

Response:
Name: Venom Strike
Level: 0
School: Transmutation
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S, M
Material cost: a weapon
Description: You make a single melee attack against a creature you can see within the spells range. If the attack hits, The contact point of the weapon injects a neurotoxin into the target, dealing extra damage to the target. Add 1d6 poison damage to the roll. The target must then make a constitution saving throw against your spell save DC. If failed, they move at half speed until the end of your next turn. If that roll a natural 1 they are knocked prone until the end of your turn.
 At 5th level the melee attack deals an additional 1d6 poison damage. The damage die increases by one again at 11th, and 17th level


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

Response:
Name: Venomous Spit
Level: 0
School: Evocation
Classes: Druid
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: S
Description: You twist your body back then snap forward with a hissing open maw releasing a venomous spit. Make a ranged spell attack against an object or creature within range. On a hit, the target takes either 1d8 poison damage or 1d8 acid damage, as you decide when casting this spell.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). When you roll multiple damage dice, you can roll any amount for acid damage and any amount for poison damage, as you decide when casting this spell


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

Response:
Name: Venomous Spite
Level: 3
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Reaction, Which You Take In Response To Being Damaged By A Creature Within 90 Feet Of You That You Can See
Range: 90 Feet
Duration: Instantaneous
Components: V, S
Description: You create three darkly colored (usually green or purple) darts of magical venom and hurl them at your foes. You can hurl them at one target or several, but at least one dart must target the creature that damaged you. Make a ranged spell attack for each dart. On a hit, the target takes 2d8 poison damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher you create one additional dart for each slot level above 3rd.


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

Response:
Name: Venomous Succor
Level: 2
School: Evocation
Classes: Druid, Ranger
Casting time: 1 Bonus Action
Range: Touch
Duration: Instantaneous
Components: S
Description: Your touch causes a searing poison to burn quickly through a creature’s wounds, knitting them shut as it goes. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
When you cast this spell, the target takes 1d6 poison damage. The target then regains 1d10 hit points at the start of its next turn, and again at the start of each of its turns for 1d4 rounds.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial poison damage increases by 1d6 and the healing continues for 1 additional round for each slot level above 2nd.


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

Response:
Name: Venomous Web
Level: 3
School: Conjuration
Classes: Druid, Ranger
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute.
Components: V, S
Description: You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
At the beginning of each turn the creature is restrained by the spell, they must make a Constitution saving throw. On a failed save the creature takes 2d6 poison damage.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.


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

Response:
Name: Venomstrike
Level: 0
School: Transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, M
Material cost: a weapon
Description: You enhance your next attack with deadly poison.
As part of the action used to cast this spell, make an attack with a weapon against a creature within the spell's range. On a hit, the target takes additional poison damage equal to your spellcasting modifier.
The spell’s damage increases by 1d8 when you reach 5th level (1d8 + your spellcasting modifier), 11th level (2d8 + your spellcasting modifier), and 17th level (3d8 + your spellcasting modifier)


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

Response:
Name: Vent Anger
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: Instantaneous
Components: V, S
Description: You vent your anger and pulse out hot air in a 5-foot radius centered on yourself to cool yourself down. Each creature in that area must succeed on a Constitution saving throw or take 1d6 fire damage.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)


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

Response:
Name: Ventriloquist
Level: 1
School: Enchantment
Classes: Bard, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V
Description: Force any creature you can see to make Wisdom saving throw. If they fail, whatever short phrase you speak will come from their mouths as if they were the ones to say it. The affected creature will be aware of this but will not know its cause unless they are proficient in Arcana. You cannot force a creature to speak in a language that you yourself do not know how to speak.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 15 ft, up to a maximum of 120 ft at 5th level.


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

Response:
Name: Verge
Level: 1
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S
Description: You form a disc of shattering force that is launched at a target within range. On a hit, the disk deals 1d8 thunder damage. As you launch it forward a small amount of the spell’s power becomes trapped within the palms of your hands. Each consecutive time you use this spell, the damage increases by 1d8. If you cast a different spell or withhold from casting this spell for an entire round the damage resets. This spell can't be used as a signature spell.
The spell creates noise in a 150-foot radius centered on the point of impact.


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

Response:
Name: Victus's Sonic Boom
Level: 9
School: Evocation
Classes: Bard, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (90-Foot Radius Sphere)
Duration: Instantaneous
Components: V, S
Description: You clap your hands and unleash a deafening wave of thunderous energy in a 90-foot radius centered on you. Each creature other than you in that area must succeed on a Constitution saving throw. On a failed save, the creature takes 22d12 thunder damage and is blinded and deafened. On a success, the creature takes half as much damage and is not blinded and deafened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw and takes an additional 3d12 thunder damage on a failed save. Nonmagical items and the surrounding terrain also take this damage.


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

Response:
Name: Viktor's Brand Of Undeath
Level: 6
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: multiple small shells
Description: You focus your necrotic energies to brand yourself with the mark of undeath. All of your vital systems are bypassed whilst this spell is in effect, and you become undead.
You are immune to the poisoned, paralyzed, disease, stunned, sleep and death effects. Additionally, you cannot be subjected to critical hits, nonlethal damage, ability drains, energy drains, fatigue or exhaustion. You are immune to any effect that requires a Constitution save, and do not need to breathe, eat or sleep. In return, you cannot heal (unless damaged by necrotic or poison damage or gain life via negative energy, such as life drain from vampiric touch), are affected by spells that affect undead creatures, are instantly destroyed if reduced to zero health, and have disadvantage on all Charisma rolls whilst the spell is in effect. Ending this spell requires an action


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

Response:
Name: Viktor's Dark Transport
Level: 3
School: Necromancy
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Hour
Components: S
Description: After casting this spell, you immediately polymorph into a swarm of bats, as per the spell. However, you retain your Intelligence, Wisdom, and Charisma scores, and you do not have the actions from the swarm. Instead, whenever you pass through a creature’s space while in this form, you can force them to make a Constitution save against your Spell Save DC, or take 2d6 necrotic damage. You regain half of the damage dealt, to both the swarm’s hitpoints and your own. You can also end this spell as an action.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage is increased by 1d6 for each slot level above 3rd