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

Response:
Name: Chaotic Rocket
Level: 0
School: Evocation
Classes: Wizard, Sorcerer
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: A missile trailing a ribbon of multicolored light is lobbed from the caster, producing random sounds (a whistle, ducks quacking, a long burp, etc) as it streaks for its target. Make a ranged spell attack against the target. On a hit, the target takes 1d6 damage of a random type (see table below). If the target is concentrating on a spell or spell-like effect, they must make a Wisdom saving throw against your spell DC to continue casting/concentrating.
The projectile then hops. Make another ranged spell attack against a creature within 30 feet of the target. This attack originates from the original target, and the new target is chosen randomly from among all creatures in range including yourself. On a hit, the target takes 1d6 damage of a random type.

Damage Type[edit]

d10
Damage Type

1
Acid

2
Cold

3
Force

4
Lightning

5
Poison

6
Psychic

7
Thunder

8
Bludgeoning

9
Piercing

10
Slashing
This spell's projectile makes one additional hop and 2d6 damage when you reach 5th level, three hops and 3d6 damage at 11th level, and four hops and 4d6 damage at 17th level


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

Response:
Name: Chaotic Smite
Level: 3
School: Evocation
Classes: Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: The next time you hit a creature with a melee weapon attack during this spell's duration, 6 flashes of vibrant colored light surround and follow your weapon as you strike the enemy. The attack deals an extra 1d6 + 2d10 damage. The number rolled on the d6 determines the attack's damage type, as shown below.
1. Force Damage
2. Radiant Damage
3. Thunder Damage
4. Cold Damage
5. Fire Damage
6. Poison Damage
In addition, the result of the d6 is applied to the any other attacks you make within the same turn, as shown below.
1. +1d6 Acid Damage
2. +1d6 Piercing Damage
3. +1d6 Bludgeoning Damage
4. +1d6 Lightning Damage
5. +1d6 Psychic Damage
6. +1d6 Necrotic Damag


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

Response:
Name: Charged Blade
Level: 0
School: Transmutation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: a melee weapon
Description: You channel your magic energy through a weapon, guiding the weapon through arcane power. You make a melee spell using the weapon used as a material component for this spell. On a hit, you deal the weapon's damage, without adding any modifiers.
As you gain levels in this class, you can make more attacks with the charged blade: 2 attacks at 5th level, 3 attacks at 11th level and 4 attacks at 17th level.


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

Response:
Name: Charged Magic Missile
Level: 3
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You create a glowing dart of magical force. When you cast the spell — or as a bonus action on any of your turns thereafter — you may fire the dart and hit a creature of your choice that you can see within range, ending the spell. Otherwise, the dart dissipates when the spell ends.
The spell’s base damage is 4d10. If at the end of your turn the dart has not yet been fired, the damage increases by 2.


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

Response:
Name: Charm of Hummingbirds
Level: 4
School: Conjuration
Classes: Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (20-Foot-Radius Sphere)
Duration: Concentration, Up To 5 Rounds
Components: V, S, M
Material cost: a drop of honey
Description: You cause hummingbirds to descend onto a 20-foot-radius around yourself. The flock spreads around corners and is lightly obscured. It lasts for the duration or until a wind of strong or greater speed (at least 20 miles per hour) disperses it.
When the flock appears, each creature in the area other than yourself must make a Dexterity saving throw. A creature takes 7d6 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.
When you cast the spell — and as a bonus action on each of your turns thereafter — you may move the flock up to 10 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius increases by 5 feet for each slot level above 4th.


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

Response:
Name: Cherry Bomb
Level: 0
School: Conjuration
Classes: Artificer, Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: S, M
Material cost: a cherry dipped in glass
Description: You conjure a small red orb of unstable magic into your hand and lob or roll it to a point on the ground within range. The orb explodes at its destination with a loud bang which can be heard up to 100 feet away. Any creatures within 5 feet of that point must succeed on a Constitution saving throw or take 1d4 thunder damage, and be deafened until the start of your next turn.
The spell’s damage increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


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

Response:
Name: Chill Boomerang
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60Ft
Duration: Instantaneous
Components: V, S, M
Material cost: a vial of chilled air
Description: Make two ranged spell attacks against the target for 1d4 cold damage each.
The damage for both strikes increases to 2d4 at 5th lvl, to 3d4 at 11th lvl, and to 4d4 at 17th lvl.


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

Response:
Name: Chill Fire
Level: 3
School: Transmutation
Classes: Artificer, Bard, Cleric, Wizard
Casting time: 1 Action
Range: Self (120 Foot Sphere)
Duration: 10 Minutes
Components: V, S, M
Material cost: a sliver of glass or ice
Description: You create an area around yourself that reduces the dangers of fire in the Phlogiston. When the spell is cast it reduces to the damage caused by fire in the Phlogiston to its normal damage. This affects both magical and mundane fires.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 10 minutes for each slot level above 3rd


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

Response:
Name: Chill Rune
Level: 3
School: Transmutation
Classes: Druid, Wizard, Sorcerer
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You channel the primordial power of nature and a rune depicting a snowflake appears on your body. You gain the following benefits for the duration:
You can see through fog and snow.
The first time you damage a creature on your turn, the creature's movement speed decreases by 10 feet until the start of your next turn.
The first weapon attack you make each turn deals 2d6 additional cold damage


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

Response:
Name: Chilling Smite
Level: 1
School: Evocation
Classes: Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V
Description: The first time you hit with a melee weapon attack during this spell’s duration the attack deals an extra 1d6 cold damage to the target, and the target's speed is halved for the duration of the spell. The target can make a Constitution saving throw at the end of each of its turns to remove the effect of the spell. If it succeeds, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st


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

Response:
Name: Chitin Chain
Level: 2
School: Transmutation
Classes: Artificer, Druid, Paladin, Ranger
Casting time: 1 Action
Range: Self (15-Foot Radius)
Duration: Concentration, Up To 10 Minutes
Components: S, M
Material cost: a mushroom stalk
Description: You shape chitin to form armor for all friendly creatures within the radius, giving their skin a rough but maliable texture. While a target is within 15 feet of another creature affected by this spell, its base AC can't be less than 13, regardless of what kind of armor it is wearing. You may dismiss this spell as an action.


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

Response:
Name: Chloromorpho
Level: 0
School: Illusion
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Minute
Range: Touch
Duration: 8 Hours
Components: V, M
Material cost: a pinch of tumeric
Description: You change the color of a touched object or willing creature for the duration of this spell. You can decide for it to be a solid hue, or a specific pattern of many colors, as you imagine when casting the spell.
This spell can be used to create a rudimentary disguise. In casting it, you can add your proficiency bonus to any ability checks you make to create a visual disguise, as if using a disguise kit with which you were proficient


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

Response:
Name: Choke
Level: 3
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You raise your hand and forcefully choke up to six creatures of your choice within range, elevating them several inches off the ground. A creature targeted by this spell must make a Constitution saving throw or take 4d6 force damage and at the beginning of your next turns and be restrained until the spell ends. On successful save, a targeted creature takes half as much damage and is not restrained. A creature may repeat this saving throw at the end of their turn to end the spell on themselves.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, its damage increases by 2d6 and you can target one more creature for each level above 3th


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

Response:
Name: Chord
Level: 0
School: Evocation
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (15-Foot Cone)
Duration: Instantaneous
Components: V, S
Description: You pluck at the strings which hold the fabric of time, causing ripples to form in space and resonate forward. Each creature in a 15-foot cone must succeed on a Constitution saving throw or take 1d4 thunder damage and only use an action or a bonus action on its next turn, not both.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


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

Response:
Name: Chords of Dissonance
Level: 2
School: Evocation
Classes: Bard
Casting time: 1 Action
Range: 20Ft
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a stringed instrument
Description: Dissonant lyrics hang in the air around the caster, with subsonic vibrations blasting through all creatures within the spell's range. All affected creatures must make a Constitution saving throw or take 1d4 thunder damage each round the caster performs this spell.
At the end of each round, including the round the spell is cast, the caster must make a successful Performance check (DC equals the caster's spell save DC). On a successful check, the spell remains in effect for an additional round. On a failed check, concentration ends. The caster makes this check with disadvantage if they were damaged by a creature or if the caster is forced to make a saving throw.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of spell increases by 1d4, and the range increases by 5ft for each spell level above 2nd


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

Response:
Name: Chorus of Awe
Level: 3
School: Conjuration
Classes: Bard, Cleric
Casting time: 1 Action
Range: 20 Feet
Duration: Concentration, Up To 1 Minute
Components: S
Description: You snap your fingers and the sky becomes bright as a heavenly choir sounds and begins an awesome song of empowerment. Choose any number of creatures within range. Each creature that can hear can add your spellcasting ability modifier to attack rolls, saving throws, or Strength (Athletics) checks it makes for the duration.


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

Response:
Name: Chorus of Destruction
Level: 3
School: Conjuration
Classes: Bard, Cleric
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: S
Description: You snap your fingers and the sky becomes bright as a heavenly choir sounds and begins an awesome song of destruction. When you cast this spell and as an action an each of your subsequent turns until the spell ends, you can choose any number of creatures you can see within range. Each creature that can hear you must make a Wisdom saving throw. You can't target a creature again if it has succeeded on a saving throw against this casting of Chorus of Destruction. A creature takes 2d6 psychic 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 level or higher, the damage increases by 1d6 for each slot level above 3rd.


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

Response:
Name: Chromatic Bile
Level: 2
School: Evocation
Classes: Druid, Warlock, Wizard
Casting time: 1 Action
Range: 15-Foot Cone
Duration: Instantaneous
Components: V
Description: You spray a 15 ft. cone of bile targeting any creature in the cone. Creatures in the cone must make a Constitution saving throw. The target takes 2d8 damage of a d4 damage type (1=cold, 2=fire, 3=lightning 4=acid) on a failed save, or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 3th level or higher it increases the damage by 1d8 and changes the elemental dice to a d10, allowing the other damage types to be rolled (1=Poison 2=Acid 3=Fire 4=Cold 5=Radiant 6=Necrotic 7=Lightning 8=Thunder 9=Force 10=Psychic)


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

Response:
Name: Chromatic Bolt
Level: 0
School: Evocation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 40 Feet
Duration: Instantaneous
Components: V, S
Description: You create a mote of elemental energy and hurl it at a creature or object within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of mote you create, then make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of the kind of mote you chose to create.
At Higher Levels. 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: Chromatic Explosion
Level: 5
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: diamond dust worth 100 gp, which the spell consumes
Description: You gesture to a point you can see within range, and an explosion of energy that erupts from that point. You choose acid, cold, fire, lightning, poison, or thunder for the type of explosion you create.
Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 5d10 damage of the type you chose 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 6th or higher, the damage increases by 1d10 for each slot level above 5th.


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

Response:
Name: Chromatic Missile
Level: 1
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: diamond dust worth 5sp for each dart you create, which the spell consumes, and a diamond worth at least 100gp
Description: You create two glowing darts made of an energy type of your choice. For each dart you create, choose a damage type from Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder, and make a ranged spell attack against a creature within range. You can't choose the same damage type for any two darts. On hit, a dart deals 3d4 damage of the type you chose for that dart.
If you roll a 1 on the d20 for an attack roll while casting this spell, that dart turns around and hits you. This deals 3d4 damage of the type you chose for that dart to you, which ignores damage-type-based resistances and immunities.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of darts you can create increases by one for each spell slot level above 1st.


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

Response:
Name: Chromatic Spray
Level: 3
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (30-Foot Cone)
Duration: Instantaneous
Components: V, S, M
Material cost: a diamond worth at least 150 gp
Description: You hold up your open hand and a spray of energy shoots forth from your palm. You choose acid, cold, fire, lightning, poison, or thunder for the type of spray you create. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 6d6 damage of the type you chose on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d6 for each slot level above 3rd.


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

Response:
Name: Chromatic Weapon
Level: 2
School: Evocation
Classes: Artificer, Bard, Druid, Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, M
Material cost: the feather of a colorful bird
Description: You choose acid, cold, fire, lightning, poison, or thunder to form a blade out of. The blade is considered a magical longsword, dealing damage of the type you chose. For the duration, you can use your spellcasting ability modifier in place of your Strength for attack and damage rolls.
If you roll a 1 or a 20 on an attack, the blade discharges its energy. On a 1, it deals 1d8 damage of the chosen type to all creatures (including yourself) within 5 feet . On a 20, the sword deals an additional 1d8 damage of the chosen type, in addition to the critical hit damage, to all creatures (excluding yourself) within 10 feet.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage for the attacks and the additional damage on 1 or 20 increases in 1d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases in 2d8. When you cast it using a spell slot of 7th level or higher, the damage increases in 3d8.


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

Response:
Name: Chrono-deceleration
Level: 1
School: Transmutation
Classes: Wizard
Casting time: 1 Round
Range: 30 Feet
Duration: 1 Round
Components: S, M
Material cost: a pocket watch worth 1500 gp
Description: 2 target creatures that you can see within range roll a DC 15 Dexterity saving throw; if they fail, they gain disadvantage on all rolls. Their speed is halved, and any attack rolls against them have advantage. After 1 round, they no longer have disadvantage on all rolls, their speed is returned to normal, and attack rolls against them will no longer have advantage.
If the target creatures critically fails (rolls a natural 1) on the Dexterity saving throw, they become completely unable to move and automatically fail all rolls. Any attacks against them automatically hit.
Once you cast this spell, roll a DC 18 Wisdom saving throw; if you fail, you become a target creature of this spell, and a random creature that you targeted with this spell is no longer a target creature of this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the number of targets you can choose increases by 1 for each level past 1st. The number of rounds this spell lasts increases by 0.5 for each level past 1st. If the number of rounds is a decimal number, it is rounded down (eg. 1.5 rounds becomes 1 round)


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

Response:
Name: Chrono-regression
Level: 3
School: Transmutation (Ritual)
Classes: Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S
Description: Touch a creature; if they lost hit points the past round, they regain 4d4 hit points. If they regained hit points the past round, they take 4d4 necrotic damage, but can take half damage instead of they succeed on a DC conjurer Intelligence saving throw. If they were neither healed or damaged last round and is a friendly creature, they regain 1d4 hit points and restore a spell slot of 2nd level or lower. If they were neither healed or damaged last round and is a hostile creature, they take 1d4 necrotic damage and lose 2 points in their highest ability score for the remainder of the encounter.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the amount of hit points regained increases by 1d4 for each level above 3rd, and the amount of damage taken increases by 1d4 for each level above 3rd. The max level of spell slot you can restore increases by 1 for each level above 3rd, and the number of points lost increases by 1 for every two levels above 3rd


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

Response:
Name: Chronobleed
Level: 0
School: Transmutation
Classes: Sorcerer
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Round
Components: S, M
Material cost: a clock, worn anywhere on the body
Description: Everything, including your own blood, can be transformed into energy. In times of great need this can be used to gain some valuable seconds.
Chronobleed immediately starts converting life force and blood into liquid time, fueling an excruciating time stop. You loose 1d10 hit points and, until the end of the spell, you can take one additional action, from the following: Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. This hit point loss can't be reduced by any means.
You can take more actions as you gain levels, making one additional action, for a total of 2 while losing 2d10 hit points at 5th level, 3 while losing 3d10 hit points at 11th level and 4 while losing 4d10 hit points at 17th level. You can't use the same action more than once each time you cast this spell


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

Response:
Name: Chronos Field
Level: 5
School: Transmutation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Channeling the flow of time itself at a point within range, you create a semi-transparent, grey sphere of unstable, distorted time, crackling with black energy. The sphere is 20ft in diameter, and creatures can pass harmlessly through it. Friendly creatures that enter the sphere gain the effects of the Haste spell while hostile creatures gain the effects of the Slow spell, with the following exceptions:
Haste: You don't suffer the movement and action restrictions at the end of your turn until you end your turn outside of the sphere.
Slow: You cannot make a saving throw to resist or remove the effects of Slow until you end your turn outside of the sphere.
A creature does not need to be fully within the sphere to trigger its effects, simply being in contact with it is enough. Additionally, the effects of Haste and Slow only last while within the sphere. Finally, if a creature is immune to the effects of Slow but can be affected by Haste, it is still treated as being able to be affected by Slow, and vice versa.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the diameter of Chronos Field increases by 5ft per slot level above 5th.


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

Response:
Name: Chronoshift
Level: 4
School: Transmutation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a small hourglass worth at least 50 gp
Description: Choose one willing creature within range that you can see, and alter the flow of time around them. The target creature gains a temporal advantage, allowing them to take an additional action on their turn. The additional action can be used to attack (one weapon attack only), cast a cantrip, or use an object interaction.
At the end of each of the target's turns while the spell is active, they must make a Wisdom saving throw. On a failed save, they suffer one level of exhaustion as their perception of time becomes distorted. This save is repeated every turn this spell is used.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 1 minute for each slot level above 4th.


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

Response:
Name: Ciao's Corrosive Coating
Level: 2
School: Transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V, S, M
Material cost: a vile containing the remains of an ooze
Description: You skin starts secreting a thick, yellow slime. For the duration, any nonmagical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to Damage Rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical Ammunition made of metal that hits the you is destroyed after dealing damage.


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

Response:
Name: Ciao's Magic Missile
Level: 1
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You create two white bubbling streaks of magical force. Each streak hits a creature of your choice that you can see within range. A streak deals 1d4 force damage to its target and it inflicts upon them a debuff of your choice from any of the ones described below until the start of your next turn. The streaks all strike simultaneously, and you can direct them to hit one creature or several.
Energy Sap. Choose one ability. The target has disadvantage on ability checks made with the chosen ability.
Entanglement. The target's movement speed is reduced by 10 feet.
Impaired Aim. The next attack roll the target makes is reduced by 1d4.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more streak for each slot above 1st.


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

Response:
Name: Circle of Privacy
Level: 2
School: Illusion
Classes: Druid, Ranger, Wizard
Casting time: 1 Minute
Range: Self (20-Foot Diameter Radius)
Duration: 8 Hours
Components: V, S, M
Material cost: hair from a skunk, a mouse's whisker, and a pound of salt
Description: This spell allows you to discourage predators and trespassers from disturbing a campsite. You sprinkle salt in a circle around your camp while you cast this spell.
For the duration, sounds and scents generated within the circle are muted. All Perception checks made to locate anything within the circle using hearing or smell are at disadvantage


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

Response:
Name: Circumambulant Hedge
Level: 4
School: Conjuration (Ritual)
Classes: Druid
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a chain of daisies, which the spell consumes
Description: You target up to eight Medium or smaller creatures or four Large or smaller creatures, or any combination thereof, within range. The creatures in this group that are furthest apart cannot be more than 30 feet apart. Around the group, at a distance of 10 feet from the two farthest members, you summon a ten-foot-tall, two-foot-thick circular hedge that rotates constantly in one direction. As long as those creatures stay together and do not move more than 30 feet apart from one another, the hedge follows them, rotating around their relative center.
The hedge has a number of qualities. First, it provides total cover except from above. Second, if a creature moves through the hedge or the hedge passes around them, that creature takes 2d6 piercing damage from the dense, thorny knots within. Third, it cannot be damaged except by means of a disintegrate spell, which destroys it instantly. Fourth, if a creature within the hedge is forced to make a saving throw against a spell that deals damage, it has advantage on that saving throw.
The spell ends if a creature is able to leap from the outside of the hedge to the inside of the hedge in a single motion.


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

Response:
Name: Claws of the Dragon
Level: 0
School: Transmutation
Classes: Sorcerer
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: S
Description: Using your sorcerous bloodline you can grow a set of menacing claws with which to damage your foes. For the duration, your unarmed strikes deal 1d4 slashing damage. Your claws are considered to be light for the purpose of two-weapon fighting and you use your spellcasting modifier for attack and damage rolls.
At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Starting at 11th level, if you have the draconic bloodline sorcerous origin or are a Dragonborn, you can choose for the claws' additional damage to be of the type associated with your draconic ancestry, instead of slashing


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

Response:
Name: Cleanse the Blood
Level: 3
School: Transmutation
Classes: Sorcerer, Cleric, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You remove the impurity on the touched creature's blood. You end all diseases, poisons, the poisoned condition and any effects that would require a Constitution saving throw to avoid. The spell also remove parasites infecting the target, and cure certain curses that affect someone's blood, such as lycantropy.
If the removed effect is a spell, you must make a check using your spellcasting ability against a DC of 10 + the level of the spell to end it.
If the creature is affected by multiple effects, this ends all of them.


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

Response:
Name: Cleanse Wound
Level: 0
School: Transmutation
Classes: Bard, Cleric, Druid
Casting time: 1 Bonus Action
Range: 30 Feet
Duration: Instantaneous
Components: S
Description: A cantrip that provides healing? What is this madness?
Choose a creature within range that has at least 1 hit point. The target regains 1 hit point. A creature who is healed by cleanse wound cannot be healed by it again until it loses 1 or more hit points.
The hit points restored by this spell and the number of hit points a target needs to have lost to benefit from this cantrip again increase by 1 when you reach 5th level (2), 11th level (3), and 17th level (4)


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

Response:
Name: Clinging Slime
Level: 0
School: Conjuration
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Minute
Components: S
Description: You hurl a glob of sticky sludge toward a creature within range. Make a ranged spell attack against the target. On a hit, the sludge clings to the target. At the start of each of the target's turns, it takes 1d4 acid damage. A creature can use its action to remove the slime with a successful Dexterity check against your spell save DC, ending the spell early on a success.
The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


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

Response:
Name: Cloak of Shadow
Level: 2
School: Abjuration
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Hour
Components: V, S
Description: A cloak of shadows and silence begins to emanate from you, hiding you from detection. While the spell is active, you get a +10 bonus to Dexterity (Stealth) checks, and you cannot be tracked down without the help of magic. In addition, you do not leave any traces behind.
You can end the spell with an action.


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

Response:
Name: Clockwork Sphere
Level: 2
School: Evocation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a small cogwheel and the hands of a watch
Description: A 10-foot-radius sphere of whirling clockwork made of magical force appears centered on a point within range. The sphere's area is heavily obscured, and it lasts for the duration. Any creature that ends its turn within the sphere must make an Intelligence saving throw to predict the path of the movement; creatures with proficiency in artisan's tools (tinker's tools) make this save with advantage. On a failed save, a creature takes 2d6 force damage and is shunted to the nearest unoccupied space.
As a bonus action, you can move the sphere up to 20 feet in any direction. If you move the sphere through a creature's space, you can use your reaction to force that creature to make an Intelligence saving throw; on a failed save, the target's saving throws are unaffected by advantage and disadvantage for the duration of the spell.
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: Clothes Beam
Level: 0
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Until Dispelled
Components: S
Description: You cast of beam of whirling cloth towards a humanoid you can see within range. An unwilling creature can make a Charisma saving throw against your spell save DC to resist this spell. On a failed save, the creature is dressed in a random set of clothes. These clothes are considered magical, but have no special properties. Dispel magic can make the clothes disappear. This spell fails if the creature already has more clothing on than undergarments. These clothes disappear if they're removed from the creature as well.


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

Response:
Name: Cloudbed
Level: 0
School: Conjuration
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 8 Hours
Components: V, S, M
Material cost: a down feather
Description: You touch a area of cloud or mist with a radius greater than 10ft and transform a portion of it into a soft cloud bed.
The cloudbed remains in place, floating for the duration. It has a radius of 10ft which is a stable area and another 5ft of fuzzy edges, which require a Dex save when entered. If a creature fails the save, it falls.
The space can hold as many as eight Medium or smaller creatures that are heavily obscured when viewed form below but remain exposed to the elements.
Weapon and spell attacks can pass through as normal.
Dropped objects will pass through the cloud.
If fire touches the cloudbed, it will dissipate 5ft of it in one round and be extinguished.
The caster may use his action to fill up a hole.
The cloudbed cannot be propelled.
A strong wind ends the spell early.
This spell was designed by the spellcasters of Cataegis, the tiefling sky city. Discuss with your GM how you might know this spell.


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

Response:
Name: Coagulate
Level: 0
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: S, M
Material cost: any object sharp enough to draw your own blood
Description: You cut yourself and let the blood pool out of your arm into a solid sphere the size of your fist, a manifestation of your ire which shoots to a creature in range you can see. Take 1d4 slashing damage and make a ranged spell attack against the target. On a hit, the target takes necrotic damage equal to 1d8 plus the amount of slashing damage you took from this spell.
This spell's necrotic damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). For each additional 1d8 of necrotic damage, you can optionally take an extra 1d4 of slashing damage to add to the damage you deal


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

Response:
Name: Cobra's Spit
Level: 3
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: a poisonous snake’s fang
Description: You grow a set of poison-producing organs in the back of your throat for the duration. When you cast this spell and as a bonus action on each of your subsequent turns, you can use these organs to spit venom towards a creature within 30 feet that you can see. Make a ranged spell attack against the target. On a hit, the target takes 3d8 poison damage and is poisoned until the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.


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

Response:
Name: Coin Bag
Level: 1
School: Illusion (Ritual)
Classes: Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 10 Minutes
Components: V, S, M
Material cost: A large quantity of small stones or gravel, a sack capable of containing said gravel
Description: You grab an empty bag, fill it with rocks, and shake it until you hear the sound of coins, creating up to 2d100 illusory gold coins within this bag. This illusory gold holds up to basic physical and visual inspection; However, a creature can identify the coins as illusory with a successful Intelligence Investigation check contested against your spell save DC.
At the end of the duration, the illusion expires of its own accord, and the coins reveal their true form as worthless gravel.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, you can create 2d100 additional illusory gold coins for every level above first. When you cast this spell using a spell slot of 3rd level or higher, you may instead create 2d20 illusory platinum coins in place of 2d100 gold coins


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

Response:
Name: Coin Lore
Level: 3
School: Divination (Ritual)
Classes: Artificer, Bard
Casting time: 10 Minutes
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: incense worth at least 30 gp, which the spell consumes
Description: Hold a coin. The spell brings to your mind a brief summary of significant transactions in which the coin was involved. Summary lore might consist of its minting, its last owner, major purchases, and long periods where the coin was in the possession of one creature. The information obtained will also include relevant names. The information may be merely mundane, or it may include legends or secret events in which a transaction of the coin was part of.


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

Response:
Name: Coin Sending
Level: 2
School: Transmutation
Classes: Bard, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Instantaneous
Components: V, S
Description: Cast this spell on a coin and spend it. It will travel from creature to creature through the money system until it reaches the person you intend to receive it. They keep it unless they lose all their money, or unless they realize it is enchanted. It may take hours, days, weeks month, years, or decades to reach the intended creature depending on the cohesiveness of the the money system, the political situation, the uniformity of money, the distance the coin has to travel, and the engagement of the target creature with the money system. You may add additional spells to the coin as normal, for example magic mouth.
If you are bone collector you may entangle the coin with another coin and then use the entangled coin to affect the intended recipient with bone collector 'Variant remote' spells.


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

Response:
Name: Coin Shot
Level: 3
School: Transmutation
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: a coin, which the spell consumes
Description: You flick a coin with magical force, turning it into a unstoppable ethereal projectile. The coin surges forward in line 60 feet long and 1 foot wide from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 piercing damage on a failed save, or half as much damage on a successful one. The coin passes harmlessly through objects, ignoring cover.
In addition, whenever you cast this spell flip two coins. The first coin determines the effect, the second determines the duration. If the coin lands on heads any creatures that fail their saving throw are staggered. If the coin lands on tails any creatures that fail their saving throw are made vulnerable to piercing damage. If the second coin lands on a heads then the duration of the effect is of 1 round. If it lands on tails then the effect lasts for 2 rounds. A creature can be affected by one condition at a time.
Staggered:
The creature loses any dexterity-based or dodge-based bonus to its AC
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the length of the line increases by 20 feet and the damage dealt increases by 1d6 for each slot level above 3rd.


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

Response:
Name: Coinify
Level: 1
School: Transmutation (Ritual)
Classes: Artificer, Wizard
Casting time: 1 Minute
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: 1 pound of metal, which the spell consumes
Description: You hold a fistful of metal in your hand, and with a crushing motion, turn it into 50 coins. This spell can transmute the following materials:
Copper
Silver
Electrum
Gold
Platinum
When you cast this spell, you may choose to have the coins appear with the face designs of a currency of your choice, provided that you have seen said designs at least once. You may also choose to create your own design of coin or simply transmute the coins as simple metal discs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can transmute 2 more pounds of metal simultaneously for every level above 1st.


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

Response:
Name: Cold Flame
Level: 2
School: Evocation
Classes: Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: 1 Minute
Components: V, S
Description: You summon a sphere of cold blue fire in the palm of your hand and hurl it at an enemy. Make a ranged spell attack against a target within range. On a hit the target takes 2d8 cold damage and is engulfed in cold blue flames. At the start of each of its turns until the spell ends the target must make a Constitution saving throw. On a failed save the creature takes 1d8 cold damage and has its movement speed reduced by 10 feet. On a success the spell ends on the creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the blue flames deal an additional 1d8 cold damage every turn for every slot level above 2nd.


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

Response:
Name: Coldslinger
Level: 0
School: Evocation
Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: S, M
Material cost: A gallon of water, which the spell consumes
Description: You quickly spin up a bowling ball-sized chunk of ice, either in mid-air or using a quarterstaff or other sort of stick, and whip it forward right at an unlucky victim. Make a ranged spell attack against a target within range, dealing 1d6 cold damage on a hit.
At Higher Levels. You become much more skilled at creating denser projectiles within the short time frame, increasing the spells damage by 1d6 cold damage at 5th level (2d6), 11th level (3d6), 14th level (4d6), and 17th level (5d6).


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

Response:
Name: Collapsing Stars
Level: 3
School: Evocation
Classes: Sorcerer, Warlock
Casting time: 1 Action
Range: 30Ft.
Duration: Instantaneous
Components: S, M
Material cost: A cloudy, dark purple gemstone worth at least 20gp
Description: By crushing the gemstone under the caster’s arcane focus (slamming a staff into it or the back end of a wand), three dark purple, spherical voids are sent forth on a single target. Make a ranged spell attack, the target is dealt 1d12 damage per void and must make a strenth saving throw to stay in place. On a failed save, the target is pulled 1d4 times 5ft towards the caster from the gravitational pull of the voids. On a successful save, the target remains in place.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, an additional void (dealing 1d12 damage) is created per level.


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

Response:
Name: Collective Unconscious
Level: 4
School: Necromancy
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Hour
Components: V, S, M
Material cost: a moderate amount of alcohol or distilled spirits
Description: You tap into the unknown web of shared consciousness between yourself and up to six creatures of your choice that you can see within range, granting all chosen creatures 3d4 + 4 temporary hit points for the duration. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the temporary hit points increases by 5 for each slot level above 4th.


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

Response:
Name: Color
Level: 0
School: Illusion
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Until Dispelled
Components: V, S
Description: You permanently change the color of cloth, leather, or any other inanimate object. For 1 minute after this spell is cast, you can trace designs on the item, which remain after the minute ends. This spell can be removed through the Dispel Magic or a similar spell that removes enchantments


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

Response:
Name: Column of Time
Level: 3
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Round
Range: Self
Duration: 1 Hour
Components: V, S
Description: You raise your hand and open it up towards the sky as Astral Runes start to form around your feet.
You create a cylinder of radius 10 feet and height of 20 feet around where you are standing, you control the Flow of Time in this Column. Select one of the following types of creature; celestials, elementals, fey, fiends, or undead. The Column of Time affects the creature in the following ways:
- The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
- The creature has disadvantage on attack rolls against targets within the cylinder.
- Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
At Higher Levels. when you cast this spell using a spell slot of 4th level or higher, you can select one additional type of creature for each spell slot level above 3rd


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

Response:
Name: Combat Avatar
Level: 3
School: Abjuration
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V, S
Description: You conjure a glowing avatar of force around yourself, protecting you from harm. You gain 30 temporary hit points for the duration. While you have these hit points, you gain the following benefits.
Your Strength and Constitution scores are considered to be 16 (+3) unless they are already higher.
You are considered to be equipped with a force weapon, which you may choose the appearance of. You may make a melee spell attack with it as an action. It deals 2d8 force damage on a successful hit.
Your Armor Class increases by 2 for the duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you gain an extra 10 temporary hit points for each spell level above third. Additionally, when you cast this spell using a spell slot of 5th or 6th level, your force weapon deals 3d8 damage on a hit. If cast using a 7th, 8th, or 9th level spell slot, your force weapon deals 4d8 damage on a hit.


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

Response:
Name: Combat Messaging
Level: 2
School: Evocation
Classes: Bard
Casting time: 1 Action
Range: Touch
Duration: Concentration, 1 Minute
Components: V, S
Description: You can send and receive mental messages to and from every creature you touched while casting this spell, up to 8 creatures. Messages are in the form of statements made by others as if they were speaking to you or statements you make to others. You can broadcast a message to everyone touched while casting or just one creature. Each of them can send one message per round. You can send one message per round. You may not engage in other magic communication while this spell is active. For example you may not use the message cantrip or the Sending or the Telepathy spell etc. You may drop this spell at any time.
You must carry a personal item associated with each creature you touch in order to include them. Each creature must be sentient, and have an intelligence of at least 6.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher you may spend up to 10 rounds touching creatures in order to include them in the spell.


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

Response:
Name: Combat Nab
Level: 0
School: Transmutation
Classes: Bard
Casting time: 1 Action
Range: Self
Duration: 1 Round
Components: V, S
Description: Upon casting Combat Nab, the caster can move their full movement as if disengaging, and grab one small thing from a target that is not well attached, if they move within 5 feet during their move. For example a button, tassel, small hat, a lock of hair, one coin, one gem etc. Generally if it can quickly and easily be snipped off with scissors or is not attached, it can be nabbed. The target may roll a saving throw against Dexterity to avoid losing the item. This cantrip may not be used to grab a held object, piece of armor, or body part, or anything exceeding 1/2 pound. Only one object may be nabbed.


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

Response:
Name: Combat Time Stop
Level: 9
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: V
Description: You stop the flow of time for six seconds for everyone but yourself. No time passes for other creatures, while you take one additional turn - in addition to the current turn - during which you can use actions and move as normal.
This spell ends after both the current and the additional turn have been completed, or if you move to a place more than 1,000 feet from the location where you cast it.


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

Response:
Name: Combustion
Level: 0
School: Evocation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, Which You Take In Response To Being Damaged By A Creature Within 5 Feet Of You That You Can See
Range: Touch
Duration: Instantaneous
Components: V, S
Description: Your hand produces a violent burst of flame, burning the creature that damaged you. Make a melee spell attack against the creature. On a hit, the target takes 2d6 fire damage.
At higher levels. This spell's damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).


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

Response:
Name: Comet
Level: 4
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 55Ft.
Duration: Instantaneous
Components: S, M
Material cost: A large white crystal worth at least 25gp
Description: By making a sweeping motion with your arcane focus, you propel forth a large shard of spinning crystal towards one creature dealing 5d12 piercing damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the comet increases by 1d12 piercing damage per level.


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

Response:
Name: Comet Azur
Level: 9
School: Evocation
Classes: Sorcerer
Casting time: 1 Action
Range: 5Ft By 100Ft Line In Front Of Caster
Duration: Concentration Up To 1 Minute
Components: V, S
Description: A bright blue comet of devastating power is unleashed from the caster’s arcane focus. As it soars forward, it is encompassed by a trail of damage similar in looks to the starry expanse. The caster thrusts forward their arcane focus to cast this tremendous sorcery and may hold it with concentration up to a minute. At the start of the spell, make a ranged spell attack on all creatures inside the line of range, the initial impact of the comet deals 8d10 piercing damage and all creatures hit by it (if they are not hit, they are moved to the nearest unoccupied space) must make a dexterity or strength saving throw. On a failed save, the target becomes incapacitated in the rushing torrent of the spell. On a successful save, it dodges, avoiding incapacitation while still taking the initial damage, it is moved to the nearest unoccupied space outside of the line of range. When a creature becomes incapacitated inside the spell, it may, on the start of each of its turns, make a strength saving throw to escape. On a failed save, it takes 1d6 damage and remains incapacitated inside the spell, on a successful save, it is no longer incapacitated and is moved to the nearest unoccupied space, thus escaping. If a creature enters the spell’s lingering torrent of glintstone stars for the first time, it takes 2d10 damage and must make the same saving throw to avoid incapacitation. If a creature ends its turn inside the torrent of the spell, it takes 1d10 damage.


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

Response:
Name: Commune With Death
Level: 2
School: Divination (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: 60 Ft.
Duration: Instantaneous
Components: V, S
Description: Choose a creature you can see within range that has 0 hit points, then make a DC 12 Charisma (Persuasion) check. On a success, you choose to cause the target to either regain a number of hit points equal to 1d8 plus your proficiency bonus, or to die instantly.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd, making a separate Charisma (Persuasion) check for each target.


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

Response:
Name: Compel Suicide
Level: 5
School: Enchantment
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: S
Description: A creature of your choice that you can see within range must make a Charisma saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, the creature's mind is filled with suicidal thoughts. On each of its turns, it must use its action to attempt to kill itself with any weapon it is wielding. The creature makes an attack roll against itself at advantage, and if it hits its attack is a critical hit. If the creature has a weapon on its person but isn't wielding a weapon, it draws its weapon then attempts to commit suicide. If the creature has no available weapon, it will resort to an improvised weapon. If the creature is unable to wield a weapon or its physiology prohibits it from wielding a weapon, the creature instead goes berserk.
While a creature is affected by this spell, it fights without regard to its defenses; All attack rolls against it are made at advantage. Each time the target takes damage, it makes a new Charisma saving throw against the spell. If the saving throw succeeds, the spell ends


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

Response:
Name: Conceal Item
Level: 3
School: Illusion
Classes: Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, S, M
Material cost: a handful of any kind of gemstone dust
Description: You render a single item of Medium-size or smaller completely undetectable when you hide it on your person. Divination magic, as well as true seeing, can reveal the item's existence


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

Response:
Name: Concealment
Level: 0
School: Illusion
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, S
Description: Creatures must make a Wisdom save to notice a specific, small item magically guised on your person.
An object you touch, smaller than 1 cubic foot, blurs into insignificance. For the duration of this spell, any creature that searches someone concealing that item must make a Wisdom saving throw. On a failed save, the creature fails to notice the item, and cannot make an ability check to find it. On a success, the creature is immune to the effect of this cantrip on that item for 24 hours, and may make an appropriate ability check to find the item. If the concealed object is threatening or out of place, the creature has advantage on this saving throw.
If you cast this spell multiple times, you can affect up to three objects once each, and you can dismiss such any or all of these effects as an action


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

Response:
Name: Concealment, Variant
Level: 0
School: Illusion
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 10 Minutes
Components: V, S
Description: A singular inanimate, nonmagical object you touch (up to 1 cubic foot) blurs into insignificance. This spell does not render the item invisible; it merely draws the viewer's gaze away from it. For the duration of this spell, any creature that would otherwise be capable of detecting this item must make a Wisdom saving throw. On a failed save, the creature fails to notice the item, and cannot make an ability check to find it.
On a success, the creature is immune to the effect of this cantrip on that item for 24 hours, and may make an appropriate ability check to find the item. If the concealed object is threatening or out of place, the creature has advantage on this saving throw.
A first-level character can only target one item with this cantrip at a time. If you cast this cantrip on a new target object while another is currently being concealed, the effects of this cantrip over one of the already chosen items must be dismissed.
At 5th level, you may affect up to two items at once, and the size limit increases to 2 cubic feet; at 11th level, you may affect up to three items, and the limit becomes 3 cubic feet; at 17th level, you may affect up to four items, and the limit becomes 5 cubic feet


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

Response:
Name: Concuss
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (15-Foot Cone)
Duration: Instantaneous
Components: S
Description: You clap, sending out a concussive wave of raw psionics in a 15-foot cone. Creatures in this area must make a Dexterity saving throw. On a failed save, a target takes 4d4 psychic damage, is knocked prone, and is deafened for 1 minute. On a successful save, a target takes half as much damage and isn't deafened nor knocked prone.
At Higher Levels. When you case this spell using a spell slot of 3rd level or higher, the psychic damage increases by 1d6 for each slot above 2nd


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

Response:
Name: Concussion
Level: 2
School: Enchantment
Classes: Bard, Druid, Ranger, Warlock, Wizard
Casting time: 1 Action
Range: 60Ft
Duration: Instantaneous
Components: V, S
Description: You apply your magical might directly onto a target's brain, causing them a headache like none they've ever had before.
Target one creature within range that you can see. That creature must make a Constitution saving throw, becoming stunned on a failure. The affected creature may later repeat the saving throw at the beginning of each of its turns, ending the effect on a success. This spell has no effect on constructs or undead.
At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you may target two additional creatures for every level above 2nd.


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

Response:
Name: Concussive Blast
Level: 0
School: Evocation
Classes: Artificer, Wizard
Casting time: 1 Action
Range: 5 Feet
Duration: Instantaneous
Components: S
Description: You summon from your hand a short ranged blast of raw force. One creature within 5 feet of the caster must pass a Constitution saving throw or take 1d6 force damage and be thrown 10 feet backwards.
At Higher Levels. This spell's damage and Knockback increase by 1d6 and 5 feet when you reach 5th level, 11th level and 17th level


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

Response:
Name: Condense/Suffuse
Level: 0
School: Transmutation
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: Coins used in spell
Description: As a Bonus Action, you can choose to condense or suffuse coins that are within 5 feet of you. If you choose to condense them, you take the coins and turn them into a coin of equal value to the coins you've condensed. If you choose to suffuse them, you take the coin(s) and turn them into several coins equal to the value of the first coin(s).

An example of the condense option is as follows; you have 10 gold pieces and you use the condense option of this spell, turning the 10 gold pieces into 1 platinum piece.
An example of the suffuse option is as follows; you have 1 platinum piece and you use the suffuse option of this spell, turning the platinum piece into 10 gold pieces.


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

Response:
Name: Conduct
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You channel lightning through your hand to smite a creature or object you can touch. Make a melee spell attack against the target. On a hit, the target takes 2d6 lightning damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6)


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

Response:
Name: Coned Blast
Level: 3
School: Evocation
Classes: Bard, Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (30 Foot Cone)
Duration: Instantaneous
Components: V, S, M
Material cost: A small bell made of brass or gold
Description: You ring a small bell and cause it to emit a concussive blast. Each creature in a 30-foot cone must make a Strength saving throw. A creature takes 6d6 thunder damage on a failed save and is knocked prone. On a successful save a creature takes half as much damage and is not knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd


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

Response:
Name: Conflagulated Breath
Level: 3
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (30-Foot Cone)
Duration: Instantaneous
Components: V, S, M
Material cost: a drop of acid
Description: You breathe forth a cone of red acidic droplets in a direction of your choice. All creatures in a 30-foot cone from that direction must make a Dexterity saving throw, taking 6d4 acid damage on a failed save, or half as much on a success.
Creatures that fail the saving throw are covered in acid. Whenever a creature start its turn covered in acid, it takes 2d4 acid damage. A creature can clean itself from acid by using an Action. Cleaning the acid causes 1d4 acid damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the primary acid damage increases in 2d4, plus 2d4 for each level of the spell slot beyond the 3rd.


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

Response:
Name: Conjuration Raven
Level: 0
School: Conjuration
Classes: Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: Action
Range: Self
Duration: Instantaneous
Components: V, S
Description: You summon a flock of crows that appear around you within a 10-foot radius.
Their number is equal to half of your level multiplied by your spell caster modifier.
During the battle, their initiative is equal to yours and they walk after you.
All crows follow the same command. No action is required to utter the command


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

Response:
Name: Conjure Ammunition
Level: 1
School: Conjuration
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Minute
Components: S
Description: In your hand or in an open container on your person, you create up to 5 pieces of ammunition or up to 5 darts. The created items are magical for the purpose of overcoming damage resistance or immunity, but have no other special properties. Possibilities for ammunition include arrows, bolts, bullets, and needles.
As part of the bonus action used to cast this spell, you can use as a material component an amount of gems, gold, or silver equal in value to the ammunition you created. If you do so, the material component is consumed by the spell, and the ammunition becomes nonmagical at the end of the duration. If you do not, the ammunition vanishes at the end of the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create an additional 5 darts or pieces of ammunition for each spell slot level above 1st


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

Response:
Name: Conjure Blade
Level: 0
School: Conjuration
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Minute
Components: V, S
Description: As a bonus action, you create a bladed weapon in your hand that can be used normally. You choose the type of blade between a dagger, a shortsword, a rapier or a longsword, with the corresponding properties and damage type and die. This weapon functions as a nonmagical weapon that you are proficient with. The weapon disappears when the spell ends. You can dismiss the weapon at any time with no action required.

You can only have one instance of this spell at any time. If you cast this spell a second time to conjure a new weapon, the first spell ends. If the weapon leaves your touch, the spell ends at the end of you turn.

The conjured weapon becomes magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage when you reach 5th level, and you can add +1 to the attack rolls and damage rolls made with the weapon, as if you had conjured the +1 version of the weapon. The bonus to attack rolls and damage rolls increases by another +1 at 11th level (+2 weapon), and 17th level (+3 weapon).


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

Response:
Name: Conjure Bladestorm
Level: 3
School: Conjuration
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: You animate up to three nonmagical swords within range. Each sword begins to hover in the air and becomes a Flying Sword, and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. The flying swords' weapons attacks are magical. The flying sword does the damage die of the base weapon in place of the damage die of the flying sword's longsword attack.
The animated swords are friendly to you and your companions. Roll initiative for the animated swords as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. Once given an order, the animated swords continue to follow it until their task is complete.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can animate up to six swords. When you cast this spell using a spell slot of 7th or 8th level, you can animate up to nine swords. When you cast this spell using a spell slot of 9th level, you can animate up to twelve swords


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

Response:
Name: Conjure Creature
Level: 1
School: Conjuration
Classes: Wizard
Casting time: 1 Minute
Range: 30 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: A small object from the natural habitat of the creature.
Description: The standard summoning spell. You summon a spirit from another plane to take the form of a creature and appears in unoccupied space that you can see within range. The creature must be a beast of a CR of 1/2 or lower.
The creature is also considered either fey, fiend or celestial, your choice, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creature is friendly to you and your companions. Roll initiative for the summoned creature, it has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defend itself from hostile creatures, but otherwise takes no actions. The DM has the creature's Statistics.
At Higher Levels. When you cast this spell with a higher level spell slot, you can summon a beast of a CR equal to half the level of the spell slot, rounded up


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

Response:
Name: Conjure Dragon
Level: 6
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: 60 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a few scales from a snake or lizard
Description: You summon a dragon of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The dragon disappears when it drops to 0 hit points or when the spell ends.
The dragon is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the dragon, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the dragon doesn't disappear. Instead, you lose control of the dragon, it becomes hostile toward you and your companions, and it might attack. An uncontrolled dragon can't be dismissed by you, and it disappears 1 hour after you summoned it.
The GM has the dragon's statistics.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.


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

Response:
Name: Conjure Dream Creature
Level: 5
School: Conjuration
Classes: Sorcerer
Casting time: 1 Minute
Range: 90 Ft.
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: an object with a connection to The Dream
Description: You call forth a servant being from The Dream.
A dream creature of challenge rating 5 or lower appears in an unoccupied area of your choosing, within range. The dream creature disappears when it drops to 0 hit points or when the spell ends.
The dream creature is friendly to you and your companions for the duration. Roll initiative for the dream creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you).

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


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

Response:
Name: Conjure Explosive
Level: 3
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: V, M
Material cost: a small iron ball bearing, which the spell consumes
Description: Upon casting this spell, a magical explosive appears in the caster's hand. The caster can hold on to the explosive, throw it right after casting the spell, or give it to someone else. The explosive instantaneously disappears if not used within 1 hour. The person currently in possession of the explosive can spend an action to throw it up to a number of feet equal to 30 + 5 times your spellcasting ability modifier, where it explodes on impact. Upon detonation, every creature within 10 feet of the explosive must succeed on a Dexterity saving throw or take 6d6 fire damage and be knocked back 5 feet. On a successful save, half as much damage is taken and the creature isn't knocked back. Any creature of Huge size or larger is not affected by the knockback property of the spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the explosive increases by 1d6 and the throwing range increases by 5 feet for each spell level above 3rd


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

Response:
Name: Conjure Gemstone
Level: 1
School: Conjuration
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 10 Minutes
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: any type of tuning fork, a large bowl of saltwater
Description: Fill a large bowl with saltwater, then place a ringing tuning fork atop the surface of the water and keep it there. When you finish casting this spell, you will have conjured 1 nonmagical gemstone worth no more than 10 gp. This gemstone will be uncut and unpolished and can be used as a typical gemstone for spellcasting, crafting, or selling.
At Higher Levels. You are able to conjure more valuable gemstones when you cast this spell using higher spell slots: 50 gp at 3rd level, 500 gp at 5th level, 1000 gp at 7th level, and 5000 gp at 9th level.


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

Response:
Name: Conjure Glass Eye
Level: 4
School: Conjuration
Classes: Druid, Warlock, Wizard
Casting time: 1 Hour
Range: 150 Ft
Duration: Until Dismissed
Components: V, S, M
Material cost: One glass marble worth 100 GP for each glass eye summoned
Description: You summon up to 4 glass eyes at an unoccupied space within range. These glass eyes are friendly to you and obey your commands. You can spend a turn to command the glass eyes to watch from any point within 5 miles from you. They will try and hide from anything they encounter and will relay to you anything they see. If you move more than 5 miles away from them, they try to stay within 5 miles of you. If they cannot, they become a glass marble worth 100 GP.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher you may create 2 additional glass eyes for each slot level above the first.


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

Response:
Name: Conjure Greater Explosive
Level: 7
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: V, M
Material cost: three small iron ball bearings, which the spell consumes, and a pearl worth at least 100 gp
Description: Upon casting this spell, three spherical explosive devices appear in the caster's hand. The caster can throw an explosive, store it, or give it to someone else. As an action, the holder of an explosive can throw it up to a number of feet equal to 50 + 5x the caster's spellcasting ability modifier, where it explodes upon impact. Upon detonation, each creature within 15 feet of the explosion must succeed on a Dexterity saving throw or take 12d6 fire, force, or thunder damage (caster's choice) and be pushed 10 feet away from the explosion. On a successful save, only half damage is taken and the creature isn't pushed back. Creatures of Gargantuan size or larger are immune to the knockback effect of this spell. Only one explosive may be thrown per turn per person, and only three made by the same caster can exist at the same time.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage of the explosion is increased by 2d6 and both the throwing range and the explosion area are increased by 5 feet


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

Response:
Name: Conjure Lesser Dream Creatures
Level: 4
School: Conjuration
Classes: Sorcerer
Casting time: 1 Minute
Range: 90 Ft.
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: an object with a connection to The Dream
Description: Lesser servant beings from The Dream appear at your behest.
You summon creatures from The Dream that appear in any unoccupied spaces that you can see within range. Choose one the following options:
One dream creature of challenge rating 2 or lower
Two dream creatures of challenge rating 1 or lower
Four dream creatures of challenge rating 1/2 or lower
Eight dream creatures of challenge rating 1/4 or lower.
A dream creature vanishes when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you).
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot


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

Response:
Name: Conjure Mannequin
Level: 3
School: Conjuration (Ritual)
Classes: Druid, Warlock, Wizard
Casting time: 10 Minutes
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: non-magical wooden surface
Description: You carve a small glyph, detectable with a DC 15 Wisdom (Perception) check, into a non-magical wooden surface which is at least 1 foot in diameter. When activated, this glyph summons a pair of simple humanoid constructs made of the same wood as the surface with the stats displayed below. When cast, you determine what conditions will cause the glyph to activate, as well as the behavior of the mannequin it summons. Mannequins cannot willingly move more than 50 feet from the glyph which summoned them, and become inanimate if they are.
The mannequin is limited to simple commands and a single conditional action. For instance, you could order it to warn any creatures other than you which approach and attack them if they attempt to take a gem placed on the glyph, or to put out any fires which occur in the radius and return to the glyph if it is reduced to half max hit points.
If it completes the task assigned to it, a mannequin will attempt to return into the glyph and regain all lost hit points. If it is destroyed or assigned to a task it is unable to complete, a mannequin will no longer be able to be summoned from the glyph. If the glyph is altered or destroyed, or the surface it is carved on is damaged, the spell ends and any summoned mannequins become inanimate objects.
Mannequin[edit]

Medium construct, unaligned

Armor Class 10 (natural armor)
Hit Points 11 (3d6)
Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

6 (-2)

12 (+1)

11 (+0)

7 (-2)

3 (-4)

2 (-4)

Damage Vulnerabilities fireDamage Immunities poison, psychicCondition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 50 ft. (blind beyond this radius), passive Perception 6

Languages understands the languages of its creator but can't speak
Challenge 1/2 (100 XP)

Antimagic Susceptibility. The mannequin is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the mannequin must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

ACTIONS
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can make the glyph summon an additional mannequin for each slot above 3rd level. Extra mannequins appear at the end of the most recent mannequin's turn, and act immediately after


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

Response:
Name: Conjure Marionettes
Level: 1
School: Conjuration (Ritual)
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: one splinter of wood per creature summoned
Description: You summon a wooden, hovering, human-shaped construct—a skull puppet, informally known as a puppet or marionette—that appears in unoccupied space that you can see within range. The summoned creature is friendly to you and your companions, has its own turn, and rolls its own initiative when it appears. It obeys any verbal commands that you issue to them (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions.
A summoned skull puppet disappears when it drops to 0 hit points or when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can summon one additional skull puppet for each level above 1st. Each puppet can appear in any unoccupied space within range. Roll initiative for the summoned creatures as a group


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

Response:
Name: Conjure Minigun
Level: 3
School: Conjuration
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You conjure a minigun made out of pure arcane energy on your empty hands (you must have both hands free). As an action while the spell is active, you can fire each creature of your choice in a 15, 30 or 60-foot cone. Creatures in the area must succeed on a Dexterity saving throw, or take damage depending on the chosen cone range: 3d8 (15-foot), 2d8 (30-foot), 1d8 (60-foot), or half as much on a success.
The minigun disappear if you choose to no longer hold it, but as long as you have two hands free and the duration of the spell hasn't ended, you can summon it again using a bonus action.


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

Response:
Name: Conjure Minor Devils
Level: 3
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: You summon lawful fiend creatures that appear in unoccupied spaces that you can see within range. You choose one of the following options for what appears: Eight lemures, two imps, or one spined devil. A fiend summoned by this spell disappears when it drops to 0 hit points or the spell ends.
The summoned fiends are friendly to you and your companions. Roll initiative for the summoned fiends as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures' statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you can summon more devils: sixteen lemures, four imps, or two spined devils with a spell slot of 5th level, thirty-two lemures, eight imps, or four spined devils with a spell slot of 7th level, and sixty-four lemures, sixteen imps, or eight spined devils with a spell slot of 9th level


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

Response:
Name: Conjure Monster
Level: 8
School: Conjuration
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: 150 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: see below
Description: Using your own imagination as the canvas and raw magic as a skeleton, you pull material from the surrounding area and attempt to spin it into the form of a new creature. Choose a point within range and think of a creature. You can either select a creature with predetermined statistics, let your DM choose one for you, or work with your DM to create one from scratch. Then, roll 1d100, and consult each table below and apply the highest or lowest modifier from the table. The following happens depending on the circumstances.

Modded Roll

Result

1
The spell backfires terribly. You take 40 force damage that can't be reduced or negated by any means from the shock, and gain a level of exhaustion.

2-19
The spell backfires spectacularly. The built-up magic explodes. Each creature within 20 feet of the point you targeted must make a Dexterity saving throw, taking 5d10 force damage on a failed save, or half as much on a success.

20-49
The spell backfires, and instead creates a random creature of a similar CR rating.

50-69
The spell succeeds somewhat. It creates the desired creature at a random point within range.

70-99
The spell succeeds proficiently, and creates the desired creature at the designated point.

100+
The spell succeeds perfectly, and creates the desired creature at the designated point. The new creature becomes charmed by you for 1 week, and is friendly to you and your companions for the duration. Its disposition towards you afterward depends on how you treated it during that time, as well as the creature's alignment.
If the spell suceeds, the chosen creature spawns into existence at the point designated by the table. It is constructed from nonmagical material, and thus cannot be dispelled. If or when the creature dies, it crumbles into dust and disintegrates.
Conjure Monster Modifiers[edit]

Mod Amount

Physical Evidence (Apply only the highest applicable modifier)

-10
The desired creature has never existed before.

0
You have no physical evidence.

+5
You have within line of sight what you believe to be physical signs of the desired creature's previous presence; such as a footprint, handprint, or other marking.

+10
You have within reach a crude visual depiction of the desired creature.

+10
You have within reach a tiny body part of the desired creature; such as a tooth, eye, or finger.

+20
You have within reach a detailed visual depiction of the desired creature.

+20
You have within reach a small body part of the desired creature; such as a hand, foot, bone, or horn.

+40
You have within reach a large body part of the desired creature; such as an arm, leg, or head.

+60
You have within reach a heavily decayed corpse, heavily damaged corpse, or full skeleton of the desired creature.

+70
You have within reach a fresh corpse of the desired creature.

+90
You have within reach a living instance of the desired creature.

Mod Amount

Visual Confirmation (Apply only the highest applicable modifier)

0
You have never seen the desired creature before.

+5
You have within reach a written description of the desired creature's appearance, or have had the desired creature verbally described to you before.

+5
You have seen the desired creature at least once before.

+10
You have seen the desired creature at least once before in the last month.

+20
You have seen the desired creature at least once before in the last 24 hours.

+30
You have seen the desired creature at least once before in the last hour.

+50
The desired creature is within line of sight.

+90
The desired creature is within line of sight and has been standing relatively still for the duration of the casting.

Mod Amount

Creature Complexity (Apply only the lowest applicable modifier)

+60
The desired creature's CR is 0.

+30
The desired creature's CR is 1/4 or lower.

+15
The desired creature's CR is 1/2 or lower.

+10
The desired creature's CR is less than one-tenth of your level.

+5
The desired creature's CR is less than one-half of your level.

0
The desired creature's CR is less than or equal to your level.

-5
The desired creature's CR is higher than your level.

-10
The desired creature's CR is 5 or higher.

-20
The desired creature's CR is 5 or higher.

-30
The desired creature's CR is 10 or higher.

-40
The desired creature's CR is 15 or higher.

-50
The desired creature's CR is 20 or higher.

Mod Amount

Creature Size (Apply only the lowest applicable modifier)

0
The desired creature's size is Medium or Small.

-5
The desired creature's size is Tiny or Large.

-10
The desired creature's size is smaller than Tiny, or Huge.

-15
The desired creature's size is Gargantuan or larger.

Mod Amount

Creature Detail (Apply only the lowest applicable modifier)

0
The desired creature is a generic example of its kind.

-5
The desired creature is a copy of a creature you can see witin range.

-10
The desired creature is a copy of a creature you can see.

-15
The desired creature is a copy of a creature you have seen depictions of.

-25
The desired creature is a copy of a creature you have heard of but never seen before.

-40
The desired creature is a specific creation that's never existed before.
At Higher Levels. When you cast this spell using a spell slot of 9th level, the casting time becomes 1 action.


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

Response:
Name: Conjure Object
Level: 0
School: Conjuration
Classes: Cleric, Sorcerer, Bard, Wizard
Casting time: 1 Action
Range: Self
Duration: 10 Minutes
Components: V, S
Description: You create a single, simple, non-magical object that you have seen before in your hand. This object must be something you can comfortably hold in one hand. This item lasts for the duration unless you use this spell again, the item takes damage, is dispelled (no action required), stowed, dropped, or otherwise lost from your hand(s). Items created through this spell have no gold cost. If creating an item like a book, the contents are chosen by the conjurer, though only as accurate as the conjurer can remember (ie spellbooks would only contain a wizard's prepared spells)


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

Response:
Name: Conjure Ordinance
Level: 5
School: Conjuration
Classes: Artificer, Paladin, Wizard
Casting time: 1 Minute
Range: 10 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a chunk of metal worth at least 20 gp, consumed by the spell
Description: As the metal used in casting warps and bends, it balloons into the shape of a Large sized artillery piece. It has an AC of 17, 70 hitpoints, and immunity to poison and psychic damage. As an action while standing beside the piece, you can cause it to fire at a target within 600 feet. Make a ranged spell attack, with disadvantage if they are more than 200 feet away, or within 20 feet of you. On a hit, it deals 4d8 force damage, or twice as much when hitting an object.
The artillery piece dissapears when it reaches 0 hitpoints, or when the spell ends.
At Higher Levels. When cast at 7th level or higher, the artillery piece deals an extra 1d8 damage for every two levels above 5th.


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

Response:
Name: Conjure Potion of Healing
Level: 3
School: Conjuration
Classes: Artificer, Cleric, Paladin
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Hour
Components: V, S, M
Material cost: a pinch of powdered, crushed ladybug
Description: You conjure a common-rarity potion of healing in your hand, or in the hand of a willing creature within range that you can see. The potion, and the glass that it comes in, vanish into thin air when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the potion's rarity increases for every two slot levels above 3rd: Uncommon (5th), Rare (7th), Very Rare (9th).


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

Response:
Name: Conjure Shield
Level: 0
School: Conjuration
Classes: Artificer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You conjure a shimmering, spectral shield that you are considered proficient with in a free hand. The shield disappears at the end of the spell's duration, or when you let go of it.


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

Response:
Name: Conjure Skeletons
Level: 5
School: Conjuration
Classes: Sorcerer
Casting time: 1 Minute
Range: 90 Ft.
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: an object with a connection to The Dream
Description: You call forth a group of skeletons.
4 Skeletons appear in an unoccupied area of your choosing, within range. The Skeletons disappear when they drop to 0 hit points or when the spell ends.
The Skeletons are friendly to you and your companions for the duration. Roll initiative for the Skeletons as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you).

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, The number of skeletons increases by 2 for each slot level above 5th


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

Response:
Name: Conjure Spirit Wolf
Level: 1
School: Conjuration
Classes: Druid, Ranger
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: the hair of a wolf
Description: You summon the fey spirit of a wolf to aid you. The creature appears in an unoccupied space within range. Its statistics are that of a wolf.
You can communicate telepathically with this wolf and it can respond telepathically using any language you know. It retains its memories between summonings.
The wolf is friendly to you and your companions for the duration. The wolf has its own turns, and it rolls its own initiative. It obeys any verbal commands that you issue to it (no action required by you).
The wolf disappears when it drops to 0 hit points or the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you conjure one additional wolf for every slot level above 1st


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

Response:
Name: Conjure Stones
Level: 0
School: Conjuration
Classes: Druid, Sorcerer
Casting time: 1 Action Or 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: S
Description: You close your hand, and when you open it again, up to three round stones appear in your palm. These stones are non-magical, but do possess a good size and weight for throwing. A stone conjured by this spell is an improvised weapon that has a range of 20/40 and does 1d4 bludgeoning damage on a hit.
Alternative Usage. Instead of creating up to three small stones when you cast this spell, you can instead choose to create a fistful of either gravel or sand in your hand. A fistful of sand can be thrown at a creature within 5 feet of you as an improvised weapon. If it hits, they take 1 piercing damage and must make a Constitution saving throw or be blinded until the end of their next turn. Creatures wearing eye protection are immune to this piercing damage. The creature does not make the saving throw if they don't take the damage from the sand.
See Also[edit]
Magic Boulder
Stone Grenad