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

Response:
Name: Gravity Hammer
Level: 4
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: Select a 10-foot cube in range. All creatures and objects in that cube are abruptly weighed down with crushing levels of gravity. All affected creatures must make a Strength saving throw.
A flying or swimming creature falls 90 feet directly downward on a failed save, or 30 feet on a success. If the creature impacts the floor, it takes 1d6 bludgeoning damage for every 10 feet fallen, and falls prone if it failed the saving throw.
A grounded creature suffers 6d6 bludgeoning damage and falls prone on a failed save. On a success, it takes half as much damage and doesn't fall prone.
If this spell is readied to be cast as a reaction, it can be used to affect any ranged attack projectile made through the 10-foot cube. All such projectiles plummet directly to the ground, and automatically miss


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

Response:
Name: Gravity Sphere
Level: 6
School: Conjuration
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: A 5-foot-diameter sphere of force appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. A creature that starts its turn within 60 feet of the sphere, or moves within 60 feet of the sphere for the first time on its turn must make a Strength saving throw or be pulled 30 feet towards the sphere. Any creature within 60 feet of the sphere must spend 2 feet of movement for every 1 foot it moves when moving away from the sphere, but only needs to spend 1 foot of movement for every 2 feet it moves towards the sphere.
As a bonus action, you can move the sphere up to 60 feet in any direction, including upwards. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. The sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th


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

Response:
Name: Gravity Surge
Level: 8
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a solid iron object weighing at least 1 lb.
Description: Select a 50-foot radius, 100-foot high cylinder originating from a point within range. For any open air within this cylinder, gravity abruptly becomes much more intense than normal, and stays that way for the duration. The interior of any inanimate fluids within the sphere, such as water or lava, are unaffected, as are any objects suspended in them. Otherwise, every object or creature in this cylinder effectively weighs four times as much as normal for the duration.
When this spell is first cast, any affected object or creature that is airborne and has mass comes crashing down to whatever surface is beneath it. It must succeed on a Strength save, or take damage from falling appropriate to the distance fallen, and land prone. Generally, a creature takes 1d6 bludgeoning damage for every 5 feet fallen, to a maximum of 20d6. On a successful save, the creature takes half this damage and doesn't land prone.
When this spell is first cast, any affected creature that is not airbone and has mass must make a Strength save. On a failure, it takes 1d6 bludgeoning damage and falls prone.
For the duration, any ranged attack which passes through this cylinder is made with disadvantage. A ranged weapon attack that passes through this cylinder cannot hit anything beyond its shorter range.
For the duration, any creature within the cylinder suffers the following effects:
Its speed is halved. Any flying speed can't be used (subject to DM discretion). A creature can't climb unless it has a climb speed.
At the start of its turn, the creature must succeed on a Strength save, with advantage, to move that turn. On a failure, it can move no more than 5 feet until the start of its next turn, and cannot use its movement to recover from the prone condition.
Any attack roll, ability check, or saving throw it makes with Dexterity is made with disadvantage.
Any ability check or saving throw it makes with Strength to push or pull upwards, or to avoid being knocked prone, is made with disadvantage. This does not affect Strength saving throws otherwise imposed by this spell


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

Response:
Name: Great Chaos Fireball
Level: 5
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S
Description: You evoke a powerful clump of hot chaos flame in your hand and hurl it. Make a ranged spell attack against a target within range, dealing 10d8 fire damage on a hit. Hit or miss, the flame then pools on the ground into a pile of lava. This lava covers a square area, 15 feet on a side, centered on the target. Whenever a creature starts its turn within the lava or crosses into the area for the first time on a turn, it must make a Constitution saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one.
The lava created by this spell cools and vanishes into nothing at the end of your next turn.


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

Response:
Name: Great Lightning Spear
Level: 4
School: Evocation
Classes: Bard, Cleric, Paladin
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a tiny gold medal depicting the sun
Description: You conjure a javelin of crackling lightning in your hand and hurl it with great force. Make a ranged spell attack against a target within range. On a hit, the target is wreaked with electricity, inflicting lightning damage equal to 5d10 plus your spellcasting ability modifier.. Hit or miss, the spear then explodes and splinters outward. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw, taking 2d10 lightning damage on a failed save. Creatures doused in, standing in, or swimming in water make this saving throw with disadvantage.
This spell deals double damage to dragons and Dragon-type creatures.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning damage from the initial ranged spell attack increases by 1d10 for each slot level above 3rd


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

Response:
Name: Great Scorching Bolt
Level: 4
School: Evocation
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You concentrate fire into the shape of a mighty arrow that disintegrates foes with an explosion. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d8 fire damage and 3d8 force damage on a failed save, or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
The intense heat from this spell lashes to foes within range. When casting this spell, every creature 10 feet from you must make a Constitution saving throw, taking 2d8 fire damage on a failed save or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you increase the amount of Fire damage from the arrow and the heat by 1d8.


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

Response:
Name: Greater Animate Dead
Level: 8
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: 20 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: One clay pot filled with grave dirt, one clay pot filled with brackish water, and one 300 gp black onyx stone for each corpse
Description: This spell creates a powerful undead servant or many weaker servants. You must have all corpses needed. You create Challenge Rating 5 worth of undead creatures. You can spread this CR out in any way you like. For example, you animate a Beholder Zombie (CR 5) or you animate 20 Zombies (Each CR 1/4) all together CR 5.
This spell can be cast on a corpse of any type of creature, except Celestial, Construct, Elemental, Fiend, Ooze, or Plant. You animate an undead version of that creature. If there isn't an undead version of that creature just use this template to update the creatures statistics, you choose whether its a Zombie or a Skeleton. The creature must have bones for it to become a Skeleton.
Undead Nature
It does not require air, food, drink, or sleep.
Blank Slate
It loses all skill proficiencies it had. It forgets everything it knew and no longer has a soul.
Unintelligent Endurance
It gains proficiency in Wisdom saving throws, if it wasn't already.
Senses
It gains darkvision out to a range of 60 feet, unless the base creature had superior darkvision.
Alignment
Its Alignment changes to Neutral, Evil.
Languages
It knows what languages it knew in life, but cannot speak.
Damage Immunities
Poison
Condition Immunities
Exhaustion, Poisoned

Zombie, variant
The creature raises more able to take punishment because it can't feel pain, however it is slower and easier to burn due to its decaying body.
Ability Score Changes
Strength stays the same. Dexterity decreases by 4, to a minimum of 6 (Its AC decreases accordingly). Constitution increases by 2, to a maximum of 20 (Its HP increases accordingly). Intelligence becomes 3. Wisdom becomes 8. Charisma becomes 5.
Speed
Its speed decrease by 10 feet, to a minimum of 10.
Damage Vunerabilities
Fire
Undead Fortitude
If damage reduces the zombie to 0 hit points, it must make a Constitution saving throws (DC 5+the damage taken). On a success, the zombie drops to 1 hit point instead. It cannot attempt this saving throw if the damage is radiant or from a critical hit.

Skeleton, variant
The creatures flesh, muscles, and organs fall away leaving only its bones. Due to losing most of its weight it becomes faster though easier to break.
Ability Score Changes
Strength decreases by 4, to a minimum of 1. Dexterity increases by 2, to a maximum of 20 (Its AC increases accordingly). Constitution becomes 15 (Its HP increases or decreases accordingly). Intelligence becomes 6. Wisdom becomes 8. Charisma becomes 5.
Damage Vunerabilities
Bludgeoning
Hard to Hit
Due to its lack of body mass to hit, it gains +2 to AC.

As a Bonus Action on each of your turns, you can mentally Command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can Command any or all of them at the same time, issuing the same Command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any Command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over all together CR 5 creatures you have animated with this spell, rather than animating new ones.
At Higher Levels. When you cast this spell using a spell slot of 9th or higher you animate an additional 1 CR worth of undead for each level higher than 8th. At 9th level, you animate 6 CR worth of undead creatures


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

Response:
Name: Greater Animate Skeleton
Level: 8
School: Necromancy (Ritual)
Classes: Wizard
Casting time: 1 Hour
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: One clay pot filled with grave dirt, one clay pot filled with bone dust, and one 300 gp black onyx stone
Description: This spell creates an advanced undead skeleton servant. You must have a dry skeleton. You create an undead skeleton with a Challenge Rating 5.
This spell can be cast on a skeleton of any type of creature except Celestial, Construct, Elemental, Fiend, Ooze, or Plant. You animate an undead skeleton of that creature. If there isn't an undead version of that creature just use this template to update the creatures statistics, it is a Skeleton. The creature must have bones for it to become a Skeleton.
Undead Nature
It does not require air, food, drink, or sleep.
Blank Slate
It loses all skill proficiencies it had. It forgets everything it knew and no longer has a soul.
Unintelligent Endurance
It gains proficiency in Wisdom saving throws, if it wasn't already.
Senses
It gains darkvision out to a range of 60 feet, unless the base creature had superior darkvision which it uses.
Alignment
Its Alignment becomes one of the following: Neutral-Evil, Neutral-Neutral, Lawful-Evil, Lawful-Neutral, Chaotic-Evil, Chaotic-Neutral.
Languages
It knows the languages it knew in life, but cannot speak.
Damage Immunities
Poison
Condition Immunities
Exhaustion, Poisoned
Due to having much less weight than the fully fleshed original, it becomes faster though easier to break.
Ability Score Changes
Strength decreases by 4, to a minimum of 1. Dexterity increases by 2, to a maximum of 20 (Its AC increases accordingly). Constitution becomes 15 (Its HP increases or decreases accordingly). Intelligence becomes 6. Wisdom becomes 8. Charisma becomes 5.
Damage Vulnerabilities
Bludgeoning
Hard to Hit
Due to its lack of body mass to hit, it gains +2 to AC.
As a Bonus Action on each of your turns, you can mentally Command one creature you animated with this spell if the creature is within 240 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete, or you give it a new command.
If you are a bone collector, you must collect one of the small bones of the skeleton, and keep it with you, to command it and keep it under your control.
If you are a wizard, the skeleton is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the skeleton for another 24 hours, you must cast this spell on the skeleton again before the current 24-hour period ends


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

Response:
Name: Greater Blade of Grass
Level: 4
School: Transmutation
Classes: Druid
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Hour
Components: V, S, M
Material cost: a freshly plucked blade of grass
Description: You transform a blade of grass into a scimitar that glows with emerald radiance. A +2 scimitar appears in your hand for the spell’s duration. Attacks made with this weapon are melee spell attacks, and all damage dealt by this weapon is radiant damage.
When this weapon leaves your grasp, it reverts to a blade of grass. As long as this spell is active, you may create another sword by picking another blade of grass


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

Response:
Name: Greater Contingency
Level: 8
School: Evocation
Classes: Wizard
Casting time: 1 Hour
Range: Self
Duration: 30 Days
Components: V, S, M
Material cost: a statuette of yourself smelted from adamantine and decorated with gems worth at least 5,000 gp
Description: Choose a spell of 7th level or lower that you can cast, that has a casting time of 1 action to 1 hour, and that can target you. You cast that spell–called the contingent spell–as part of casting greater 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 greater contingency cast with plane shift might stipulate that plane shift comes into effect if you are forced to another plane of existence.
The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then greater contingency ends.
The contingent spell takes effect only on you, even if it can normally target others. You can use only one greater contingency spell at a time. If you cast this spell again, the effect of another greater contingency spell on you ends. Also, greater 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: Greater Darkness
Level: 5
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (90-Foot Radius)
Duration: Up To 10 Minutes
Components: V, S, M
Material cost: A piece of fabric from a fell rider's cloak
Description: Magical darkness spreads in all directions, filling a 90-foot radius sphere. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
When you cast this spell, you may choose to center the darkness on the point where you cast it or yourself. If you choose yourself, the darkness moves with you as you move. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 5th level or lower, the spell that created the light is dispelled.
The darkness lasts for the duration, until it is dispelled, or until you dismiss it at any time.


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

Response:
Name: Greater Geas
Level: 7
School: Enchantment
Classes: Bard, Cleric, Druid, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Year
Components: V
Description: You place a magical command on up to 6 creatures within range that are currently facing you. Upon casting the spell, all creatures that you have targeted with the spell must pass a Wisdom saving throw, or be charmed by you. The creatures must obey any command that you give to them, with the spell only ending when the action has been completed, or when the duration of the spell has ended. The spell can also be ended if you use an action to end it, or if Remove Curse, Greater Restoration, or Wish spells are used to dispel it.
At Higher Levels: 2 additional creatures can be targeted per spell slot above 7th Level. When casting this spell using a 9th Level spell slot, it will last until it has been dispelled


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

Response:
Name: Greater Gentle Repose
Level: 5
School: Necromancy (Ritual)
Classes: Cleric, Wizard
Casting time: 1 Action
Range: Touch
Duration: 30 Days
Components: V, S, M
Material cost: a handful of salt, a piece of flesh, which is consumed, and a piece of ice, which is consumed
Description: You touch a corpse, other remains, or an undead creature. For the duration, the target is protected from decay. As well, it reverses decay, returning the remains or undead to what it looked like in life, even healing any missing limbs and injuries and ending all condition, including Exhaustion levels, curses, poisons, and diseases. If cast on an Undead creature, it looks like it did in life, though people can make an Investigation check against your Spell save DC to notice things, such as shallow breathing, a limp, strange behavior, pale skin, etc. Though it's unlikely anyone would think they're Undead, they would more likely assume the Undead creature is simply unhealthy or strange. After the duration the remains or Undead creature rapidly decays to the point it was before this spell.
The spell also effectively extends the time limit on raising remains, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
At Higher Levels. When you cast this spell using a spell slot of 6th or higher you can choose an additional target for each spell slot above 5th and the duration is extended depending on the spell slot. At 6th level you can choose two targets and the duration is 60 days. At 7th level you can choose three targets and the duration is 90 days. At 8th level you can choose four targets and the duration is 1 year. At 9th level you can choose five targets and the duration is eternal, it last forever


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

Response:
Name: Greater Harmfield
Level: 7
School: Necromancy
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: 10 Minutes
Components: V, S
Description: You are surrounded by rings of glowing yellow light that oscillate in a cylindrical pattern around you, shedding bright light in a 10-foot radius and dim light for another 10 feet. You can end the spell early by using an action to dismiss it. A creature that enters the area of the spell for the first time on its turn or starts its turn within the radius of the spell takes 4d10 necrotic damage, as the rings of light disrupt the life force of whatever touches them.
On each of your turns, you can choose to attempt to pull any number of creatures within 60 feet of you towards you. Each creature you choose must make a Strength saving throw, or be pulled 15 feet towards you by a magical force. Whether a creature succeeds or fails on this save, until the end of your next turn it must expend 4 feet of movement to move 1 foot away from you.
At Higher levels. The damage of this spell increases by 1d10 for each spell slot level above 7th


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

Response:
Name: Greater Heal
Level: 9
School: Evocation
Classes: Cleric
Casting time: 1 Round
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a quantity of diamonds or other precious gems worth at least 30 gp, which the spell consumes
Description: Choose a creature that you can see within range. The target creature is immersed in regenerative energy and regains all of its hit points and has all negative conditions affecting it removed. Furthermore the target regrows all missing limbs as if by an instantaneous effect of the Regenerate spell


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

Response:
Name: Greater Necrostrike
Level: 3
School: Necromancy
Classes: Cleric, Paladin, Warlock
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a melee weapon
Description: A stronger version of necrostrike, harming more than just their durability. The next time you make an attack with the weapon used in casting for duration of this spell, on a hit, the target must make a Constitution save or gain a level of exhaustion.
At Higher Levels. When cast at 4th level or higher, the first hit with the weapon used in casting deals an additional 1d8 damage for every level above 3rd. For every two levels above 3rd, they must make another Constitution saving throw.


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

Response:
Name: Greater Polymorph
Level: 5
School: Transmutation
Classes: Bard, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a caterpillar cocoon and a sapphire worth at least 100 gp
Description: This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast, giant, ooze, or plant whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless the new form is also capable of doing so. You do not learn any new languages by using this spell, instead you retain the languages you knew before transforming.
If the new form doesn't wield equipment then the target's gear melds into its new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. If the new form is one that would normally wield some form of equipment then the target's current equipment transforms into the creature's standard equipment, as determined by the DM.


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

Response:
Name: Greater Purge
Level: 9
School: Evocation
Classes: Cleric, Druid, Paladin, Warlock
Casting time: 1 Action
Range: Self (90-Foot Sphere)
Duration: Instantaneous
Components: V, S, M
Material cost: a translucent crystal worth at least 1,000gp
Description: You strain a drop of pure divinity from your god or patron, letting the raw power burst out to consume those around you.
Choose to purge The Weak or The Foolish. If you chose The Weak, all creatures within 90ft (including you) must make Strength, Dexterity, and Constitution saving throws. If you chose The Foolish, they instead make Intelligence, Wisdom, and Charisma saving throws. You cannot exclude creatures in range from Greater Purge by any means. The CR or level of each creature (whichever applies) may influence their saving throws according to the following table:

CR/Level
Effect

Greater than double your level
They have advantage on their saving throws

Greater than your level
They cannot gain disadvantage on their saving throws

Less than half your level (rounded down)
They cannot gain advantage on their saving throws

Less than one-quarter of your level (rounded down)
They have disadvantage on their saving throws
Creatures who fail all three of their saving throws crumble under the weight of divinity and instantly die.
As you cast this spell, you may choose to force the divine power in your favor and increase or decrease the saving throw DC's by 9. If you do so, you gain a level of exhaustion at the end of your turn.


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

Response:
Name: Greater Zone of Euphemisms
Level: 6
School: Enchantment
Classes: Bard, Cleric, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Hour
Components: V, S
Description: At your word, reality is purged of all rudeness and negativity.
You create a 30-foot-radius magical zone within range. Creatures within the zone that attempt to say something rude, vulgar, and/or hostile are compelled to say something positive instead. For example, a disgruntled bartender that complains about the recent "infestation of knuckle-draggers" may instead say "I'm pleased that the increase in orc immigrants has increased racial diversity in our community". Abyssal and Infernal cannot be spoken or heard.
This effect extends to writing as well—any text that includes rude, vulgar, and/or hostile language becomes wholesome in tone while within the zone. Creatures who attempt to make rude gestures end up waving, giving a "thumbs up", or making some other friendly gesture. Paintings and drawings which would be considered vulgar change to become wholesome while within the zone.
Creatures that attempt to attack other creatures while within the zone must succeed on a Charisma saving throw. On a failure, their attack is altered to become friendly. For example, a monk's punch may turn into a pat on the shoulder, and a wizard's cone of cold spell may instead launch fluffy snowballs. This includes any spells or abilities whose use would be considered hostile, even if they do not directly damage other creatures.
If vicious mockery, is cast by or on a creature in the zone, the spell fails. If power word stun or power word kill are cast by or on a creature in the zone, the caster must make a Charisma saving throw. On a failure, the spell fails.
At Higher Levels. When you cast this spell using a 7th-level or 8th level spell slot, the duration increases to 24 hours or 1 month, respectively. When you cast this spell using a 9th level spell slot, the spell lasts until it is dispelled


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

Response:
Name: Greatspear of Justice
Level: 2
School: Evocation
Classes: Cleric, Druid, Paladin, Ranger
Casting time: 1 Bonus Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Bundles of light form around your hand, creating a greatspear in your hands. This greatspear lasts until the spell ends. It counts as a martial weapon with which you are proficient. It deals 2d8 radiant damage on a hit, and has the heavy, reach and two-handed properties. In addition, when you use the greatspear to attack a target that is evil, you make the attack roll with advantage.
If you drop the weapon, it disappears. Thereafter, while the spell persists, you can use a bonus action to cause the greatspear to reappear in your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8 and the duration is concentration, up to 5 minutes. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8 and the duration is concentration, up to 1 hour. When you cast it using a spell slot of 7th-level or higher, the damage increases to 5d8 and the duration is concentration, up to 8 hours.


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

Response:
Name: Greatwyrm's Wrath
Level: 9
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (120-Foot Cone)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A lump of brimstone, a dragon's tooth
Description: You conjure the flames of a dragon of legend, which billow outward into a 120-foot cone. Any creature caught in the cone must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The cone persists between turns, though you must use an action on your turn to sustain it. When you do so, you may reposition the cone. Any creature caught within the path of the cone's movement is also subjected to the damage of the spell.
The fire spreads around corners, and any flammable object in the area that is not being worn or carried is reduced to ashes


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

Response:
Name: Greed
Level: 8
School: Enchantment
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Until Dispelled
Components: V, S, M
Material cost: a gold or platinum coin
Description: You corrupt the heart of your enemy, giving them a crippling weakness for wealth of all kinds. Choose a humanoid you can see within range. Casting this spell requires you to show the target a gold or platinum coin in your hand and say the incantation. The target must then make a Wisdom saving throw. On a failure, it must make the saving throw again at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it gains the following flaw: "I hoard wealth like a miser, and I will do anything that will grant me more money or power, including betraying my friends." The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
The spell can be dispelled only by a dispel magic or remove curse spell cast at 9th level, or a wish spell


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

Response:
Name: Green-Flame Ammo
Level: 0
School: Evocation
Classes: Artificer
Casting time: 1 Action
Range: Wepon`S Range
Duration: Instantaneous
Components: S, M
Material cost: an ammo worth at least 1 sp
Description: You brandish the weapon used in the spell’s casting and make a Ranged attack with it against one creature. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
At Higher Levels. At 5th level, the Ranged attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).


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

Response:
Name: Gromph's Eye of Examination
Level: 2
School: Divination
Classes: Artificer, Bard, Druid, Ranger, Wizard
Casting time: 1 Action
Range: 30 Ft
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You graft a variety of simple divination magics into a lens that lays your opponents bare.
Choose a creature within range. The target makes Wisdom saving throw, and on a success, it becomes aware that you are casting some sort of Divination magic on it, and has a sense of your general direction for the duration of the spell. On a failure, it isn't immediately alerted to the spell, but isn't prevented from noticing it via other means (such as by your behavior or a Detect Magic spell).
You learn one fact about the target, chosen from the following list:
Its creature type
Whether or not it has a special sense of your choice (e.g. darkvision)
Whether its CR is less than 1, greater than 30, or falls within the range of 1-10, 11-20, or 21-30
Whether its hit point maximum is greater than 500, or falls within the range of 1-100, 101-200, 201-300, 301-400, or 401-500
Whether one of its ability scores of your choice is 0, greater than 30, or falls within the range of 1-5, 6-10, 11-15, 16-20, 21-25, or 26-30.
Whether its AC is less than 1, greater than 30, or falls within the range of 1-10, 11-20, or 21-30
Whether it's a standard spellcaster, an innate spellcaster, a psionic caster, has multiple different types of spellcasting abilities, or none of the above
Whether it's vulnerable, resistant, immune, or none of the above to a damage type of your choice
On each of your turns for the duration of the spell, you can use your action to learn an additional fact about the target. You can also use a bonus action on your turn to switch the target to another creature within range. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
The spell fails if you target an Aberration, a creature that has the Magic Resistance trait, or a creature that has protection from divination spells.
At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, you learn two facts about the target when you cast the spell and when you use an action to do so on subsequent turns. When you cast this spell using a spell slot of 6th or 7th level, you instead learn three facts per action. When you cast this spell using a spell slot of 8th or 9th level, you instead learn four facts per action.


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

Response:
Name: Gruff's Radical Rebirth
Level: 5
School: Necromancy
Classes: Cleric, Warlock, Wizard
Casting time: 1 Hour
Range: Self
Duration: 1 Day
Components: V, S, M
Material cost: 500 gp worth of precious metals, consumed by the spell
Description: You ready your soul to a potential cross to the outer planes, and for a while, become capable of dragging it back.
After dying, your body vanishes to an unknown location, and on your next turn, you reappear within 30 feet of where you died, with 5d6 hitpoints. Everyone within 30 feet of your new location must make a Constitution saving throw, or be blinded. At the start of their turn, they may attempt the save again, ending it on a success, or after a minute passes.


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

Response:
Name: Grum's Pop
Level: 0
School: Transmutation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V
Description: Touch a non-magical simple or mundane lock(Doors, boxes, shackles, etc.). Choose to either lock or unlock the object.
Roll against your spell save with a d20. If equal to or lower than your spell save, the spell is successful. If you fail your spell save or roll a natural 20, the lock becomes damaged (the opposite of what you chose) and cannot be locked or unlocked without brute force or repair.
On a successful cast the lock either locks or unlocks, as you chose during casting of the spell, but becomes jammed and cannot be locked or unlocked again without repair.

If the lock was trapped and the trap had not been disarmed, the Pop spell will also set off the trap.
If the object has more than one lock within the same mechanism, or the lock is magical, or complex, the spell fizzles.
If the object has several separate simple or mundane locks, each lock may be cast upon separately


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

Response:
Name: Grum's Popping Bubble
Level: 2
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action, Or As A Reaction To Being Targeted By An Attack
Range: Self
Duration: 3 Rounds Or Until Dispelled Or Popped
Components: S
Description: You create a shimmering bubble of Force around your character the color of light purple. The bubble will absorb damage equal to (2d10 + 1/2 your Level) from physical or magical attacks that target you. Any damage that is force damage(such as Magic Missile) causes the bubble to absorb it and instead add the force damage to the amount of damage the bubble can absorb before popping. (This includes force spells that are area of effect.) Thus, increasing the amount of damage the bubble will absorb before it pops. Any damage in excess of what the bubble can absorb is done to the player as normal. The player cannot be grappled or knocked back or down while the bubble is active. The bubble can be dispelled.
At the end of 3 rounds, or if the bubble has absorbed all the damage, or has been dispelled, the bubble pops with an odd dissonant sound and does 1d4 Force damage to the caster and anything else within 5 feet.
The spell does not protect against area of effect spells that do not specifically target the caster, with the exception of force damage spells. Only one bubble per caster may be active at any time.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher increase the duration by 1 turn and the damage it can absorb by 1d10 and the damage when it pops by 1d4 Force Damage for each slot level above 2nd.


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

Response:
Name: Grum's Spectral Melee Weapon
Level: 1
School: Conjuration
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: S, M
Material cost: Any object in hand
Description: An object in your hand is exchanged with a spectral melee weapon of your choice that you are proficient with from the Ethereal Plane. You make melee attacks with this weapon with your spell attack modifier.
On a hit, the target takes 1d6 Necrotic damage and the weapon is considered magical.
The spell ends if it is cast again or if the weapon is dropped. The spell will not function on the Ethereal Plane or the Deep Ethereal, if the spell is cast there the spell slot is lost and it does nothing.
When the spell ends the object is returned to your hand. If that hand is full, it drops instead.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher you add 1d6 necrotic damage to any hit, and 1d6 necrotic for every two more spell slot levels above 3rd.


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

Response:
Name: Grum's Stinky Steed
Level: 3
School: Necromancy (Ritual)
Classes: Artificer, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
Casting time: 10 Minutes
Range: 60 Feet
Duration: Permanent
Components: V, S, M
Material cost: see below
Description: Tragedy has struck, your most favorite and trusty steed has died..
Your mount: a steed not at all alive..
Gentlemen we can rebuild it..
We have the Necrotic Energy..
We have the capability to make the worlds first, "Stinky Steed"
Your old mount will be that Steed
Better than it was before..
Better, Stronger, Faster
Hopefully, anyways...
When cast, the spell attempts to revive one beast of burden the caster knew in life, turning them into a skeletal or zombified version of itself. The creature rolls a Constitution save against your spell casting ability. If successful the creature's spirit will resist the spell and the spell will be negated and the spell slot lost. This spell can be repeated on the same corpse multiple times, but if the creature is already raised and the spell is cast again on the creature the spell just fizzles and does nothing.
The entire body must be present(except for organs), however parts can be replaced by other similar parts(the same limb of a similar creature, a mechanical limb, a wooden sculpture of the part, and other such things). All parts must be within 60 feet of the caster and be in visual range, when successfully cast, the spell will magickly put all the parts back together.
Whenever the creature is raised, the creature's Constitution score decreases by 2, it's Strength increases by 1 (Maximum of 20), it's natural armor class is decreased by 3 (Minimum of 1) and it gains an additional hit die. If the creature's Constitution is ever reduced to 0, it instead becomes 1. If this happens the Stinky Steed will then become a corporeal specter, instead of a skeleton or zombie, and can still function as a mount or beast of burden, but when the next time it dies, the soul enters the Ethereal Plane and cannot be revived again by any means other than the wish spell or other similar powerful magic such as reincarnation that transfers a life force into another body, or traps the life force such as magic jar into something else. (Similar to how a lich is made.)
If the creature raised ever becomes a specter due to this spell, what is left of the physical body disintegrates to ash and dust.
Once the Stinky Steed is raised it is considered Undead, and has all the advantages and disadvantages of being so.
The Stinky Steed will obey simple commands given by the caster and has all the knowledge that it had in life.
The caster can only have one creature raised from the dead in this way at a time.
The creature must have a level or hit dice equal to or less than the caster's level.
At Higher Levels.
As stated above, every time you raise a stinky steed, it's hit dice will raise by 1, so keep that in mind. As stated above, the creature must have hit dice equal to or less than the caster. This also puts the maximum HD the Stinky Steed can have at 20 HD, if the caster is at 20th level. If a Stinky Steed ever has 20 HD, and still has enough Constitution left so as to not yet enter the Ethereal Plane, it may be raised again with the same advantages and disadvantages, but it will not gain anymore hit dice above 20. This spell may be cast with higher level spell slots, but it does not give any bonuses for doing so.
Disclaimer
Necromancy is of course a taboo art in many places, be careful how you use this around law abiding people groups. If the Stinky Steed has any flesh left, an offensive odor will emanate from the steed and may attract or repel insects, creatures, and others at the DMs discretion. If the Stinky Steed is a skeleton or a specter, there will be no offensive odor.


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

Response:
Name: Guard of the Peacetalker
Level: 3
School: Illusion
Classes: Cleric, Paladin, Sorcerer, Wizard
Casting time: 1 Reaction, Which You Take In Response To Being Made The Target Of An Attack, Spell Or Magical Effect Unwillingly.
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: A pendant, ring or other piece of jewellry with a noble crest worth at least 75 gp
Description: In the presence of immediate danger, peril or concern, you conjure a Medium phantasmal footsoldier in an unoccupied space that you can see within range. The soldier lasts for the spells duration and occupies its space, as if it were a creature.
When the soldier appears, you can have it appear within 5 feet of you and force it to take the brunt of the attack, causing it to suffer any damage and effects as if the original target of the attack. The soldier must also be within range of the attack in order to do so.
The soldier appears as a phantom of a humanoid knight or soldier, clad in heavy plate armour, a shield, and a hammer, spear or sword, chosen when you cast this spell. The soldier is tangible because of the urgent magics used to give it form, but it is no more than a magical illusion in all other regards. The soldier is considered to have 16 AC, and its attacks deal 1d8 bludgeoning, piercing or slashing damage based on whether you chose a hammer, spear or sword when casting this spell, respectively. While appearing as separate armaments, the weapon and shield, as well as anything the soldier appears to be wearing, are all part of its singular illusory form.
As a bonus action on your turn, you can move the soldier up to 30 feet. At any point during its movement, you can cause it to make one attack against a creature you can see within range of it, or to take the dodge action. Alternatively, when you or an ally within reach of the soldier would be made the target of an attack, spell or magical effect, you can use your reaction to have the soldier substitute itself in place of the original target.
The soldier succeeds on all saving throws, and is immune to all conditions. Whenever the soldier would take damage, you instead must make a concetration saving throw to maintain the soldier, dissipating after the damage roll on a failed save. A creature that uses an action to examine the soldier can determine that it is an illusion by succeeding on an Intelligence Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on attack rolls against the soldier, and the soldier has disadvantage on attack rolls against it.
You immediately lose concentration on this spell if you attack or cast a spell that would hurt, harm or hinder another creature using your action, bonus action or reaction beyond the effects of this spell.
At Higher Levels. When you cast this spell using certain higher-level spell slots, the soldier appears with a higher AC and deals more damage: 18 AC and 2d8 damage with a 5th-level slot, 20 AC and 3d8 damage with a 7th-level slot, and 22 AC and 4d8 damage with a 9th-level slot. When cast with a 7th-level slot or higher, you can also have the soldier become Large.


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

Response:
Name: Guardian of the Living
Level: 6
School: Evocation
Classes: Bard, Cleric, Druid
Casting time: 1 Reaction, Which You Take When You Or A Creature Within 30 Feet Of You Takes Damage
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: A creature of your choice that you can see within range and that took damage during this turn regains hit points equal to 5d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs


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

Response:
Name: Guise over Necrosis
Level: 3
School: Necromancy (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: Self (50-Foot Aura)
Duration: Concentration
Components: V, S
Description: All undead within 50 feet of the caster are guised as living beings to nonmagical sources. Detect Magic casters must make a Wisdom saving throw against the caster to detect that magical energies within the radius are Necrotic in nature.
Undead without a sentience convince an interacting creature of it's livelihood if the caster succeeds a Charisma check- otherwise, they have no normal response. The difficulty of the Charisma check is based on the Wisdom modifier of the creature interacting with it:

Wisdom Modifier
Check Difficulty
DC

< 1
Very Easy
5

1-2
Easy
10

3-4
Medium
15

> 4
Hard
20
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it lasts 1 day per level above 3rd and does not require the caster to maintain concentration.


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

Response:
Name: Gula's Compulsion
Level: 2
School: Enchantment
Classes: Paladin, Ranger
Casting time: 1 Action
Range: 90 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: A cursed object worth at least 1 gp
Description: Through a weave of words with intent to cause woe upon a spellcasters ability to channel magic efficiently, you curse a creature you can see within range. That creature must make a Charisma saving throw. On a failed save, they become afflicted with the following effects for the duration:
Whenever the affected creature attempts to cast a spell, it must make a Charisma saving throw. On a failed save, the spell is cast but an extra spell slot of the same level (or highest lower level, if any are available) is consumed.
Whenever the affected creature attempts to cast a cantrip, it must make a Charisma saving throw. On a failed save, the cantrip is cast but a single spell slot of the lowest level on offer (if any are available) is consumed.
Whenever the affected creature successfully casts a spell of 8th level or lower, that spell is treated as if it were cast using a spell slot 1 level higher regarding spells effects.
At Higher Levels. When you cast this Curse using a Spell Slot of 3rd level or higher increase the difficulty of the Curses initial & aftereffect Saving Throws by a factor of (+2) for each Spell Slot Level above the 2nd.


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

Response:
Name: Gush of Ash
Level: 0
School: Evocation
Classes: Artificer, Sorcerer, Warlock
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: S, M
Material cost: a pinch of ash
Description: You breath in a pinch of ash, then exhale a hurricane of burning embers towards a creature within range. The target must make a Constitution saving throw, taking 1d6 fire damage and becoming blinded until the start of your next turn on a failed save.
This spell's damage increases to 2d6 when you reach 5th level, to 3d6 when you reach 11th level, and to 4d6 when you reach 17th level.


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

Response:
Name: Hadō Sōren Sōkatsui
Level: 1
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Minute
Range: Self (15-Ft Cone)
Duration: Instantaneous
Components: V, S
Description: As you touch your index and middle finger together and make a pushing motion, a wave of pure force erupts from your fingers. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d8 force damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


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

Response:
Name: Hailstone
Level: 2
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S
Description: A large hailstone shoots from your hands towards a target within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 bludgeoning damage and 2d8 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cold damage increases by 2d8 for each slot level above 2nd.


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

Response:
Name: Halaster's Blackcloak
Level: 4
School: Abjuration
Classes: Wizard
Casting time: 1 Action
Range: Self
Duration: 8 Hours
Components: V, S, M
Material cost: a cloak or similar garb
Description: As part of the casting of this spell, you don a cloak or similar garb and speak the name of a spell. Until the spell ends, your base AC becomes 14 + your Dexterity modifier, and you are immune to an enchantment, evocation, or necromancy spell of your choice. This spell is chosen when you cast this spell and the chosen spell must be of the level this spell is cast or lower. The spell ends if you don armor or if you dismiss the spell as an action.


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

Response:
Name: Hallowed Armor
Level: 2
School: Abjuration
Classes: Cleric, Druid, Paladin
Casting time: 1 Minute
Range: Self
Duration: 4 Hours
Components: V
Description: You make a prayer for protection in battle and divine energy covers your body, creating armor of holy energy to defend you. The armor can look however you want. For the duration, your base AC is 14 + your spellcasting ability modifier, you have resistance to necrotic damage, and you can cast this spell again as a bonus action to extend the duration. The spell ends if you don armor or dismiss it as a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's duration increases by 1 hour for each slot level above 2nd.


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

Response:
Name: Hallowed Ground
Level: 5
School: Abjuration
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V
Description: A sickening green energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area(including you) has advantage on saving throws against spells and other magical effects.
Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on a saving throw.


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

Response:
Name: Hallowed Lances
Level: 9
School: Conjuration
Classes: Cleric
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a miniature lance made of platinum worth at least 100 GP
Description: You conjure five lances of pure radiance to impale your foes.
Choose a target for each lance and make a ranged spell attack against each of those targets. On a hit, a target takes 10d6 radiant damage.
You have advantage on the attack roll against an aberration, fiend, undead, or ooze. On a hit, the spell does maximum damage to it


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

Response:
Name: Hallowed Rain
Level: 5
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a vial of holy water, which the spell consumes
Description: Creates a rainstorm in a 30-foot radius, 50-foot high cylinder within range. Undead that begin their turn in the target area or enter it on their turn take 3d8 radiant damage. Allies of yours regain 1d4 hit points when they start their turn in the cylinder. The healing properties of this spell have no effects on undead or constructs.
While concentrating on this spell, you can use your bonus action to move the pillar up to 20 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 and the healing increases by 1d4 for each slot above 6th level.


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

Response:
Name: Hallucinate
Level: 1
School: Illusion
Classes: Bard
Casting time: 1 Bonus Action
Range: 60 Feet
Duration: 1 Minute
Components: S
Description: You choose a creature you can see within range and make them see a sound or an image that lasts for the duration.
Your target sees an image or hears a sound. This effect cannot deal damage, and cannot occupy a space larger than a five-foot cube.
The target must make a Charisma save against your spell save DC. If successful, the target can determine that it is an hallucination; this can also be determined with a successful Intelligence (Investigation) check against your spell save DC, however, just because they know that they are hallucinating does not mean that they stop seeing things


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

Response:
Name: Halo
Level: 3
School: Abjuration (Ritual)
Classes: Cleric, Paladin
Casting time: 1 Minute
Range: 30 Feet
Duration: 8 Hours
Components: V, S, M
Material cost: a piece of a holy symbol wrapped in a cloth soaked in holy water
Description: Choose a target you can see within range. A halo will appear floating a few inches above their head.
Upon dropping to 0 hit points the halo begins to shine brighter, imposing disadvantage on any attacks made against the target.
The warming light immediately grants the creature one successful death save, and grants advantage on death saving throws. Upon becoming stable, the halo bursts, healing the target a number of hit points equal to 1d8 + their Constitution modifier, ending the spell.
If enough damage is dealt to instantly kill the target, the halo will take the brunt of the force instead. It shatters, ending the spell and leaving the target with 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher it will grant an additional 1d8 hit points upon ending for each level above 3rd


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

Response:
Name: Halo of Lightning
Level: 3
School: Evocation
Classes: Cleric, Sorcerer, Warlock
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a tiny drum
Description: You create two lightning orbs that float behind your head for the duration. When you cast the spell and as an action on subsequent turns, you can make a ranged spell attack from each orb. These attacks have a range of 30ft and deal lightning damage equal to 1d12 plus your spellcasting modifier.
Alternatively, when you cast the spell or as an action on subsequent turns, you can launch any number of the orbs at targets within range. You can launch them at one target or several. If you choose to do so, make a spell attack roll for each orb. On a hit, an orb deals 3d10 lightning damage. Each orb you launch dissipates after hitting or missing.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create an additional orb and the range of the spell increases by 10ft for every three spell slots above 3rd.


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

Response:
Name: Halo of Rejuvenation
Level: 2
School: Evocation
Classes: Cleric, Druid
Casting time: 1 Action
Range: 20 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: A small circle of blue light appears over the head of a creature of your choice within range and lasts for the duration. When the halo first appears, that creature regains a number of hit points equal to 1d6 + your spellcasting ability modifier. The halo continues to grant 1d6 hit points to the creature at the beginning of each of its turns until the spell ends.
As a bonus action, you may transfer the halo to another creature, who will receive the continuous healing benefit instead.
This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial healing increases by 1d6 for each slot level above 2nd


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

Response:
Name: Halt
Level: 0
School: Transmutation
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Varies
Components: V, S
Description: A moderate magical force ceases or slows time at a specific point within range, creating one various effects. Choose one of the following effects:
A Small or smaller creature in range must succeed on a Wisdom saving throw or have its speed reduced to 0 until the end of its next turn.
Choose a 5-foot cube of open space in range. Any ranged attack roll made through this cube is made with disadvantage. This effect lasts for as long as you maintain concentration, or until you cast this cantrip again.
A marking or text within range is protected from wear or smudging. This effect lasts until you cast this cantrip again


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

Response:
Name: Hand of the Dead
Level: 1
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To A Minute
Components: V, S
Description: You cause 2 skeletal limbs to come out of the ground to grasp a target within range. The targets must make a strength Save or become restrained for the duration. The targets can use a action to attempt to break out of the hand which on success the limb would break.
When casting this spell at 2nd of higher, the amount of targets increase by 1 per level above 1st


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

Response:
Name: Hand of Winter
Level: 2
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: Layers of frost and snow begin building up on your arm, your fingers sprouting into massive razor-sharp icicles as you channel some sort of primal essence throughout your body. For the duration of this spell, your unarmed strikes deal an additional 1d8 piercing and 2d8 cold damage. The sheen of frost steels your nerves, giving you advantage on maintaining concentration on this spell. This advantage is negated if the concentration check is triggered by fire damage.
While you maintain concentration on this spell, any additional spells you cast of 1st-level or lower that deal cold damage are enhanced in the following ways:
They ignore resistance to cold damage.
For every damage die rolled at max value, add 1 to the spell's damage.
You can end this spell early as an action. When you do so, you can choose to cast the spell ice knifeXGE p157 without expending a spell slot, with the spell being one level lower than the slot hand of winter was cast at.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cold damage increases by 1d8 per slot level. Additionally, the level of spells that benefit from the enhancement increase by 1 per slot level.


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

Response:
Name: Hands of Elements
Level: 4
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Your hands become engulfed with energy that you can toss towards your enemies. Choose acid, cold, fire, lightning, or thunder; for the duration, you can use an action to hurl a blast of energy of the chosen type towards a point you can see within 120 feet. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 4d6 damage of the chosen type on a failed save or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th


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

Response:
Name: Haptic Counter
Level: 0
School: Abjuration
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction
Range: 10 Feet
Duration: Instantaneous
Components: V, S
Description: You focus on the energy kept within you and release it in a defensive manner. You can use your reaction to activate this spell after being damaged by an attack within range. You create a sphere of pure energy and launch it at the attacker. The attacking creature must make a Dexterity saving throw, taking 1d6 force damage upon a failure.
At Higher Levels. This spell's force 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: Hardened Stone
Level: 0
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, M
Material cost: a stone, which the spell consumes
Description: You get a rock and involve it with magic energy, transforming the normal rock on a hardened stone. Make a ranged spell attack against a target. On a hit, the target takes 1d8 bludgeoning damage and if the creature is Large or smaller, you push the creature up to 10 feet away from you on a straight line. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)


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

Response:
Name: Harmfield
Level: 4
School: Necromancy
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: 10 Minutes
Components: V, S
Description: You are surrounded by rings of glowing yellow light that oscillate in a cylindrical pattern around you, shedding bright light in a 10-foot radius and dim light for another 10 feet. You can end the spell early by using a bonus action to dismiss it.
Any creature that enters the spell's area of effect or starts their turn there takes 2d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases to 3d10. When you cast this spell using a spell slot of 7th or 8th level, the damage increases to 4d10. When you cast this spell using a spell slot of 9th level, the damage increases to 5d10


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

Response:
Name: Harrowing Insanity
Level: 7
School: Illusion
Classes: Bard, Druid, Sorcerer, Warlock
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 10 Days
Components: V, S, M
Material cost: powdered glass worth at least 200 gp, which the spell consumes
Description: You haunt a creature with horrifying visions, trapping it in a fake realm of your own making. Touch a creature. It must succeed on a Wisdom saving throw or become trapped in illusory world. The world is mostly dark, and the creature has blindsight while in the hallucination, allowing it to sense the real world. You can choose to create a false image, sound, or both for the creature to see and hear. While hearing an illusory sound, the creature cannot hear anything else. An illusion can deal up to 3d10 Psychic damage each round


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

Response:
Name: Hart's Incredibly Hot Lightning Laser
Level: 7
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (300-Foot Line)
Duration: Instantaneous
Components: V, S, M
Material cost: a sapphire worth at least 100 gp
Description: A beam of blue lightning forming a line that is 300 feet long and 5 feet wide streaks out from you in a direction you choose. Each creature in or within 10 feet of that line must make a Dexterity saving throw. If within the line take 9d6 lightning damage and 4d4 fire damage on a failed save, or half as much damage on a successful one. Outside of the line but within 10 feet only take the fire damage, halved on a successful save.
Humanoids and creatures donned in or constructed of metal have disadvantage on their saving throw.
The lightning ignites flammable objects within 10 feet of the line that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 lightning and 1d4 fire for each slot level above 7th


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

Response:
Name: Hashnad's Shadowy Tendrils
Level: 3
School: Illusion
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (60-Foot Cone)
Duration: Concentration, 1 Minute
Components: S, M
Material cost: A small jar of black powder
Description: You conjure a swarm of illusory tentacles to blind and confuse your foes. Creatures of your choice within a 60ft cone must make a Wisdom saving throw or take 3d6 psychic damage and become blinded for the duration. Creatures blinded in this manner become incapable of discerning friend from foe, and take an additional 1d6 psychic damage at the start of their turns. At the end of each of their turns, each target may make an additional Wisdom saving throw. On a success, the spell ends on that target.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial psychic damage and the additional psychic damage both increase by 1d6 for each slot level above 3rd.


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

Response:
Name: Hateful Lance
Level: 0
School: Evocation
Classes: Cleric, Sorcerer, Warlock
Casting time: 1 Action
Range: 80 Feet
Duration: Instantaneous
Components: V, S
Description: Make a ranged spell attack against a single target within range. On a successful attack, the target takes 1d4 necrotic damage and 1d4 radiant damage. This spell's power intensifies when attacking a creature of opposite alignment to its caster: It deals an additional 1d4 necrotic damage against good targets if you are evil, or an additional 1d4 radiant damage against evil targets if you are good.
This spell's damage increases when you reach 5th level (1d8 necrotic, 1d8 radiant), and again at 11th level (1d12 necrotic, 1d12 radiant) and 17th level (2d8 necrotic, 2d8 radiant)


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

Response:
Name: Haunting Whispers
Level: 0
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V
Description: As an action you begin concentrating on the spell during which you cannot take an action or cast spells and your movement is halved. While concentrating a creature takes 1d6 psychic damage once they are within 5 feet of you or begin their turn within this area.
At Higher Levels. This spell's damage increases by 1d6 and range increases by 5 feet when you reach 5th level (2d6), (10 feet), 11th level (3d6), (15 feet), and 17th level (4d6), (20 feet)


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

Response:
Name: Hayzenbyrg’s Superposition
Level: 9
School: Transmutation
Classes: Wizard, Sorcerer
Casting time: 1 Action
Range: Self (Special)
Duration: 10 Minutes
Components: V, S, M
Material cost: an adamantine lodestone with your true name carved upon it, worth 2000 GP
Description: You call upon the limits of arcane possibility to transform your deterministic form into one of probability.
You become a probability cloud, centered on where you cast the spell, occupying a sphere of a radius of 10 feet times 1d6 + your spellcasting ability modifier. Within this sphere, you can be simultaneously in two places at once.
Each turn you can choose to create and/or destroy a copy of you within the spell's area. You can have up to your spellcasting ability modifier of copies simultaneously. Such copies are not duplicates; they are all simultaneously you. If one copy takes damage, they all take damage; if one copy expends a spell slot or use from a magic item, all copies lose the same slot or charge. The copies all act on your initiative and can make only a move action on the turn they are created; after that, they may act normally.
The copies do not share concentration; whilst they are all part of the same being, they are different possibilities, and each possesses its own autonomy.
You can continue to exist within the probability cloud, even when no copy is in existence, simply remaining as an uncollapsed probability cloud. Whilst in this form, you are immune to all damage and have blindsight within the spell's area. Even when copies are present, you still maintain these benefits – the ‘Original’ you still exists in the cloud.
The spell ends when the duration runs out, you are reduced to 0 hit points or one of the copies leaves the area, either by leaving the sphere or entering an area of antimagic, such as that created by the Antimagic Field spell. When the spell ends you can choose one of your copies; if the spell ended due to a copy leaving the area, you must choose that copy. All other copies wink out of existence as the probability cloud collapses back into one person.
If the spell ends when you have no copies in existence, you coalesce back into existence next to the lodestone which is the material focus for this spell, and which remains behind when you cast the spell, forming a copy which becomes you. If the lodestone is no longer within the spell’s area, you simply wink out of existence; you cannot be raised by anything less than a Wish spell, as even your soul no longer exists


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

Response:
Name: Heal Major Injury
Level: 3
School: Evocation
Classes: Bard, Cleric, Druid
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: gemstone dust worth at least 100 gp, which the spell consumes
Description: You imbue a creature you touch with restorative magic potent enough to heal even potentially lasting injuries. The target regains a number of hit points equal to 3d10 plus your spellcasting ability modifier.
This spell also ends blindness, deafness, poison, and any diseases affecting the target, and it remedies any damaged body parts, such as broken bones, although it doesn't restore missing limbs or organs.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of healing increases by 1d10 for every two slot levels above 3rd.


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

Response:
Name: Heal Minor Injury
Level: 2
School: Transmutation
Classes: Bard, Cleric, Druid
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: bandages soaked in blessed oils, incense
Description: You touch a creature and can remove one of the following lingering injuries (DMG page 278): Limp, Internal Injury, Broken Ribs, Festering Wound and Minor Scar.


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

Response:
Name: Heal Zone Rune
Level: 1
School: Enchantment
Classes: Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 40 Feet
Duration: Instantaneous
Components: S
Description: Trace a rune in the air or carve it into something and then destroy it to create a 20ft area of instant healing. Creatures in the radius of the effect regain hit points equal to a 1d12 plus your spellcasting modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the increase the healing amount by 1d12 for each slot level above 1st.


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

Response:
Name: Healer of Multitudes
Level: 5
School: Evocation
Classes: Cleric, Paladin
Casting time: 10 Minutes
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: You overflow with positive energy, able to restore those you touch to perfect health. You touch a creature, which regains a number of hit points equal to 2d8 + your spellcasting ability modifier and is cured of one disease, poison, or condition of your choice. The condition can be blinded, deafened, paralyzed, or poisoned. This spell has no effect on undead or constructs.
On each of you turns for the duration, you can use an action to touch another creature and heal it in the same manner. A creature can only benefit from a single casting of this spell once.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of healing increases by 1d8 for each slot level above 5th.


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

Response:
Name: Healing Dagger
Level: 1
School: Evocation
Classes: Bard, Cleric, Druid, Paladin
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a drop of holy water, which the spell consumes
Description: You create a bright, shining dagger in your hand. It feels like a normal dagger, only that it is shining. You can give this dagger to other creatures for them to wield. Creatures must be proficient in daggers in order to wield this dagger, if a creature that is not proficient in daggers attempt to attack and hit another creature, the dagger behaves like a normal, non-magical dagger.
When a creature proficient with daggers makes an attack with this dagger and hits for 1d4 damage, the dagger grants temporary hit points equal to twice the d4 die roll.
If the target is a fiend or undead, this dagger instead deals 1d6 necrotic damage. If the target is a celestial, this dagger instead gains 1d12 temporary hit points, and applies no damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the potency of this spell's effects rise. For each level above 1st, roll an additional d4 when rolling for an effect from this spell.
Funny Variant Rule: When a creature is stabbed by the dagger, they must make a Constitution saving throw, DC 10. If it fails, it becomes stunned for one turn due to pain


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

Response:
Name: Healing Fire
Level: 5
School: Transmutation
Classes: Cleric, Druid, Paladin, Sorcerer, Wizard
Casting time: 1 Reaction
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: When a spell of 3rd level or lower in range deals fire damage to one or more creatures, you can use your reaction to transmute the spell's fire into a healing aura. Any creature that would take damage from that spell takes no damage, and instead regains a number of hit points equal to the damage it would have taken. Undead and contructs do not regain hit points from this effect.
For example, when targeted by this spell, fireball cast at 3rd level will restore 8d6 hit points of damage to any creature it would otherwise damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a reacted spell can be if affected if its level is less than or equal to the level of the spell slot you used minus two. For example, casting this spell at 8th level allows you to affect a spell of 6th level or lower


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

Response:
Name: Healing Flame
Level: 4
School: Divination
Classes: Bard, Cleric, Druid
Casting time: 1 Bonus Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: S
Description: You throw a bolt of fire that heals creatures. One creature within range heals 2d6 + 2 hit points, and they regain 1d4 hit points at the beginning of each of their turns.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, it initially heals an extra 1d6 + 1 hit points per slot level above 4th level.


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

Response:
Name: Healing Mist
Level: 1
School: Conjuration
Classes: Bard, Cleric, Druid
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: V, S
Description: You create a mist of magical essence around a target creature that heals the target. The mist can be any color and can have a mystical aura to it of your design, such as shimmering, glowing, or electricity, for the purposes of visual flair.
The creature regains hit points equal to 1d6 plus your spellcasting modifier.
At Higher Levels. When you expend a spell slot of a level above 1st, the healing increases by 1d6 per spell slot level above 1st


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

Response:
Name: Healing Rain
Level: 8
School: Evocation
Classes: Druid
Casting time: 1 Action
Range: 40 Feet Radius
Duration: Concentration Up To 10 Minutes.
Components: S
Description: Creates a rain storm healing all chosen creatures within the area for 5d10 per turn. Any creatures not chosen must pass a constitution saving throw or take 5d10 radiant damage. They must make this check at the beginning of the Caster's turn until they leave the spell area


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

Response:
Name: Healing Spores
Level: 2
School: Evocation
Classes: Druid, Ranger
Casting time: 1 Action
Range: Self (15-Foot Radius)
Duration: Instantaneous
Components: S, M
Material cost: powdered chaga or other medicinal fungus
Description: You release a cloud of healing spores in a 15-foot radius surrounding you. All creatures of your choice in that radius besides constructs and undead each regain 1 hit point. An affected creature continues to regain 1 hit point at the start of each of its turns for a number of rounds equal to your spellcasting ability modifier (minimum of 1).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of hit points an affected creature regains at the start of each of its turns increases by 1 for each slot level above 2nd.


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

Response:
Name: Healing Touch
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: Using your well practiced knowledge of how to add great amounts of entropy to enemies, you are able to logically reverse the most minor injuries by magic, with slight risk. Thus, by reversing entropy some damage is undone, even if you can only muster a small change such as this. To destroy is easier than to build after all.
A willing creature that you touch regains hit points equal to your spellcasting ability modifier. The creature must succeed on a Constitution saving throw or suffer one level of exhaustion.
After this spell has been cast, the caster must wait 3(1d6) minutes before casting again.
A creature gains a +1 bonus to its save against this spell when you reach 5th level, a +2 bonus when you reach 11th level, and a +3 bonus when you reach 17th level


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

Response:
Name: Healing Wall
Level: 2
School: Abjuration
Classes: Bard, Cleric, Paladin
Casting time: 1 Action
Range: Self (15-Foot Sphere)
Duration: Instantaneous
Components: V, M
Material cost: a sprig of rosemary
Description: A light golden dome radiates from your chest, empowering allies around you.
Up to five creatures within 15-feet of you gain a number of temporary hitpoints equal to your level + your spellcasting ability modifier


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

Response:
Name: Healing Wind
Level: 1
School: Evocation
Classes: Bard, Cleric, Druid
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, M
Material cost: a pure white feather
Description: You speak a word of power, and gentle wind envelops a number of creatures of your choice up to your spellcasting ability modifier that you can see within range. Each target regains 1d6 hit points. This spell has no effect on constructs or undead.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.


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

Response:
Name: Heart of the Sea Gods
Level: 7
School: Evocation
Classes: Cleric, Druid, Warlock
Casting time: 1 Action
Range: Self
Duration: Concentration, 1 Minute
Components: V, S
Description: By communing with one of the parasitic sea gods, your entire body begins to ripple rhythmically, releasing the force of its massive heart. As an action or bonus action, you may release a heart beat. Every creature within 10 ft. of you must attempt a Constitution saving throw. On a failure, they take 2d6 thunder damage, are pushed 10 ft. away from you, and gain 1 level of gradual blindness, deafness, and numbness. On a success, they take half as much damage, are not pushed, and do not gain the level. If used as action, this has the Recharge (5-6) feature. If used as a bonus action, it has the Recharge (6) feature.


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

Response:
Name: Heart Strike
Level: 1
School: Necromancy
Classes: Ranger, Sorcerer, Warlock
Casting time: 1 Bonus Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: S
Description: You infuse a weapon you touch with death energy, causing it to seek out vital points and weaknesses in your foes. For the duration, your melee weapon attacks will ignore any resistance or damage reduction (but not immunity) that the target has.


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

Response:
Name: Heartbreaker
Level: 2
School: Enchantment
Classes: Bard, Wizard, Warlock
Casting time: 1 Action
Range: 60 Feet
Duration: Up To 1 Minute
Components: V, S, M
Material cost: An arrow, which the spell consumes
Description: Happy Valentine's Day! You attempt to charm a humanoid you can see within range with a literal chest-piercing blow.
The target must succeed on a Wisdom saving throw. On a failure, it takes 1d6 piercing damage and is charmed by you until the spell ends. The charmed creature regards you as a friendly acquaintance and, if appropriate, a potential love interest. If you attack the charmed creature or target it with harmful effects, it may repeat the saving throw with advantage, ending the effect on a success. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.


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

Response:
Name: Heartstop
Level: 8
School: Necromancy
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You point your finger at a huge or smaller creature in range and command its heart to be still. The target must make a constitution saving throw. On a failure, the target’s heart stops beating.
While its heart is stopped, the target is stunned and gains 2 levels of exhaustion at the end of its turn, and it cannot regain hit points for the duration. If the target reaches an exhaustion level of 4 or more while under the effects of this spell, they become unconscious instead of stunned. If the target takes lightning damage during the duration, you must make a constitution save to maintain concentration.
If you break concentration or dismiss the spell as an action, the target’s heart starts beating again, though it will not automatically regain consciousness if unconscious. This spell has no effect on undead, constructs or any other creature that does not require a beating heart to survive. If the target has more than one functioning heart, it is incapacitated instead of stunned, gains 1 level of exhaustion per turn instead of 2, and its exhaustion level cannot be brought above 5 by this spell.


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

Response:
Name: Heat Beam
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 100 Feet
Duration: Instantaneous
Components: V, S
Description: You concentrate your firepower into a single beam of fire and fire it toward an enemy within range.
Choose a target within range. It must make a Dexterity saving throw or take 1d10 fire damage.
At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)


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

Response:
Name: Heat Shot
Level: 2
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: S, M
Material cost: a small pebble
Description: You hurl a molten rock, inflicting damage and melting even the strongest of armor. Make a ranged spell attack against one target in range. On a hit, the target takes 1d8 fire damage. If a hit target is wearing non-magical metal armor, it becomes damaged and the target suffers -1 AC. The target's armor is rendered useless after it reaches a -5 AC, and is destroyed beyond repair by normal means.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, it deals an additional 1d8 damage and causes affected armor to suffer an additional -1 penalty for each slot above 2nd


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

Response:
Name: Heatvision
Level: 2
School: Transmutation
Classes: Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 8 Hours
Components: V, S, M
Material cost: a smoldering ember and a pair of spectacles, which are rubbed together
Description: You touch a willing creature and grant it the ability to see heat. For the duration, the creature can detect heat sources within line of sight out to a range of 60 feet, including those that are in {{5e|darkness} or are invisible, and can tell the relative temperature of objects and creatures within this radius. The creature can't determine color or fine details this way, and everything beyond this radius appears a smoky violet blue.


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

Response:
Name: Heaven's Door
Level: 5
School: Transmutation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 10 Foot Cone
Duration: Instantaneous
Components: V, S, M
Material cost: a small piece of art worth at least 50 gold
Description: A bright flash of light emerges from the artwork, turning those who look at it into books, as their skin opens and pages detailing their lives are revealed. Each creature in a 10-foot cone away from the art piece must make a Wisdom saving throw. A target is turned into a book and falls unconscious on a failed save, or escapes unscathed on a successful save. Reading the target's pages will tell you all that they know. Their pages will be written in their native language.
You may inscribe one condition into the person's pages. It may be beneficial, such as granting dark vision, or it may be only to your benefit, such as being unable to attack you. The condition you inscribe will disappear after 1 hour. It is also possible to remove a page to keep for later, dealing 2d6 psychic damage per page removed with a limit of 3 pages. You may not rip out any pages if you make an inscription, nor can you make an inscription if you have ripped out any pages. When the target awakes, they will not remember being turned into a book.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the time limit of your conditions increases by an additional hour for each spell slot level above 6th.


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

Response:
Name: Heavenly Fall
Level: 9
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You call upon the highest of powers to bring down beams of radiance upon your enemies.
The sky parts and reveals sunshine, suppressing effects that would alter this, such as control weather. The spell fails if you cast it without a direct line of sight to the sky. If, while concentrating on the spell, you lose direct line of sight to the sky, the spell ends. When you first cast this spell, each creature in a 20-foot-radius, 300-foot-high cylinder centered on a point within range must make a Constitution saving throw. Fiends and undead make this saving throw at disadvantage. A creature takes 10d8 radiant damage on a failed save, or half as much damage on a successful one. Until the start of your next turn, any friend or undead that enters the cylinder for the first time on its turn or ends its turn there must make another Constitution saving throw, taking 5d8 radiant damage on a failed save, or half as much on a successful one. Whilst you concentrate on this spell, on each of your turns, you may use your action to call down another beam in this way, targeting the same point or a different one. Any creature that is reduced to 0 hit points by this spell dies instantly, completely obliterated by positive energy


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

Response:
Name: Heavenly Lightning
Level: 3
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: Self (30-Foot-Radius, 100-Foot High Cylinder)
Duration: Instantaneous
Components: V, S, M
Material cost: a small platinum rod
Description: You raise your hand towards the sky and summon lightning in a 100-foot tall cylinder with a 30-foot radius centered on you. Each creature in this area must make a Dexterity saving throw; you and creatures of your choice that you can see have advantage on this saving throw. A creature takes 2d12 lightning damage and 1d12 radiant damage on a failed save, or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the lightning damage or the radiant damage (your choice) increases by 1d12 for each slot level above 3rd.


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

Response:
Name: Heavenly Prison
Level: 3
School: Conjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You create a cube-shaped heavenly prison around a creature you choose within range. The target must succeed on a Dexterity saving throw or be imprisoned. The prison is up to 10 feet on a side and is made from 0.5 ½-inch diameter bars spaced 0.5 ½ inch apart. During your turn, you can use a bonus action to move the prison up to 30 feet in any direction. If this movement would cause the prison to be more than 120 feet away from you, or if you move more than 120 feet away from the cage, the spell ends.
The imprisoned creature can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
If a creature frees itself from the prison or the spell ends, it descends at a rate of 60 feet per round, taking no falling damage when it lands.


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

Response:
Name: Heavenly Rebuke
Level: 9
School: Evocation
Classes: Cleric
Casting time: 1 Minute
Range: 150 Ft
Duration: Instantaneous
Components: V, S, M
Material cost: crow feathers, a bottled tear, and a purple gem worth at least 1,000 gp
Description: You harness the curse of a fallen angel to smite your foes and pull them to the depths. Up to seven creatures of your choice that you can see within range must make a Wisdom saving throw. On a failed save, a target takes 6d6 fire damage and 7d8 radiant damage and falls prone for 1 minute. On a success, it takes half as much damage and doesn't fall prone.
While rendered prone by this spell, a creature is unable to stand up normally unless it uses an action to make a Strength saving throw successfully.


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

Response:
Name: Heavenstrike
Level: 9
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 1 Mile
Duration: Instantaneous
Components: V, S
Description: You beseech your deity to strike the wicked with an awesomely powerful stroke of heavenly lightning. Choose a point you can see within range. A bolt of lightning flashes down to that point and explodes with a great flash of light and a resounding thunderclap audible up to 10 miles away. Each creature in an 80-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 7d6 lightning damage and 7d6 thunder damage on a failed save, or half as much damage on a successful one.


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

Response:
Name: Heavy Mage Armor
Level: 4
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 8 Hours
Components: V, S, M
Material cost: a steel amulet
Description: You touch a willing creature, and they are protected by overlapping plates of rigid magical force. The target's base AC becomes 16. The spell ends if the target dons armor or if you dismiss it as an action.
At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the AC granted by the spell becomes 18. When you cast this spell using a spell slot of 8th level or higher, the AC granted by the spell becomes 20