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

Response:
Name: Lesser Blood Orb
Level: 1
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a drop of your own blood
Description: You cut yourself, causing the blood from the wound to condense in a magical orb infused with necrotic energy, and hurl against a creature you can see within range. You lose 1 hit dice when you use this spell. Make a ranged spell attack. On a hit, you cause 3d10 necrotic damage, plus acid damage equal to your hit die + your spellcasting ability.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you add 1d10 necrotic damage for each spell slot spent above 1st-level.


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

Response:
Name: Lesser Confusion
Level: 1
School: Enchantment
Classes: Bard
Casting time: 1 Action
Range: 90 Feet
Duration: 1 Round
Components: V, S, M
Material cost: a nut shell
Description: This spell assaults and twists a creature's mind, spawning delusions and provoking uncontrolled action. One creature of your choice within range must succeed on a Wisdom saving throw when you cast this spell or be affected by this spell.
An affected target can't take reactions and must roll a d10 at the start of its turn to determine its behavior for that turn.

d10
Behavior

1
The creature uses all its movement to move in a random direction, as determined by a d8 roll, with 1 being north, 2 being northeast, continuing clockwise around the compass, with 8 being northwest. The creature doesn't take an action this turn.

2–6
The creature doesn't move or take actions this turn, and only babbles incoherently.

7–8
The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

9–10
The creature can act and move normally.


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

Response:
Name: Lesser Mind Blast
Level: 2
School: Enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You emit a powerful wave of psychic energy directly to the target's mind, harming and dazing them. Choose one creature within range. The creature must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned for the duration. The target can repeat the saving throw at the end of each of its turn, ending the effect on itself with a success. On a successful save the creature take half damage and isn't stunned.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional mind blast for each slot above 2nd. The blasts can target the same creature or a different one.


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

Response:
Name: Lesser Polymorph
Level: 3
School: Transmutation
Classes: Bard, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 30 Minutes
Components: V, S, M
Material cost: half of a caterpillar cocoon
Description: This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to one half or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.


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

Response:
Name: Lesser Purge
Level: 3
School: Evocation
Classes: Cleric, Druid, Paladin, Warlock
Casting time: 1 Action
Range: Self (30-Foot Sphere)
Duration: Instantaneous
Components: V, S, M
Material cost: a translucent crystal worth at least 10gp
Description: You strain a drop of pure divinity from your god or patron, letting the raw power burst out to consume those around you.
All creatures within 30ft (including you) must make Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma saving throws. You cannot exclude creatures in range from Lesser Purge by any means. The CR or level of each creature (whichever applies) may influence their saving throws according to the following table:

CR/Level
Effect

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

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

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

Less than one-quarter of your level (rounded down)
They have disadvantage on their saving throws
Creatures who fail all six of their saving throws crumble under the weight of divinity and instantly die.
As you cast this spell, you may choose to force the divine power in your favor and increase or decrease the saving throw DC's by 3. If you do so, you gain a level of exhaustion at the end of your turn.


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

Response:
Name: Lesser Reflection
Level: 2
School: Abjuration
Classes: Cleric, Druid, Paladin, Wizard
Casting time: 1 Reaction
Range: Self
Duration: Instantaneous
Components: V, S
Description: When you are targeted by an effect, caused by a creature, that forces you to make a saving throw, you can use your reaction to cast this spell. You automatically fail the saving throw, but the creature that targeted you with the effect must make a Wisdom saving throw against your Spell Save DC. On a failure, they are subjected to the same effect that you were subjected to.


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

Response:
Name: Lesser Regeneration
Level: 0
School: Transmutation
Classes: Cleric, Druid
Casting time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Components: V, S
Description: You point towards a creature you can see within range and command their body to heal. The target can spend one Hit Die, rolling the die and recovering hit points equal to the result. If the target has spent a number of Hit Dice greater than its Constitution modifier this way before it finishes a short or long rest, it also gains a level of exhaustion.
You can allow a creature to spend up to two Hit Dice at once when you reach 5th level, three when you reach 11th level, and four when you reach 17th level.


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

Response:
Name: Lesser Smite
Level: 0
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S
Description: You punch with the force of your deity. Make a melee spell attack against a creature or object. On a hit, the target takes bludgeoning damage equal to 1 + your spellcasting ability modifier.
This spell deals an extra 1d10 radiant damage when you reach 5th level (1d10), 11th level (2d10), and 17th level (3d10) in addition to the normal bludgeoning damage.


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

Response:
Name: Lesser Wish
Level: 1
School: Conjuration
Classes: Cleric
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V
Description: Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. This is not that spell. As an action, you perform a quick prayer allowing you to mimic any cantrip belonging to another class's spell list. You don't need to meet any requirements stated within that cantrip, including costly components. The cantrip will immediately take effect and will be cast at your current character level


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

Response:
Name: Lesser Zone of Euphemisms
Level: 3
School: Enchantment
Classes: Bard, Cleric, Paladin, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Hour
Components: V, S
Description: Twisting the framework of communication itself, you create a space where proper etiquette is compulsory.
You make a 30-ft-radius magical zone within range. Creatures within the zone that attempt to say something rude, vulgar, and/or hostile are compelled to phrase it in a civil manner. For example, if a warrior attempted to yell "I'm going to kill you, tree-hugger!" at an enemy druid, he might instead say "I would personally prefer it if the nature enthusiast passed away." Abyssal and Infernal cannot be spoken or heard.
This effect extends to writing as well—any text that includes rude, vulgar, and/or hostile language becomes neutral in tone while within the zone. Rude gestures can be made, but the portion of the creature's body which makes the gesture is visually censored. Likewise, paintings and drawings which would be considered offensive are also visually censored.
If vicious mockery is cast by or on a creature in the zone, the spell fails.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration doubles for every slot level higher than 3rd. For example, using a 7th-level spell slot would double the duration by four-fold.


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

Response:
Name: Lethal Weapons
Level: 2
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a weapon
Description: Any weapon attack you make inflicts an extra 2d6 bludgeoning, piercing, or slashing damage as appropriate to the weapon.
If you make an attack during your turn, this effect ends at the end of that turn. If you make an attack outside of your turn, this effect ends at the end of your next turn.
At Higher Levels. When you cast this spell at 3rd level or higher, the extra 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: Lethargy
Level: 4
School: Enchantment
Classes: Bard, Druid, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You touch a creature and cause a wave of lethargy to wash over them, slowing them down. If they are unwilling, they can make a Wisdom saving throw to resist the effect. On a successful save, nothing happens. On a failed save, their movement speed is halved, and if they can make multiple attacks, as with the Multiattack feature, they may only take half that many attacks per turn (rounded up). They may repeat the saving throw with disadvantage each turn, ending the effect on a success.


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

Response:
Name: Leticia's Ward
Level: 3
School: Abjuration
Classes: Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Until Dispelled
Components: S, M
Material cost: a stick of chalk or charcoal from the Nine Hells worth 1 soul coin, good for up to 15 castings of this spell
Description: “

Ah, Leticia. Mistress of keys, locks, seals, wards, gates, and portals. I remember the day she vanished from the Nine Hells, leaving behind such a power vacuum that nearly a third of the plane was thrown to chaos.

”

—unnamed devil
When you cast this spell, you inscribe an Infernal glyph on the edge of an aperture that marks the distinct transition between two spaces such as a cave opening, doorway, or arch. The aperture may be no larger than 10 feet tall or across. During the process of inscribing this mark, you can designate what effect it has and what creatures or objects passing through the space trigger it.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
Alert. You receive a mental image of the creature or object that passes through the space. This awakens you if you are sleeping.
Barrier. An invisible barrier of force intersects the space. Only creatures and objects you designated while casting this spell can pass through this barrier.
Wrath. A creature or object that passes through the space is set ablaze with magical flames. At the start of each of its turns, it takes 2d6 fire damage. These flames cannot be extinguished by nonmagical means, and last until either the spell is dispelled, the target passes through the space again, or the target is 300 feet or more away from the glyph. The flames can be extinguished by dispel magic cast on the burning creature, but this has no effect on the glyph itself.
The ward will be dispelled if the glyph is destroyed or the aperture is expanded larger than its maximum dimensions.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage dealt by the wrath effect increases by 1d6 for each spell slot above 3rd. The maximum size of the aperature increases to 15 feet across at 5th level, 20 feet across at 7th level, and 25 feet across at 9th level.


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

Response:
Name: León's Small Wind
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer
Casting time: 1 Action
Range: 200 Ft
Duration: Instantaneous
Components: S
Description: A very small ball of condensed wind flies towards a creature of your choice within range. Make a ranged attack against the target. On a hit, the target takes 1d6 wind damage and must make a Strength saving throw to avoid being pushed by the spell, being pushed back 10 feet on a failed save. Large or larger creatures automatically succeed on the saving throw, while Small or smaller creatures have disadvantage on the saving throw.
This spell’s damage increases by 1d6 when you reach the 5th level (2d6), 11th level (3d6), and 17th level (4d6).


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

Response:
Name: León’s Imbuement of Air
Level: 2
School: Transmutation
Classes: Bard, Cleric, Druid, Ranger
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S
Description: When you cast this spell, the target of this spell feels as if a pleasent wind is helping them, whenever the target rolls to deal damage, they deal an additional 1d4 wind damage, or an additional 1d6 wind damage if the attack already would have dealt wind damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, this spell deals an additional 1d4 wind damage on a hit or an additional 1d6 wind damage if the attack would have already dealt wind damage


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

Response:
Name: Liberate Flame
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V
Description: You utter arcane words and release the inner power from a flame you can see within range. Any creature no more than 5 feet away from the flame must make a dexterity saving throw or take 1d12 fire damage. If the flame is smaller than a regular campfire it extinguishes itself.
This spell’s damage increase in 1d12 when you reach 5th level (2d12), 11th level (3d12) and 17th level (4d12)


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

Response:
Name: Life Drain
Level: 4
School: Necromancy
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You attempt to drain the life out of a creature within range. The target must make a Constitution saving throw at the start of each of its turns, taking 4d6 necrotic damage on a failed save, or half as much damage on a successful one.
If the target successfully saves three times against this spell, it ends early.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th


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

Response:
Name: Life Flare
Level: 0
School: Evocation
Classes: Druid, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: A swirling sphere of leaves and pure energy fires from the caster's hand towards a single target. A target must succeed on a Dexterity saving throw or take 1d10 poison damage.
At Higher Levels. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).


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

Response:
Name: Life Sap
Level: 1
School: Necromancy
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S, M
Material cost: A drop of blood
Description: Choose a creature that you can see within range. That creature must succeed on a Constitution saving throw or take an amount of necrotic damage equal to 1d4 + your spellcasting ability modifier.
You can then choose another creature in range. That creature gains a number of temporary hit points equal to the damage taken by the original creature.
This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d4 per slot level above 1st.


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

Response:
Name: Life Seed
Level: 3
School: Evocation
Classes: Druid
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You create a seed of positive energy that buries into the ground at a point within range, and blossoms into a 10-foot radius sphere of golden energy. Each ally in the sphere regains hit points equal to 1d8 + your spellcasting modifier initially. Also on the start of their turn, allies within the sphere regain 1d8 + spellcasting modifier of hit point. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create an additional seed for each slot level above 3rd. A creature cannot benefit from this spell more than once per turn


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

Response:
Name: Life Transfer
Level: 6
School: Necromancy (Ritual)
Classes: Cleric, Wizard
Casting time: 1 Action
Range: 150 Ft.
Duration: Instantaneous
Components: V, S, M
Material cost: a chunk of obsidian, which the spell consumes
Description: You choose two creatures within range, one of whom must be willing and have more than 30 hit points. That creature takes 5d6 necrotic damage, and another creature that you can see within range regains hit points equal to 5 + the damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the healing becomes (Levels above 6th * 5) + 5 + the damage dealt.


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

Response:
Name: Light Arc
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You conjure a beam of pure light and throw it at a creature within range. They must make a Constitution saving throw. On a successful save, nothing happens. On a failed save, they take 1d4 radiant damage and are blinded until the start of your next turn.
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: Light Beam
Level: 4
School: Evocation
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: Self (60-Foot Line)
Duration: Instantaneous
Components: V, S, M
Material cost: any weapon
Description: You fire a ray of light out of your weapon. All creatures in a line that is 60 feet long and 5 feet wide must make a Dexterity saving throw. They take 4d6 radiant damage on a failed save, or half as much damage on a successful one. If damage from light beam reduces a creature to less than 12 hit points, it is fatally vaporized.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 and the fatal threshold increases by 6 points for each spell slot level above 4th


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

Response:
Name: Light Binding
Level: 2
School: Evocation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: 1 Round
Components: S
Description: A creature in range you can see is pinned down with a spotlight of magical luminosity that restricts its movement. The target must succeed on a Wisdom saving throw or take 2d8 radiant damage and be restrained until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd


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

Response:
Name: Light Blood Transfusion
Level: 1
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You lay your hand upon a creature, transfering your blood to the target. You spend one or more hit dice, and the touched creature regain hit points equal to number rolled in the hit dice + your spellcasting ability.
If the creature is poisoned, you can use a hit die to end the condition on the target, instead of restoring its hit points.


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

Response:
Name: Light Drive
Level: 1
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Self (60 Foot Line)
Duration: Instantaneous
Components: S, M
Material cost: a piece of copper
Description: An orb of radiant power forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose. Creatures in the orb's path must make a Dexterity saving throw or take 2d10 radiant damage, or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st


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

Response:
Name: Light Inversion
Level: 2
School: Enchantment
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Hour
Components: V, S
Description: You can invert a creature's perception of light. Choose one creature that you can see within range to make a Wisdom saving throw. If it fails, the target treats bright light as darkness and darkness as bright light for the duration. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell ends.
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.


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

Response:
Name: Light of Blinding
Level: 2
School: Abjuration
Classes: Paladin
Casting time: 1 Action
Range: Self (15-Foot-Radius Sphere)
Duration: 1 Minute
Components: V, S
Description: You create a uncomfortably bright flash of light. Each creature in a 15-foot-radius sphere centered on you must make a Dexterity saving throw. A creature is blinded for the duration on a failed save.
At the end of each of an affected creature's turns, it can make a Constitution saving throw. On a success, the spell ends on that creature


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

Response:
Name: Light of Celestia
Level: 3
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Hour
Components: V, S, M
Material cost: a drop of holy water
Description: Your body glows with celestial light, shedding bright light for 20 feet and dim light for an additional 20 feet. While the spell is active, you can use a bonus action to make a ranged attack against a creature within range. On a hit, the target takes radiant damage equal to 3d8 + your spellcasting ability modifier. Alternatively, you can use a bonus action to make a creature within range regain hit points equal 3d4 + your spellcasting ability modifier. This has no effect on undead or constructs. When you take one of these bonus actions, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 and healing increases by 1d4 for each slot above 3rd.


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

Response:
Name: Light Orbs
Level: 0
School: Conjuration
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Reaction
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You can create up to 3 orbs of pure low light. As a bonus action, you can move them anywhere within range. Each orb sheds bright light within a range of 5 feet and dim light within an additional 5 feet.


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

Response:
Name: Light that Burns the Sky
Level: 4
School: Evocation
Classes: Cleric, Sorcerer, Wizard, Warlock
Casting time: 1 Action
Range: 120Ft Per Turn While Charging, To A Max Of 720Ft
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Prerequisite: Must be able to cast and know catastrophic devastation.
Using all sources of light itself with this spell, you create a 10ft sphere that only grows in time, with each turn that passes while creating this sphere, it gains double the radius in size (to a max of 320ft), also increasing the damage stage and dice rolled.
At any point while the spell is active, you can dispel it on your turn, one action necessary, storing it for later. As soon the sphere touch's a animated target, it explodes, erupting in an explosion triple the size of the sphere, all creatures within the sphere's explosion must make a Dexterity saving throw. You can only charge the sphere to a bigger size if you have spell slots to do so, every size above 10ft costs one spell slot higher than 4th, to a max of 9th.
The type of damage is determined based on your class, Cleric=Radiant, Sorcerer=Fire, Warlock=Necrotic, Wizard=Force.
Alternatively instead of charging you could instantly use the spell at a higher level but you cant' cast spells of the same level excluding 4th level spells.
Example: instant casting at 6th level, you now can not use any 6th level spell. Example two: Instant casting at 4th level, acts like an normal 4th level spell.
After the spell is casted, the light in the area is absorbed.
Starting at 4th level, it deals 8d8, increasing to 8d10 at 5h level, 8d10 at 6th level, 9d10 at 7th level, 10d12 at 8th level, 12d12 at 9th level.
Starting at 4th level, the size is 10ft in radius, increasing to 20ft at 5th level, 40ft at 6th level, 80ft at 7th level, 160ft at 8th level, 320ft at 9th level
Starting at 4th level, the range is 120ft in range, increasing to 240ft at 5th level, 360ft at 6th level, 480ft at 7th level, 600ft at 8th level, 720ft at 9th level


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

Response:
Name: Lightning Charge
Level: 3
School: Evocation
Classes: Ranger
Casting time: 1 Bonus Action
Range: Self (60-Foot Line)
Duration: Instantaneous
Components: V
Description: You turn yourself into a bolt of lightning, blasting straight in a 60-foot and 5-feet wide line in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 5d6 lightning damage on a failed save, or half as much damage on a successful one.
You must end this charge in an unoccupied space at the end of the line. This charge does not go through obstructions like walls and you do not trigger opportunity attacks.
The lightning ignites flammable objects in the line that aren’t being worn or carried.
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: Lightning Field
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 5 Feet
Duration: 1 Round
Components: S
Description: A cylindrical aura of electricity sweeps around you for a moment, jolting adjacent foes. Each creature who starts their turn within range, other than you, and each time a creature enters within the range of the spell for the first time on their turn, must succeed on a Dexterity saving throw or take 1d6 lightning damage. A creature can gain advantage against this spell by taking the Disengage action before entering the spell's area.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


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

Response:
Name: Lightning Field, Variant
Level: 2
School: Evocation
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Minute
Components: V
Description: You can cast this spell up to 60 feet that you can see and it creates a small area of effect field of electricity that is 5 feet by 5 feet square and can last up to 1 minute.
Any creature that steps into the Lightning Field has to make a DC 13 Constitution saving throw, on a failed roll the creature takes 1D8 lightning damage + the casters Spellcasting ability modifier for every turn it stays in the feild.

At Higher Levels. The spells damage and area of effect increase by 1D8 and an added 5 feet by 5 feet square (example: when using lightning feild as a 3rd level spell the area of effect is a 10feet by 10 feet square and as a 5th level spell it is a 20 feet by 20 feet) per spellcasting level at a maximum spellcasting level 6.


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

Response:
Name: Lightning Lasers
Level: 0
School: Evocation
Classes: Artificer, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A pinch of iron dust
Description: You stretch your arms forward and two beams of crackling light shoot from your fingertips to an enemy in reach. Make a ranged spell attack against the target. On a hit, you deal 1d4 lightning damage and 1d4 radiant damage to the target.
At Higher Levels. The spell’s damage increases at certain levels when you reach 5th level (1d6 lightning and 1d6 radiant ), 11th level (1d8 lightning and 1d8 radiant) and 17th level (2d8 lightning and 2d8 radiant).


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

Response:
Name: Lightning Leap
Level: 4
School: Evocation
Classes: Druid, Ranger, Sorcerer
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 5d10 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line.
At Higher Levels. When you cast this at a 5th level or higher, you deal an additional 1d10 per slot above 4th.


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

Response:
Name: Lightning Orb
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You summon a ball of electric energy to strike a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. You can choose one creature within 5 feet, which also takes 1 lightning damage.
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: Lightning Rain
Level: 5
School: Conjuration
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Self (15-Foot Radius) 15 Ft Square
Duration: Instantaneous
Components: S, M
Material cost: a few pieces of metal worth 50 gp
Description: When lightning strikes the sky a storm begins

Aiming for 6 targets, thunder falls in an area that goes from the sky to the ground and affects an area of 15 x 15 feet centered on the target, the targets must perform a Dexterity saving throw against your spell DC, if they fail they receive 4d8 lightning damage and 4d8 thunder damage, if successful they receive half.

During this turn, lightning strikes in an area of 15 feet of lightning centered on the caster, everyone within that area must perform a Constitution saving throw against your spell DC, or stand still for 1 minute.

Everyone within this area must also perform a Dexterity saving throw against your spell dc, or receive 5d8 Lightning damage and 5d8 thunder damage, if successful they receive half this damage.


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

Response:
Name: Lightning Rush
Level: 5
School: Evocation
Classes: Wizard
Casting time: 1 Reaction, Which You Take When A Hostile Creature Within 30 Feet Of You Successfully Hits With An Attack.
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: Like a bolt of lightning, you rush in and impose yourself between an attack and its target.
You teleport to within 5 feet of the triggering creature. The creature must then make a Dexterity saving throw. On a failed saving throw, the creature takes 5d10 lightning damage and the damage for the creature’s attack is reduced to 0. On a successful saving throw, the creature takes half as much damage and you take the damage from the attack instead


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

Response:
Name: Lightning Spear
Level: 3
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a twig from a tree hit by lightning
Description: You create a bolt of lightning in your hand, similar in shape to a spear and hurl it at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 6d10 lightning damage, and is stunned until the start of its next turn.
This spell deals double damage to dragons and Dragon-type creatures.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d10 for every slot level above 3rd


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

Response:
Name: Lightning Stake
Level: 3
School: Evocation
Classes: Artificer, Cleric, Druid, Paladin, Sorcerer, Wizard
Casting time: 1 Action
Range: 5 Feet
Duration: Instantaneous
Components: V, S
Description: You evoke a spear-shaped bolt of lightning and viciously stab with it. Make a melee spell attack against a target you can reach, dealing 3d10 lightning damage on a hit. Hit or miss, the bolt explodes, striking the target and everything nearby. Each creature except for you within 10 feet of the target must make a Constitution saving throw, taking 2d10 lightning damage on a failed save, or half as much on a successful one.
This spell deals double damage to dragons and Dragon-type creatures.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the secondary explosion deals an additional 1d10 lightning damage for every slot level above 3rd.


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

Response:
Name: Lightning Storm
Level: 9
School: Conjuration
Classes: Cleric, Druid
Casting time: 1 Minute
Range: Sight
Duration: Instantaneous
Components: V, S, M
Material cost: a drop of blood from an Adult Blue Dragon or an Adult Bronze Dragon or older
Description: A storm cloud gathers at the sky, centered on a point you can see and spreading to a radius of 360 feet, and shoots lightning bolts at nine different points of your choice within the area. Each creature within 5 feet of a point struck by a lightning bolt must make a Dexterity saving throw. On a failed save, a target takes 8d6 lightning damage and 8d6 thunder damage and is deafened. On a successful save, they take half as much damage and are not deafened. A creature in the area of more than one lightning bolt is affected only once.
The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.


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

Response:
Name: Lightning Surge
Level: 2
School: Evocation
Classes: Druid, Wizard
Casting time: 1 Action
Range: Self (30-Foot Cone)
Duration: Instantaneous
Components: V, S
Description: Lightning springs forth from you in a 30-foot cone. Each creature caught within the area must make a Dexterity saving throw. A creature takes 3d6 lightning damage and is stunned until the end of its next turn on a failed save. On a successful save, a creature takes half damage and isn't stunned.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it deals an additional 1d6 lightning damage for every level above 2nd


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

Response:
Name: Lightning Tendrils
Level: 0
School: Evocation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Components: V, S
Description: Summon tendrils of electricity to shock multiple opponents.
Select up to three different targets within range. Each target must make a Dexterity saving throw or take 1d4 lightning damage.
At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)


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

Response:
Name: Lightning Whip
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. Make a melee spell attack against the target. On a hit, the target takes 1d6 lightning damage; if the target is Large or smaller, you can also choose to pull it up to 10 feet towards to you.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


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

Response:
Name: Limb Growth
Level: 3
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: an amount of raw meat and bone equivalent to the limb being grown, consumed in casting the spell
Description: You sculpt the organic material onto the creature, granting them new strengths. Choose two of the following benefits.
Arms. You grow an extra pair of arms. As a bonus action, or as part of an attack made as a bonus action, you may make an attack with 1 weapon in these arms.
Armor. You grow some form of natural armor. Your armor class increases by 2.
Legs. You grow an extra pair of legs. Your walking speed increases by 10 feet.
Fins. You grow a set of fins. You gain a swimming speed equal to your walking speed, and can breath in water.
Weaponry. You develop some form of natural weapon. It counts as an unarmed strike, and when making attacks with it, you deal 1d10 damage, instead of 1.
Thèse benefits can apply multiple times. When the spell ends, the limbs shrivel and fall off, harmlessly.
At Higher Levels. When cast at 4th level or higher, you may apply an additional benefit for every level above 3rd.


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

Response:
Name: Limited Sight
Level: 4
School: Divination
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: Instantaneous
Range: Self
Duration: Concentration, Up To 10 Minutes.
Components: V, S
Description: Your eyes briefly glow green, for the duration you can see a few seconds into the future. As a bonus action, for the duration, you can take the Help, Ready, or Dodge action.


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

Response:
Name: Limited Spell Immunity
Level: 4
School: Abjuration
Classes: Cleric
Casting time: 1 Action
Range: Touch
Duration: 10 Minutes.
Components: V, S, M
Material cost: divine focus
Description: The warded creature is immune to the effects of one specified spell that you have prepared or know of. The spells must be of 4th level or lower. The warded creature is unaffected by the specified spell. Limited Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against attacks such as breath weapons or gaze attacks. A creature that is unwilling makes a Wisdom saving throw against your spell DC. A successful save negates this spell.
Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect.
A creature can have only one limited spell immunity spell in effect on it at a time.
At Higher Levels. When you cast this spell using a spell slot of 6th or higher, you can choose 1 additional spell that the target is warded from. When using a 8th or higher spell slot, you can choose 2 additional spells that the target is warded from


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

Response:
Name: Lindwurm Conflagration
Level: 6
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, 1 Minute
Components: V, S, M
Material cost: a single dragon scale and a pinch of sulphur
Description: Stretching forth your hand, you summon an enormous serpent of flame onto the battlefield. The serpent is 5 feet wide by 50 feet long, and must be summoned in a series of adjacent unoccupied spaces. Any creature that starts its turn within 5 feet of the serpent must make a Dexterity saving throw. The creature takes 6d8 fire damage on a failed save, or half as much damage on a successful one.
When the serpent is summoned, designate one end to be the 'head'. As an action, you may command the serpent to move up to 30 feet. This movement starts from the 'head', and the body follows in its path. The serpent must stay within the spell's range, or the spell ends. If the caster attempts to move the serpent through an obstruction, be it a wall, a boulder, or any other object larger than a 10 foot cube, the serpent detonates. All creatures within 15 feet of the 'head' must make the saving throw against the serpent's damage. On a failure, they become stunned until the start of their next turn.
Any creature of Medium size or smaller caught in the path of this movement are shoved to the nearest unoccupied space, and must make the saving throw against the serpent's damage. On a failed save, they fall prone. Creatures of Large size or larger are considered obstructions by this spell.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, for each slot level above 6th, the serpent's length increases by 10 feet, the speed at which you can move it increases by 5 feet, and it deals an additional 1d8 damage


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

Response:
Name: Lingering Flame
Level: 3
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet (10-Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a pinch of soot or charcoal
Description: You evoke a fist-sized sized orb of fire in the air at a point within range. When a creature moves within 10 feet of it or begins its turn within that distance, the orb explodes: All creatures within 10 feet of the orb must make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a success. The orb's explosion spreads around corners.
If the spell ends or is dispelled before the ball detonates, it instead harmlessly vanishes.
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 above 3rd


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

Response:
Name: Lingering Poison
Level: 2
School: Necromancy
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You slowly rot the insides of a creature in range. The target must succeed on a Constitution saving throw or take 1d8 poison damage, plus an additional 1d8 poison damage at the end of each of its turns for the duration. After initial damage is dealt, this spell ends if the target has or gains any effect which ends the poisoned condition or grants advantage on saves against poison, such as lesser restoration or an applied antitoxin.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial and lingering damage both increase by 1d8 for every three levels above 2nd


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

Response:
Name: Liquid Arrow
Level: 2
School: Transmutation (Ritual)
Classes: Bard, Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 8 Hours
Components: V, S, M
Material cost: An ammunition weapon
Description: Touch a potion, oil, or any comparable measure of liquid and turn it into one arrow, crossbow bolt, or any other ranged ammunition. When used in a ranged attack, the arrow applies the same effect of its potion as if the target drank or applied it, if it were a potion or oil respectively. You can turn up to two potions into arrows this way. You can return any arrows created this way back into potions as a Bonus Action. If the spell ends without the arrow being fired or returned to potion form, it is destroyed and the potion is wasted.
At Higher Levels. For every spell level above 2, you can turn two more potions into ammunition with the same action


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

Response:
Name: Liveoak
Level: 6
School: Transmutation
Classes: Druid
Casting time: 10 Minutes
Range: Touch
Duration: 24 Hours
Components: V, S
Description: This spell turns an oak or similar tree into a protector or guardian. The spell can be cast on only a single tree at a time; while liveoak is in effect, you can't cast it again on another tree. The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect.
Liveoak must be cast on a healthy, Huge oak or similar tree. A triggering phrase of up to 15 words is placed on the targeted tree. The liveoak spell triggers the tree into animating as an awakened tree.
If liveoak is dispelled, the tree takes root immediately, wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.
The awakened tree does what you ask of it but it must be given a purpose at the time of its animation. Such as protecting you and your companions, alerting you of creature approaching you while you rest and other similar actions


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

Response:
Name: Lloyd's Lie Whisper
Level: 4
School: Enchantment
Classes: Bard, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 8 Hours
Components: V
Description: You take one creature you see, and force it to make a Wisdom saving throw. If it fails, you take something it has verbally spoken within the last minute, and doesn't believe in, or believes/means the opposite (a lie you detected, sarcasm, a joke, etc.). For 8 hours, the target creature wholly believes that falsity to be true, and their personality may be tweaked to fit it.
While the spell is in effect, attempts to read their mind will reveal nothing out of the ordinary, and will register as them simply having that belief. However, it will register with ACTIVE FORMS of Detect Magic. When its duration is up, or the spell is dispelled, the creature does not know the spell was cast. However, it WILL know something was up.
The spell is essentially a whisper at a frequency too low to be conventionally heard, and normally looks & sounds to others as a low exhale and/or whistle. The spell automatically fails, under the effect of silence, however. Only if they pass the wisdom check, does the target creature recognize it being cast, as a charm attempt.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can take things they said from within 10 minutes ago.
When you cast this spell using a spell slot of 6th level or higher, you can make the spell last up to a day.
When you cast this spell using a spell slot of 7th level or higher, you can hide the spell better from the target, meaning they won't detect it if the spell fails, and won't notice when the duration is up.
When you cast this spell using a spell slot of 8th level or higher, you can make the spell last up to a week, however, they can re-attempt the Wisdom saving throw at the end of every long rest.


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

Response:
Name: Local Inventory
Level: 3
School: Divination (Ritual)
Classes: Bard, Cleric, Paladin, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A square piece of paper or parchment, with a grid of blue and red lines on one side, folded into a little triangle
Description: You target a non-magical container of which you have line of sight with at least one of its contents within range. It can be a bottle, bag, cask, pitcher, barrel, basket, bucket, pot, pouch, chest, or sack made of any material as long as it can fit within a 10-foot cube. Really anything that isn't alive or magical but contains things that are not part of itself can be considered a container.
You instantly become aware of every item and its quantity that the container holds.
If there is any item you have never encountered before, you are aware of its approximate shape and size, but not its name or purpose.
You become aware of which is the most valuable item and its approximate market value.
If any item is magical, detect the presence of magic but can't distinguish which items are magical or which are their magical properties the items may have by this spell.
If there are containers within the container you are targeting you become aware of the contents and it's quantities unless the inner container is sealed, locked or magically protected (any kind of magical protection).
You do not become aware of the exact position of the item inside the container.
Any knowledge you gain by this spell stays fresh and clear for a number of minutes equal to your intelligence score times two.


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

Response:
Name: Locate Portal
Level: 2
School: Divination (Ritual)
Classes: Artificer, Bard, Cleric, Wizard
Casting time: 1 Action
Range: Within 100 Yards Of A Crystal Shell
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a conch shell
Description: Locate a existing portal in a crystal shell.
The spell allows the caster to find the nearest portal in a crystal shell.
DM note: At any given point on a crystal shell a portal is 2 to 20 days away


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

Response:
Name: Locate Remains
Level: 6
School: Divination
Classes: Bard, Cleric, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a dowsing rod carved from bone, its handle wrapped in linen
Description: Describe or name the creature you are searching for. You sense the direction to the creature's location, as long as that creature is within 1 mile of you. If the remains are being transported (whether they are being transported as cargo or moving as an undead creature), you know the direction and current speed at which it is moving.
If the remains are scattered over an area, you will feel the dowsing rod pull in multiple directions, with the strongest of these pulls being in the direction of the largest amount of the remains. If you already know the location of a portion of remains (ie. if you already possess the thighbone of the targeted corpse), you may choose to rule it out when casting this spell.
This spell can't locate the remains of a creature if it has been transmuted (whether by magical or nonmagical means) into another substance, such as stone or mud. It also cannot locate the remains if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
At Higher Levels. You may cast this spell at 7th level or higher. For each additional level at which this spell is cast, the duration increases by 1 hour and the range increases by 1 mile.


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

Response:
Name: Lock of Guilt
Level: 3
School: Enchantment
Classes: Bard, Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 10 Feet
Duration: Up To 24 Hours
Components: V, S, M
Material cost: an amount of iron or steel equal to at least 30 GP
Description: A heavy lock that extends out of the victim and locks shut around their very heart and soul. As an action, you may stir up guilty feelings in your target and use this lock on those who have guilt in their hearts. Choose one target in a 10-foot radius, forcing them to make a Wisdom saving throw. Should they fail, the lock will attach to their heart and soul, giving them disadvantage on all Charisma checks and saving throws and halving their movement speed. Should they succeed, the lock will fail to attach and the target will be safe from further attacks by the lock for 24 hours. The lock is invisible to everyone except you. Once the lock attaches, it will not detach until the remaining hours have passed or you dismiss it as a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the time the lock remains on the victim increases by 8 hours for every level above third.


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

Response:
Name: Lockhart's Fireball
Level: 3
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a ruby worth 100 gold pieces
Description: You create a hand-sized ball of flames which one may throw at others. You throw it in a 30 foot line, however, if it collides with something, whether creature or object, it bounces. It travels in a new 30 foot line, in a random direction. If it ever travels the full distance without bouncing, or bounces five time, the fireball disappears.
If this fireball bounces off something, they must make a Dexterity saving throw. On a failed save, they take 3d6 fire damage and 2d4 force damage. On a successful save, they take half damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, all damage increases by 1d6 and the bounce count increases by 1 for each level of the spell slot.


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

Response:
Name: Lockspell
Level: 9
School: Abjuration
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Reaction, Which You Take When You See A Creature In Range Casting A Spell
Range: 120 Feet
Duration: Until Dispelled
Components: V, S
Description: You twist the magical abilities of a creature you can see within range. If the spell you react to is 5th level or lower, the caster is unable to cast the spell anymore. If the spell you react to is 6th level or higher, you must succeed on an opposed spellcasting ability check against the caster; if you succeed, the caster is unable to cast the spell anymore. In any case, the spell you react to fails and has no effect.
A remove curse spell is the only way to end this spell short of a wish spell; however, a spellcaster attempting to end this spell using remove curse must succeed on a spellcasting ability check with disadvantage against your spell save DC, or the remove curse spell fails and the action and spell slot are wasted.


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

Response:
Name: Lolth's Bloodline
Level: 5
School: Transmutation
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: few drops of drow blood and a handful of spidersilk thread, which the spell consumes.
Description: You call upon the weave, to draw on its magic, and surround yourself with a cocoon made of blood-red spidersilk. After few seconds you emerge gain one Blood Legacy of your choice until the spell ends:
Blood Legacy: Harbinger of the Swarm When you choose this Blood Legacy six spider-like eyes appear on your forehead, and you gain: Blindsight. You have blindsight with a range of 40 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you. Additionaly you have advantage on Wisdom saving throws.
Blood Legacy: Hand of Lolth When you choose this Blood Legacy, four, long spider limbs extend from your back to guard you from danger. If they are cut off they immediately regrow. Your AC is increased by 4, and you have advantage on Strength saving throws.
Blood Legacy: Weavewalker When you choose this Blood Legacy your hair turns white with rainbow highlights. For the duration of the spell, you can teleport 20 feet to an unoccupied space that you can see, every round as a free action. If you teleport into the air using this ability, instead of plummeting down, energy of the weave will stop you from falling (suspending you in place) until you teleport somewhere else, or spell ends. You also have advantage on Intelligence saving throws.
Blood Legacy: Shadeshifter When you choose this Blood Legacy your shadow envelops your body granting you: Gloomveil. While in dim light or darkness, you have advantage on attack rolls and Dexterity saving throws.
Blood Legacy: Venom of the Spider Queen When you choose this Blood Legacy your skin turns dark grey with purple lines of energy covering your entire body. You gain immunity to poison damage, and advantage on Constitution saving throws.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher you can choose one additional Blood Legacy (you cannot chose the same Legacy twice while casting a spell) for each slot level above 5th.


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

Response:
Name: Looped Projectile
Level: 3
School: Transmutation
Classes: Wizard
Casting time: 1 Action
Range: 90 Ft
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a thrown weapon or projectile etched with silver runes worth 25 gp and a silver stopwatch etched with runes worth 250 gp
Description: As part of the action used to cast this spell, you must make a ranged weapon attack with the thrown weapon or projectile material component of this spell at one creature within the spell's range. If the projectile hits, it deals its normal damage plus an additional 1d4 force damage.
Starting on your next turn, as long as you are maintaining concentration on the spell, you can use your action to click the stopwatch. This reverts the projectile back to a slightly different starting state, undoing any damage it did previously and allowing you to attack with it again, this time by making a ranged spell attack roll. At the beginning of every turn you spend concentrating on this spell, the projectile gains an additional 1d4 force damage.
The first ranged spell attack roll you make with this spell is made with advantage, as the reverted projectile surprises the enemy. The DM may rule other scenarios in the usage of this spell which may give you advantage
If you hold concentration on the spell for the spell's entire duration, you lose control of the projectile as it flies towards the target one final time. Make a ranged spell attack against the target. Hit or miss, the projectile explodes violently and is destroyed.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the projectile gains an additional 1d4 force damage per higher-level spell slot every turn.


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

Response:
Name: Love Stealer
Level: 4
School: Enchantment
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 12 Hours
Components: V, S
Description: You attempt to beguile a humanoid that you are touching. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If it has any personal hatred towards you (this is decided at the DM's transgression), it has advantage on it's Wisdom save.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can make the command as simple to as complex as you want, with as many details as you want. If the creature is not receiving further direction from you, it defends and preserves itself to the best of its ability and acts as if you are it's "true love".
Every 2 hours, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level it lasts for 14 hours. At 6th it lasts for 18 hours and at 7th level it lasts 24 hours


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

Response:
Name: LSD Arrow
Level: 2
School: Conjuration
Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S
Description: A scintillating arrow streaks toward a target within range and bursts in a spray of noxious gas. Make a ranged spell attack against the target. On a hit, the target takes 4d4 poison damage and must succeed on a Constitution saving throw or else become stunned until the end of its next turn.
A creature that is resistant to poison damage or has advantage on saves against being poisoned has advantage on the saving throw made against this spell. A creature immune to poisons and/or poison damage is immune to this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both the damage increases by 1d4 and the stunned condition lasts for 1 additional turn for each slot level above 2nd.


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

Response:
Name: LSD Splash
Level: 0
School: Conjuration
Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You hurl a bubble of scintillating liquid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Constitution saving throw or be stunned until the end of its next turn or until it takes damage (whichever occurs first).
A creature that is resistant to poison damage or has advantage on saves against being poisoned has advantage on the saving throw made against this spell. A creature immune to poisons and/or poison damage is immune to this spell.


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

Response:
Name: Lucent Singularity
Level: 5
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: 40 Ft.
Duration: Instantaneous
Components: V, S, M
Material cost: A polished mirror
Description: Summon a spinning anomaly of twisted light that detonates.
When you cast this spell you fire an orb made up of spinning streaks of light at any space within range. It passes through creatures and objects before reaching the space and then detonates into a brilliant display of blinding radiant light. Any creature within 5ft of the designated space takes 4d10 radiant damage and any creature within 10ft of the flash must make a constitution saving throw or become blinded until the end of your next turn. A creature who cannot see still takes the radiant damage but cannot be blinded. The magic of the spell lingers after it is cast, illuminating the spells range of 10ft from its original target with dim light until the start of your next turn


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

Response:
Name: Lucid Control
Level: 7
School: Transmutation
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Minute
Components: S, M
Material cost: a handful of poppy seeds and belladonna berries
Description: You force yourself to fall into a dreamlike trance for the duration, allowing the barrier between the sleeping and waking worlds to become blurred. While in the trance, you are aware of your surroundings, but can't take actions or move.
At the start of each of your turns while in this trance, you can choose up to two of the following effects to occur.
Piercing Headache. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Wisdom saving throw, taking 3d6 psychic damage on a failed save or half as much on a success.
Shifting Surroundings. Up to three creatures of your choice in a 10-foot cube within range move up to 20 feet in directions of your choice, including upwards. An unwilling target that succeeds on a Charisma saving throw is unaffected. If this movement leaves a creature in midair, it is unable to move unless it has a flying speed but falls only if it chooses to on its turn or when the spell ends.
Image. You create an illusory image that fits inside a 20-foot cube within range. This can include up to two harmless sensory effects (smell and sound, for example), and lasts for the duration. On your turn, you can cause an image created this way to move to any other spot within range or dismiss it (no action required), and can have up to five images created this way at once.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.


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

Response:
Name: Lucky Charm
Level: 6
School: Enchantment
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Hour
Components: V
Description: Choose up to six creatures that you can see within range to bestow incredible luck upon. For the duration, each creature gains a +1 bonus to AC, attack rolls, ability checks, and saving throws. This effect ends if you cast this spell again.


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

Response:
Name: Lucky Coin Tossing
Level: 0
School: Transmutation
Classes: Bard
Casting time: 1 Bonus Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A platinum or gold coin
Description: You recount a tale of the god of fortune's boon of luck upon a small child's coin, holding a coin of your own within your hand. Until the end of the spell's duration, the bearer of the coin may roll 1d2 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. That same creature then can't benefit from this spell again until the spell is cast anew.
The bearer of the coin may use their bonus action to throw it to another creature. The recipient must make a DC 10 Dexterity saving throw to catch it; on a failed save, the coin drops to the floor and the spell ends.


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

Response:
Name: Lucky Star
Level: 1
School: Evocation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You summon a star of energy that explodes on an enemy, dealing incredibly random damage. Make a ranged spell attack against a target within range, dealing force damage equal to 1d20 plus your spellcasting modifier on a hit.
If you roll a 20 on the die to hit with this spell, it counts as a critical hit.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it deals an extra 1d20 damage for every two spell slots above 1st.
In addition, an attack with this spell becomes a critical hit on a roll of 19-20 using a spell slot of 2nd level or higher, a roll of 18-20 when using a spell slot of 4th level or higher, and a roll 17-20 when using a spell slot of 8th level or higher


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

Response:
Name: Lullaby
Level: 0
School: Enchantment
Classes: Bard, Warlock
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Your lullaby makes a targeted creature within range become drowsy. The creature must make a Wisdom saving throw or become tired and delirious. While drowsy the creature has disadvantage on concentration saving throws, and on Intelligence and Wisdom checks. The creature knows you are affecting it. If the target takes damage, it snaps from its dazed state, and this spell ends.


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

Response:
Name: Luminescent Blessing
Level: 0
School: Transmutation
Classes: Cleric, Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Minute
Components: V, S, M
Material cost: a weapon, and a holy symbol
Description: You bless your weapon with the power of your deity, causing your weapon to be imbued with radiant magic. Your normal weapon damage is replaced with Radiant damage. When you bless your weapon you replace your attack roll with a spell attack roll. You may add your spellcasting ability modifier instead of Dex or Strength, to the attack and damage with that weapon. The damage type is converted to radiant. Bows and Crossbows for the duration do not need to use normal ammunition. Only one weapon may be blessed at a time.
The blessed weapon takes the form of a holy version of itself, based on your deity


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

Response:
Name: Luminous Globe
Level: 2
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a wafer of refined silicon worth at least 250 gp
Description: Choose an unoccupied space that you can see within range that contains no creatures within 15 feet of it. A luminous globe of crackling ball lightning appears in that space, shedding bright light in a 30-foot radius and dim light for a further 30 feet beyond that. If a creature enters the space within 15 feet of the globe, it must make a Dexterity saving throw to avoid the globe as it moves toward the creature. A creature wearing metal armor has disadvantage on the saving throw. On a failure, the globe impacts the creature and explodes, dealing 6d6 lightning damage and reducing that creature's speed to 0 until the beginning of its next turn. On a success, the creature avoids the globe and continues to move as normal, and the globe now occupies the space the creature did when the globe was triggered to move towards it.
A creature must repeat the saving throw if it starts it's turn within 15 feet of a luminous globe. If it succeeds the saving throw, it must use its movement to move to a space unoccupied by the luminous globe. If it has no movement to spend, it automatically fails the saving throw.
A strong wind, such as that created by a gust of wind spell, pushes luminous globes 15 feet in the direction it flows at the beginning of each round. If a luminous globe impacts a solid object or another luminous globe, the globe explodes.
If multiple creatures enter the space controlled by a luminous globe simultaneously, the luminous globe moves towards the closest or largest creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional globe for each spell slot above 2nd. Luminous globes are attracted to other luminous globes, and will move towards each other if present within 15 feet of eachother.


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

Response:
Name: Lunar Blast
Level: 3
School: Evocation
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A moonstone
Description: You hurl a bright silver orb toward a point you can see within range, which bathes the area in a flash of moonlight. Each creature within a 20-foot radius must make a Dexterity saving throw. On a failed save, a target takes 2d8 radiant and 2d8 cold damage, and is considered vulnerable to the damage of the next spell they are harmed by. On a successful save, they take half damage and are not considered vulnerable. Shapeshifters who fail this saving throw instantly revert to their original form.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you deal an additional 1d8 radiant or cold damage for each slot level above 3rd. When you cast this spell using a spell slot of 7th level or higher, the enemy becomes vulnerable to damage from all spells until the end of your next turn.


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

Response:
Name: Lunar Branding
Level: 4
School: Evocation
Classes: Druid, Warlock
Casting time: 1 Action
Range: 15 Feet
Duration: 24 Hours
Components: V, S, M
Material cost: moonlight
Description: As light from the moon begins to solidify, you turn it into a harsh, scarring flare. Target a creature within range. It must make a Wisdom saving throw: On a failed save, it becomes branded with the mark of the moon. Whenever a branded creature enters bright light or daylight for the first time on a turn or begins its turn there, it takes 2d4 radiant damage.
A branded creature can reattempt the saving throw at the end of every hour, ending the effect on itself on a successful save.
At Higher Levels. When cast at 5th level or higher, increase the damage by 1d4 for every level above 4th


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

Response:
Name: Lunar Luck
Level: 3
School: Divination
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: When you cast this spell, 4 floating orbs reminiscent of moons appear and float above your head for the duration. For the duration, you shed bright light for a number of feet equal to 5 times the number of orbs remaining, and dim light for an additional number of feet equal to the same amount. When you or a creature you can see within 30 feet is about to make an ability check or saving throw, you can use your reaction and expend 1 or more orbs to give the creature a bonus to the roll equal to +5 per orb expended. Once all of the orbs have been expended, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, one additional orb is created for each slot level above 3rd.


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

Response:
Name: Lunar Serenity
Level: 3
School: Evocation
Classes: Druid
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Minute
Components: V, S
Description: You summon the moon's serene grace or the sun's healing rays, creating a sphere of purplish light or incandescent yellow light. The sphere emits a 10-foot radius of bright light and dim light for an additional 10 feet. On the start of their turns, each nonhostile creature within the bright light regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Creatures in the bright light that are disguised by illusion spells such as disguise self appear as their true forms. You may designate any number creatures to be immune to this effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing is increased by 1d8


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

Response:
Name: Lungs to Gills
Level: 2
School: Transmutation (Ritual)
Classes: Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, S, M
Material cost: a piece of seaweed
Description: Your touch grants a creature the ability to breathe underwater. The creature's lungs are turned into gills until the spell ends, granting them the ability to breathe underwater. The affected creature can only breathe underwater, and will begin suffocating if not submerged. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The spell has no effect on creatures who can already breathe underwater, or who do not need to breathe.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd.


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

Response:
Name: Mad Mage's Rage
Level: 9
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V
Description: You fill yourself with great arcane power at the cost of being consumed by madness. For the duration of this spell, you gain the following benefits:
You gain a flying speed of 60 feet.
You gain 50 temporary hit points.
You have immunity to lightning damage.
You cannot be charmed or frightened.
You can use a bonus action on your turn to create a crimson bolt of lightning that arcs towards a creature within 300 feet of you that you can see. That creature must make a Dexterity saving throw, taking 6d10 lightning damage on a failed save, or half as much damage on a successful one.
However, this spell consumes you with an irresistible urge to destroy. On each of your turns for the spell's duration, you must use your action each round to either attack a creature near you or cast a spell which deals damage that affects a creature within range. If you can use your bonus action to blast lightning at a creature, you must do so. If there are no creatures within range of your attacks or spells, you must use your movement to move closer to a creature which you intend to attack or cast a spell on. If you cannot perceive any hostile creatures, you attack non-hostile creatures at random.
While this spell is in effect, concentrating on spells is impossible. It is often used by powerful spellcasters as a last resort, or as a means of committing suicide while taking as many enemies as they can with them.


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

Response:
Name: Mad Winds of Pandemonium
Level: 7
School: Conjuration
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a smooth stone with several holes in it
Description: Choose a point you can see within range. The howling winds of Pandemonium erupt out of that point, filling a 60-foot radius sphere with strong winds that spread around corners. The winds have the following effect upon the area:
All creatures within the area are deafened.
Unprotected flames in the area are extinguished.
Fog, smoke, and other vapors in the area are violently dispersed.
The area is considered difficult terrain.
Creatures (aside from yourself) that are concentrating on a spell that start their turn in the area must make a Constitution saving throw to maintain concentration on the spell. This saving throw is made with disadvantage if the creature is deafened by the wind.
The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the area.
Furthermore, if a creature spends 1 minute or longer deafened by the wind, it must succeed on a Wisdom saving throw or become afflicted with a short-term madness.
At Higher Levels. If you cast this spell using an 8th level spell slot, the radius increases to 100 feet. If you cast this spell using a spell slot of 9th level, the radius increases to 300 feet.


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

Response:
Name: Made In Heaven
Level: 9
School: Transmutation
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 60-Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a special pocket watch engraved with celestial symbols which is consumed by spell
Description: You summon a cosmic shift that accelerates time around the target area. Choose a cylinder with a radius of 60 feet and a height of 60 feet, centered on a point within range. All objects and creatures within that area of your choice are affected by temporal acceleration.
During the spell's concentration, the passage of time is multiplied by ten for creatures and objects within the area, while the time around them remains unchanged. This means that one minute of real time equals ten minutes for creatures and objects within the spell's effect.
Creatures affected by this temporal acceleration gain the following advantages:
Improved Speed: Creatures' movement speed is doubled, and they don't provoke opportunity attacks by moving out of reach of other creatures..
Keen Reflexes: Creatures have advantage on dexterity checks and attack rolls that uses dexterity.
Additional Action: Creatures can take an additional action at the start of their turn in addition to their normal action.
However, while under the spell's effects, creatures also have disadvantage on constitution saving throws. After the spell's duration, when the weather around them returns to normal, they must make a constitution saving throw or take 6d10 force damage.


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

Response:
Name: Mage Fist
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S
Description: You gather your magic into your fist to add a little weight to your punch. Make a melee spell attack roll against the target. On a hit, the target takes 1d8 force damage and must succeed on a Strength saving throw or be pushed up to 10 feet away from you.
The spell’s damage increases by 1d8 at 5th (2d8), 11th (3d8), and 17th (4d8) level


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

Response:
Name: Mage Plate
Level: 3
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 8 Hours
Components: V, S, M
Material cost: a shield
Description: You touch a willing creature who isn’t wearing armor, and an immensely protective magical force surrounds it until the spell ends.
The target’s base AC becomes 15 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action


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

Response:
Name: Mage Strike
Level: 0
School: Transmutation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: 1 Round
Components: S, M
Material cost: a melee weapon worth at least 1 sp
Description: You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. You can use your spellcasting ability modifier instead of Strength for the attack and damage rolls, and the weapon's damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical damage. You may also use a d6 in place of the weapon's normal damage dice.
At 5th level, you can use a d8 for the weapon's damage die. At 11th level, you can use a d10, and at 17th level, you can use a d12


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

Response:
Name: Magechain
Level: 2
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Binding chains of arcane force materialize and lash themselves to a target within range. The target must succeed on a Strength saving throw or be restrained for the duration. At your choice the chains can be anchored deep in the ground. A creature restrained by the chains can use its action to make a Strength save against your spell save DC. On a success, it frees itself.
The chains vibrate with a subtle but powerful hum just under the range of hearing. Human ears cannot detect the sound, but it disturbs concentration, making even innate abilities like a dragon's fire breath or an illithid's plane shift difficult to use. Every time a creature restrained by the chains tries to cast a spell (even one without somatic components) or use a spell-like ability it must make a Constitution saving throw or waste the spell or ability.
If you successfully maintain concentration for the length of the duration, 1 minute, the effect lasts for 24 hours unless dispelled or until you dismiss it as an action. The target can make a new escape attempt once every hour.
At Higher Levels. When you cast this spell using a spell slot of 2 or higher you can target one additional creature for each slot level above 1st. The targets must be within 30 feet of each other when you cast the spell


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

Response:
Name: Magi Mine
Level: 0
School: Transmutation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Up To 1 Minute
Components: S
Description: You infuse a 5-foot square with volatile magical energy, causing it to explode if touched. That square glows with fluctuating orange light. If any creature of Small or larger size moves over it, they take 1d6 force damage and the mine spell ends. You can have a number of these active equal to your spellcasting ability modifier (minimum 1).
If two magi mines are cast such that they overlap, both detonate, dealing 2d6 force damage to all creatures occupying that space.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)


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

Response:
Name: Magic Boulder
Level: 1
School: Transmutation
Classes: Druid
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Minute
Components: V, S
Description: You touch one to three small stones and imbue them with magic. Each of these stones, when thrown by the hand, launched from a sling, or otherwise made to be travelling at a high velocity through the air, will suddenly grow mid-flight, turning into a small boulder. Should the stone have been thrown or launched as part of a ranged attack, upon a hit, the boulder deals 2d10 non-magical bludgeoning damage and the target must pass a DC 16 Strength saving throw or be knocked prone.
Once the duration of the spell ends or if you cast the spell again, all unthrown stones affected by this spell become inert and non-magical.
At Higher Levels. For every spell slot above 1st, the boulders become slightly larger, dealing 1d10 additional damage and increasing the saving throw DC by 1.

Spell level

Size

Damage

Save DC

2nd

Small

3d10

17

3rd

Medium

4d10

18

4th

Medium

5d10

19

5th

Large

6d10

20

6th

Large

7d10

21

7th

Huge

8d10

22

8th

Huge

9d10

23

9th

Gargantuan

10d10

24
Alternative Usage. When you cast this spell, instead of the stones growing once thrown or launched, you can instead designate them to grow at the utterance of a set command word or after a specific amount of time has passed from the casting of the spell.
See Also[edit]
Conjure Stone


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

Response:
Name: Magic Brand
Level: 1
School: Evocation
Classes: Ranger
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Hour (Concentration)
Components: V, M
Material cost: a vial of oil
Description: A volley of magical embers lets loose from your hand, soaring towards a target you can see. The creature must make a Dexterity Save with a DC of 13. On a failed save, the creature is marked with a symbol of your choice, manifesting anywhere you choose on the target. At any time of your choosing if the target is within 60ft of you and the spell is still a active, the brand bursts into flame, dealing 2d6 fire damage. The symbol must fit within 6 square inches


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

Response:
Name: Magic Burst
Level: 1
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (15-Foot Cube)
Duration: Instantaneous
Components: V, S
Description: A surge of pure magical energy erupts from you, draining all of your remaining 1st-level spell slots. Each creature in a 15-foot cube originating from you must succeed on a Dexterity saving throw, taking 1d12 force damage for each spell slot expended this way.
At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, you expend all spell slots equal to or less than the level the spell was cast at as part of casting it. The force damage dealt increases by 1d12 for each level of spell slot spent to cast the spell: A 4th level spell, for example, increases the damage by 4d12 because it is four levels worth of spell slots.


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

Response:
Name: Magic Card
Level: 0
School: Transmutation
Classes: Artificer, Bard, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S
Description: You touch one to three playing cards and imbue them with magic. You or someone else can make a ranged spell attack with one of the cards by throwing it. It has a range of 60 feet. If someone else attacks with the card, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes slashing damage equal to 1d4 + your spellcasting ability modifier. Hit or miss, the spell then ends on the card.
On a critical hit, draw a playing card from a shuffled deck. In addition to the normal damage for a critical hit, you deal bonus damage based on the rank and suit of the card drawn. Aces add 1 damage, numbered cards add damage equal to the number of the card, and faces add 10 damage. The type of bonus damage dealt is bludgeoning for Clubs, piercing for Spades, force for Diamonds, and psychic for Hearts.
If you cast this spell again, the spell ends early on any cards still affected by it.


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

Response:
Name: Magic Dart
Level: 0
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You create a small glowing dart of magical force, which hits a creature of your choice that you can see within range. The target takes 1d2 force damage.
Any spell or effect that blocks the magic missile spell also blocks this spell.
This spell's damage increases when you reach 5th level (1d3), 11th level (1d4), and 17th level (1d4+1)


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

Response:
Name: Magic Fang
Level: 1
School: Transmutation
Classes: Druid, Ranger
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S
Description: You touch a creature to enhance its natural weaponry. Whenever the target makes an attack or damage roll with an unarmed strike, the target can roll a d4 and add the result to its roll. Alternatively, the target can attack with a melee weapon that is part of its body and still receive this benefit. If the target is affected by another spell or magical effect which grants a d4 bonus to rolls, such as bless, it cannot also use the benefit of this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st


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

Response:
Name: Magic Fang, Greater
Level: 3
School: Transmutation
Classes: Druid, Ranger
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S
Description: You touch a creature to enhance its natural weaponry. Whenever the target makes an attack or damage roll with an unarmed strike, the target can roll a d8 and add the result to its roll. Alternatively, the target can attack with a melee weapon that is part of its body and still receive this benefit. If the target is affected by another spell or magical effect which grants a damage bonus to rolls, such as bless, it cannot also use the benefit of this spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd


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

Response:
Name: Magic Missile Barrage
Level: 5
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You create 10 glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. If these darts are attempted to be blocked by the shield spell, the darts deal half damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, one more dart is created per slot level above 5th.


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

Response:
Name: Magic Missile Massacre
Level: 7
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (120-Foot Cone)
Duration: Instantaneous
Components: V, S
Description: Literally hundreds of magic missiles massacre everything before you. Each creature in a 120-foot cone who you don't choose to exclude takes 10d4+20 force damage. Any spell or effect which prevents you from taking damage from magic missile, like shield, also prevents you from taking damage from this spell.


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

Response:
Name: Magic Missile Storm
Level: 5
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You summon a devastating swarm of magic missiles in a designated area. When you cast this spell, and as an action on subsequent turns, select a point within range. Each creature of your choice within a 15-foot radius sphere centered on that point takes 4d4 + 4 force damage. Creatures under the effects of shield take no damage from this spell.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 + 1 for each slot level above 5th


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

Response:
Name: Magic Pocket
Level: 3
School: Conjuration
Classes: Wizard, Sorcerer
Casting time: 1 Reaction, When A Ranged Spell Attack Is Made Against You
Range: Self
Duration: Instantaneous
Components: V, S
Description: As the spell surges towards you, you crack open a pocket dimension. If the spell is 2nd level or lower, it automatically enters the pocket dimension, and is stored. If it is 3rd level or higher, you must make an ability check using your spellcasting ability, with a DC of 12 + the spell’s level. On a failure, this spell fails, and on a success, it is stored.
Within a minute, you may use an action to cast the spell you stored. This uses your modifier, for the sake of attack rolls.
At Higher Levels. When you cast this spell at 4th level or higher, spells of one level higher are automatically stored for every level above 3rd.


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

Response:
Name: Magic Robbery
Level: 0
School: Conjuration
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: When you cast this spell, choose a tiny non-magical object you can see, that isn't being carried or worn within range. You teleport that object to your hand, if it is empty.