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

Response:
Name: Viktor's Mana Zone
Level: 3
School: Conjuration (Ritual)
Classes: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self-Centered (Variable Sphere Range)
Duration: Concentration, Up To 10 Minute (Variable)
Components: V, S
Description: The user of the spell releases their energy and envelops their surroundings, causing their spells to reach their full potential.
When using this 3rd-level slot spell, you manifest a very small amount of energy, covering only your own body, however, the amplification generated is still noticeable.
When using a spell, you can apply two of the following effects:
Outrage Energy: When using a spell that deals damage or heals, you can add half your proficiency bonus rounded down as extra dice of the same type plus your spell modifier. (You can choose this effect multiple times, up to a limit of 5)
Condensed Magic: When using a spell that deals damage or heals, you can take 1 die from the roll as your maximum value plus your spell modifier. (You can choose this effect multiple times, up to a limit of 5)
Spells that have a range greater than Self or Touch will not be affected by the spell's effect as long as the Mana Zone's range remains 5 feet (Self)
When using this spell in a higher level slot, for each level above the 3º spell slot you increase the area by 10 feet, the duration by 10 minutes and the user gains the ability to cast magic from any point within range and also the ability to hide the Mana Zone.
Due to the large amount of energy released into the environment, any magic user within the spell's range is able to sense its presence.
Using this spell above the 5th spell slot makes it no longer necessary to concentrate.
In addition to each slot used above the 3rd, the user can choose two more effect and from the 5th slot onwards, add two more effects below:
Spell Trick: When using a spell that has a greater range than Touch and Self, you double your maximum range. (You can only choose this effect once per spell)
Expansive Magic: When using a spell that has an area of effect, you can double the size of the area of effect. (You can only choose this effect once per spell)
When using this spell with a 7th spell slot, you will be able to choose from the following effects below:
Adjust Spell: When using a spell that requires an attack roll, do so with advantage. (You can only choose this effect once per spell)
Overwhelming Energy: When using a spell that requires the target to make a saving throw, he does so at a disadvantage. (You can only choose this effect once per spell)
When using this spell with a 9th spell slot, you unlock the last effect:
Lethal Spell: When using a spell that requires a saving throw and an attack roll, the roll, either yours or the target's saving throw, requires a minimum roll of 1 less to critically hit. For example, a creature that would normally require a roll of 20 to critically hit would only need a roll of 19 or 20 to critically hit and the same applies to saving throws, making it necessary to roll 1 or 2 for a critical failure. (You can choose this effect multiple times, up to a limit of 3 times.)
In addition, this spell has a counterpoint interaction to magic suppression spells like Antimagic Field or similar.
Indomitable Magic: Upon entering an Anti-Magic Area or any other means that attempts to suppress your magic, you will still be able to use this spell but now with his effects limited.
The spell's Range is reduced to half minus 10 feet, with a minimum range cap of 5 feet (Self), and also you will only be able to cast spells with the same slot level or less than the level used in the Mana Zone and you won't be able to use the effects:
Lethal Spell
Overwhelming Energy
Expansive Magic
Spell Trick
The effects of Outrage Energy and Condensed Magic are partially suppressed, being able to target a maximum of 3 times each.


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

Response:
Name: Viktor's Soul Extraction
Level: 4
School: Necromancy
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120Ft
Duration: Instantaneous
Components: V, S, M
Material cost: a black gemstone worth at least 250g
Description: Your eyes turn bright white as dark green fire begins to swirl around you. You channel the fire into a brilliant stream of green, burning light that pierces through flesh, bone and armour. Make a ranged spell attack against a single creature within range. On hit, the light deals 6d6 necrotic damage, rending flesh from bone, turning armour into cinders and material into dust.
If the creature is killed by this spell and is not undead, the body is instantly destroyed and turned to ash. The soul of the creature is bound to the material plane, summoning a ghost with the following stats:
Armor Class: 9, Hit Points: 45, Speed: Fly 40ft, Str 7, Dex 13, Con 10, Int 10, Wis 12, Cha 17,
Proficiency: +3
Damage Resistances: Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing and Slashing from non-magical attacks.
Damage Immunities: Cold, Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 60ft, passive Perception 11, Languages: Common, CR: 2
Withering Touch: Melee, +3, 4d6+3 damage
The effect of this transformation is so horrific that, on creation, each non-undead creature within 60ft of the ghost must make a DC 13 wisdom saving throw or be frightened of the ghost for 1 minute. The saving throw can be repeated every turn and, on success, the target becomes immune to the effect and it ends. The ghost serves you for 10 minutes at which point it instantly disappears. The lesser ghost disappears when reduced to zero hitpoints. It will act of its own will but will stray no further than 30ft from the caster and will attempt to protect the caster at all costs.

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


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

Response:
Name: Viktor's Soul Link
Level: 2
School: Necromancy
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Make a melee spell attack against a creature within your reach. On a hit, you intertwine the essence of you and the creature. Any damage taken by you is taken by the creature and any damage taken by the creature is taken by you. The transfer of damage in this way does not provoke a concentration check. Other effects (i.e. status effects/instant death) do not transfer.
While your essence is intertwined with the target of this spell, you use your action to siphon the creature's essence. The creature must make a Constitution saving throw or take 1d12 necrotic damage. Instead of taking the damage, you gain hit points equal to half the damage dealt, rounded up.
If you and the target creature move more than 60ft apart, the link is severed


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

Response:
Name: Viktor's Soul Rend
Level: 0
School: Necromancy
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: a very small piece of wood
Description: A green flash of light sparks from your finger and strikes a creature in range. Make a ranged spell attack against the target. On a hit, the flash of light sears off part of the victim's coating (i.e. flesh in the case of a human) and attempts to remove the essence of their being, dealing 1d8 necrotic damage, and marking the target with this spell for the duration.
The pull of this spell deepens the searing of Soul Rend. While marked, the creature takes an additional 1 necrotic damage when it takes damage from any source.
At Higher Levels. This spell's damage increases to 2d8 and the mark deals 2 damage when you reach 5th level, 3d8 & 3 damage at 11th level, and 4d8 and 4 damage 17th level


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

Response:
Name: Viktor's Withering Ray
Level: 2
School: Necromancy
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You channel the green fires of your necromantic being into three pulsing beams of energy that lash out at targets you choose within range. You can choose one target or several. Make a ranged spell attack for each ray. A target takes 1d10 necrotic damage and, if hit by at least one ray, must make a Constitution saving throw. If a target fails this save, it is poisoned until the start of your next turn. If a single target is hit by 3 or more rays and fails the saving throw, they additionally become slowed. If the target is healed in any way, it is no longer slowed.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd


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

Response:
Name: Violet Inferno
Level: 9
School: Evocation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: Design Note: This spell uses the Enhanced Existence Magic Overhaul homebrew ruleset. As a result, it is meant to be 10th level magic, and is both Evocation and Necromancy magic. See the ruleset for clarification on what that means before calling the spell overpowered. Please?
(Hold Value 5)
Choose a single target in range. That target must make a Dexterity saving throw. A surprised, stunned, paralyzed, or petrified creature automatically fails the save. On a success, the target avoids the encircling trap, wasting the spell. On a fail, the target is engulfed by an indestructible, opaque purple sphere just large enough to encompass them. After a moment, some unknown force causes a massive blast of terrible energy to fill the sphere, dealing 20D10 fire and 20D10 radiant damage to the target. If the target is immune or resistant to fire damage, the fire damage becomes lightning instead. If the target is immune or resistant to radiant damage, the radiant damage becomes necrotic instead. This will always occur in the way that causes the most damage, so if it is resistant to fire but immune to lightning it will stay fire damage, and so on. The blast is so powerful it destroys the trap, though it is the only thing that can do so. The trap shatters like glass, falling to the ground as harmless shards that disappear on impact.
If the damage would kill the target, you as the caster can choose to make it nonlethal. This causes the target to survive in an infant state, reborn by the spare energy of the spell. The target doesn't retain its stats, alignment or abilities, except those of its race, and loses all of its memories, but keeps its basic appearance (Or will when it grows up). Curses and diseases, such as Lycanthropy and Vampirism, are not carried over into the new body. If it is concentrating on a spell, or holding some other effect in place, the effect ends (Including lair actions as if the creature had died)


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

Response:
Name: Virgil's Blade Flash
Level: 3
School: Evocation
Classes: Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, M
Material cost: a weapon worth at least 1sp
Description: You weave between your enemies in a flash of lightning, striking every foe you pass.
Move up to 50ft and make a melee attack with a weapon against each creature of your choice that you passed within 5ft of during your movement. This movement does not provoke opportunity attacks. On a hit, the target suffers the attack's normal effects, and takes an additional 3d8 lightning damage.
You cannot hit each creature more than once.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.


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

Response:
Name: Virgil's Lightning Spear
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a small iron needle
Description: You raise your arm and form a spear of lightning in your hand. This magic spear lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 lightning damage on a hit and has the finesse, light, and thrown properties (range 100ft). When you throw the spear you make a ranged spell attack and deal 3d6 lightning damage on a hit.
If you drop the weapon or it hits the ground, it dissipates and cannot reappear until the start of your next turn. Thereafter, while the spell persists, you can use your bonus action to cause the weapon to reappear in your hand.
At Higher Levels. When you cast this spell using a 3rd or 4th-level spell slot, the damage increases to 3d8 and 5d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8 and 7d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8 and 9d6.


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

Response:
Name: Virgil's Thunderous Lightning Strike
Level: 4
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Instantaneous
Components: V, S
Description: You raise two fingers to the heavens and, in an instant, a thunderous bolt of lightning flashes down from the sky and strikes down your foe. Target one creature within range. The target must be open to the sky, and cannot be indoors. The target must succeed on a Dexterity saving throw or take 5d10 Lightning damage and be stunned until the start of your next turn, or take half damage and not stunned on a success.
Hit or miss, the target and each creature in a 20-foot radius radius must make a Constitution saving throw as the strike emits a thunderous boom audible out to 300 feet, causing 4d6 thunder damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the lightning damage increases by 1d10 for each slot level above 4th.


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

Response:
Name: Virion's Viscous Diarrhea
Level: 4
School: Necromancy
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120Ft
Duration: Up To 1 Minute
Components: V, S, M
Material cost: A piece of raw chicken or rotten fish which is consumed when the spell is cast
Description: Historians debate whether it was the trigger-happy Tempest Cleric Virion, or his hapless sometimes adventuring companion, the Scribes Wizard Evaliir, who truly developed this spell. Whatever the answer is, though, you must agree it is a rather nasty piece of spellwork.
- Tasha, in a letter to Mordenkainen.
A creature of your choice that you can see within range suddenly experiences uncontrollable, explosive bowel movements. The target must succeed on a Constitution saving throw or take 4d6 necrotic damage and be incapacitated for the duration of the spell, due to the painful, involuntary excretions.
On a successful save, they take half damage and are not incapacitated. On a failed save, the creature is incapable of taking any action on their turn other than a constitution saving throw to break the spell. A failed constitution save on their succeeding turns will result in them taking a further 3d4 + 3 damage.
This spell has no effect on those immune to necrotic damage, and on constructs, because constructs don't have the capacity to defecate.
At Higher Levels. When you cast this spell using a spell slot of 5th Level or higher, the initial damage dealt increases by 1d6 for each slot level above 4th.


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

Response:
Name: Virulent Necrostrike
Level: 1
School: Necromancy
Classes: Cleric, Warlock
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V
Description: The first time you hit with a melee weapon attack during this spell’s duration, your weapon flares with a sickly green energy, and the attack deals an extra 1d4 poison damage and 1d4 necrotic damage. Additionally, if the target is a creature, it must make a Constitution saving throw or have disadvantage on Strength checks and saving throws until the spell ends and reduce its AC in 1 until the end of your next turn.


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

Response:
Name: Virulent Plague
Level: 4
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: Choose one target within range. They must make a Constitution saving throw, or take 4d4 poison damage. Additionally, at the start of their turn, this spreads to a new creature within 10 feet of them, and they must make another Constitution saving throw, taking the damage again, and being forced to make this save at the start of their next turn again.
A creature it spreads to is subject to the effects of this spell. All instances of this spell created by the caster end when the spell ends, and a creature cannot be affected more than once at a time.
At Higher Levels. When cast at 5th level or higher, it deals an additional 2d4 poison damage for every level above 4th.


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

Response:
Name: Vital Blast
Level: 2
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Ft.
Duration: Instantaneous
Components: V, S
Description: Choose a creature you can see within range which has blood and is alive. That creature must make a Constitution saving throw. On a failed saving throw, the target takes 3d10 necrotic damage.
If this damage reduces the target to 0 hit points, its blood bursts from within its body, spraying nearby foes with gore and spikes of enchanted blood. Each creature within 15 ft. of the target must make a Dexterity saving throw. On a failed saving throw, a creature takes 3d10 necrotic damage. If a creature's hit points drop to 0 by the explosion, a chain reaction happens and they also explode. The area of the explosion gets 5 ft. bigger with each chain explosion.
Undead creatures or those without blood are immune to the necrotic damage and the explosions.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d10 for each slot level above 2nd.


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

Response:
Name: Vitality
Level: 0
School: Enchantment
Classes: Cleric, Druid
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: A creature you touch is imbued with a virtuous cause, strengthening their resolve.
For the duration of this spell, a creature that you touch gains temporary hit points equal to your spellcasting ability modifier (minimum 1, maximum 5)


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

Response:
Name: Vitriolic Blast
Level: 0
School: Conjuration
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You extend your hand and fire a stream of sizzling acidic ooze towards a target creature within range. Make a ranged spell attack. On a hit, the target takes 1d10 acid damage.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).


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

Response:
Name: Void Armada
Level: 7
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute.
Components: V, S, M
Material cost: a shard of obsidian
Description: You conjure four void warriors, creatures made from the fabric of the void between universes, to fight alongside you. They use the Void Warrior stat block below. They attack on your initiative, and you control what they do on each of their turns. When you lose concentration, they disappear in a flash of black smoke.
Void Warrior[edit]

Medium humanoid, unaligned

Armor Class 15
Hit Points 20 (3d8 + 6)
Speed 30 ft

STR

DEX

CON

INT

WIS

CHA

15 (+2)

15 (+2)

15 (+2)

1 (-5)

1 (-5)

1 (-5)

Saving Throws Strength +5, Dexterity +5
Senses passive Perception 5

Languages —

Shadow Rupture. When the void warrior dies, it explodes, and every creature within a 10-foot radius must make a DC 15 Dexterity saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much on a successful one.

ACTIONS
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) necrotic damage.
Void Blast. Ranged Weapon Attack: +5 to hit, reach 60 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of void warriors conjured increases by 1 for each level above 7th level.


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

Response:
Name: Void Bolt
Level: 1
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You fire a fazing, mass of void energy at one enemy. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 2d6 psychic damage.
At Higher Levels. The target takes 1d6 extra psychic damage for each slot level above 1st.


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

Response:
Name: Void Bombard
Level: 3
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: S
Description: Make a ranged spell attack against a creature within range. On a hit, the target creature takes 4d10 force damage, and must succeed on a Strength saving throw or be knocked prone. On a hit, this also causes an eruption of aetheric arcana, damaging nearby creatures. Creatures within 10 feet of the original target must make a Dexterity saving throw, or take 4d6 force damage and get pushed 5 feet from the explosion. On a success, they take half damage, and are not pushed.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, this spell deals an additional 1d10 and 1d6 damage, respectively


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

Response:
Name: Void Burst
Level: 1
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet (10-Foot Radius)
Duration: Instantaneous
Components: S
Description: A small explosion of aetherial energy explodes outward from a point within range. All creatures within a 10-foot radius must make a Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it deals an additional 2d6 force damage for each slot level above 1st


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

Response:
Name: Void Dismemberment
Level: 9
School: Transmutation
Classes: Bard, Cleric, Druid
Casting time: 1 Minute
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a ouija board and cursed water
Description: You touch a creature and stimulate its natural dying ability. The target takes 4d8 + 15 necrotic damage. For the duration of the spell, the target loses 1 hit point at the start of each of its turns (10 hit points each minute).
The target's body will lose one member (fingers, legs, tails, and so on), of the casters choice, which will fall off from decay after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the initial damage. This body part will magically find its way back to its owner after 30 days, or can be put back by the caster.

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

Response:
Name: Void Dragon
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Minute
Components: V, S
Description: You harness aetheric energy from the deep void and create a semi-transparent dragon(you choose the size) with a damage pool of Yd10(you choose the damage type) where Y is half of your level. The dragon has 120 feet of movement and moves around within range as per your mental commands. You can command the dragon to attack a creature of your choice(no action required). The creature must make a dexterity saving throw contested against your spell save DC. On success, it takes no damage. On a failure, it takes X damage where X is any amount of damage chosen by you that does not exceed the damage pool. The dragon is dispelled if it can no longer deal damage. You can also dispel the dragon at will. You cannot create more than one dragon. But you can refill the damage pool with each casting.


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

Response:
Name: Void Rupture
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 30Ft
Duration: Instantaneous
Components: S
Description: You thrust out your hands crossed over one another, tearing directly into the aether along the direction you are facing.
Creatures in a 30 foot line must make a Dexterity saving throw, taking 3d8 force damage on a failure, or half as much on a success. Creatures that fail the saving throw are knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, this spell deals an additional 1d8 force damage for every level above 3rd


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

Response:
Name: Void Wall Grenade
Level: 3
School: Transmutation
Classes: Ranger
Casting time: 1 Action
Range: 60 Feet
Duration: Up To 15 Seconds (3 Turns)
Components: S, M
Material cost: A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast
Description: You can throw a magical grenade that explode into a wall of necrotic flames. A wall of necrotic flames rises from the ground at a point you choose within range. You can make the wall up to 25 feet long, 10 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Constitution saving throw. A target takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 3rd.


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

Response:
Name: Voidbolt
Level: 0
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: A mote of aetheric energy is launched at a target creature within range. Make a ranged spell attack against that creature, dealing 1d10 force damage on a hit.
At Higher Levels. The damage dealt by this spell increases by 1d10 at 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: Volatile Vortex
Level: 1
School: Conjuration
Classes: Artificer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a melee weapon
Description: You create a pocket of instable gravity tethered to a melee weapon, which causes it to spin wildly in a 5-foot-radius space within range. Any creature that enters or ends its turn within range must make a Dexterity saving throw. The creature takes damage equal to the weapon’s damage on a failed save, or half as much damage on a successful one.
As a bonus action, you may move the weapon up to 20 feet. If it would move through the space of a creature, they are forced to make the save as well.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may spin an additional melee weapon in a new 5-foot-radius for every two slot levels above 1st; when you use your bonus action to move a center of gravity, you may only move one


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

Response:
Name: Vortex
Level: 9
School: Conjuration
Classes: Wizard, Sorcerer
Casting time: 1 Action
Range: Self (60-Foot Cone)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a pitch black onyx sphere worth 750 gp
Description: Creating a portal to the depths of space, you attempt to suck your foes through.
Creatures and any unattended objects are pulled towards you; each creature that starts its turn in a 60-foot cone or enters it for the first time on a turn must make a Strength saving throw, or be pulled up to 5 feet plus five times your spellcasting ability modifier. A creature within the cone trying to move away from you must succeed on a Strength check against your spell save DC; on a success, the creature can move away from you, but as though moving through difficult terrain.
If a creature is within the cone and adjacent to you, it must make a Charisma saving throw or be sucked through the inky black portal you have conjured. On a successful save the creature takes 6 d6 bludgeoning damage from the strong winds and air pressure.
On a failed save, the creature is sucked through the portal into the depths of space. A creature’s size is irrelevant; whilst the portal is only about 5 foot across, larger objects or creatures seem to contort when they come into contact with it, compressing down so as to fit through and then resuming their original dimensions on the other side.
On each of your turns you can use your action to maintain your existing cone, or create a new one


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

Response:
Name: Vortex Gaze
Level: 0
School: Abjuration
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 20 Feet
Duration: Concentration, 1 Round
Components: V, S
Description: Not many have seen what you have seen in the Astral Realm, you have seen cities form in seconds, creatures age in reverse you have even gazed into Time itself. The images within your mind burn through your eyes.
Choose one creature you can see within range. The target's eyes are drawn to yours and they must make a Wisdom saving throw. On fail the target is stunned until the start of your next turn. On a successful save the creature shrugs off the effects and can not be affected by this spell for 24 hours.


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

Response:
Name: Vortex Grenade
Level: 1
School: Transmutation
Classes: Ranger, Warlock
Casting time: 1 Action
Range: 60 Feet (10-Foot-Radius)
Duration: Up To 15 Seconds (3 Turns)
Components: S, M
Material cost: A grenade or Palm sized round object worth 5 SP . Component is consumed when spell is cast
Description: Your grenade creates a 10-foot-radius sphere of dark purple void centered on a point within range. The sphere spreads around corners, It lasts for the duration, until you dismiss the spell as a bonus action or you lose concentration. Each target within its area takes 1d6 necrotic damage. Any target that ends its turn within the grenade radius must make DC Constitution saving throw or take 1d6 necrotic damage. On a successful save the creature takes half damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each slot level above 1st.


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

Response:
Name: Wail of the Banshee
Level: 9
School: Necromancy
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (30-Foot Sphere)
Duration: Instantaneous
Components: V
Description: You emit a heart-rending wail that beckons the living to the grave. Up to 5 creatures other than you in a 30-foot-radius sphere originating from you must make a Constitution saving throw. On a failure, a creature falls unconscious. On a success, they take 10d10 psychic damage. If a creature is deafened, they are immune to this spell. This spell has no effect on undead or constructs


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

Response:
Name: Waist-High Wave
Level: 1
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (60-Foot Line)
Duration: Instantaneous
Components: V, S
Description: Choose Earth, Air, Fire, or Water: With a curling motion, you raise up and then send forth a rolling wave of respective elemental might along a 60-foot line, 10 feet wide. Each creature in the line must make a Dexterity saving throw, suffering the following effects on a failed save based upon your chosen element:
Earth. A creature takes 3d6 bludgeoning damage and gets knocked prone on a failed save.
Air. A creature takes 3d6 slashing damage[1] and gets pushed 10 feet along the line's direction on a failed save.
Fire. A creature takes 3d6 fire damage and becomes ignited on a failed save.
Water. A creature takes 3d6 bludgeoning damage[2] and becomes soaked on a failed save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, its length increases by 30 feet and its width increases by 5 feet, and the damage increases by 1d6 for each slot level above 1st.
Elemental Discipline. A Way of the Four Elements monk may learn the Waves of Land, Sky, Cinders, and Sea discipline. If a Way of the Four Elements monk knows this discipline, it can spend 2 ki points to cast this spell, and can spend additional ki points to cause it to deal 1d6 extra damage for each extra ki point spent.


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

Response:
Name: Wake of Buzzards
Level: 7
School: Conjuration
Classes: Druid, Sorcerer
Casting time: 1 Action
Range: Self (30-Foot-Radius Sphere)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a piece of rotting flesh
Description: You cause buzzards to descend onto a 30-foot radius around yourself. The flock spreads around corners and is lightly obscured. It lasts for the duration or until a wind of strong or greater speed (at least 20 miles per hour) disperses it.
When the flock appears, each creature in the area other than yourself must make a Dexterity saving throw. A creature takes 5d12 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.
When you cast the spell—and as a bonus action on each of your turns thereafter—you may move the flock up to 15 feet in any direction, or you may direct the buzzards to target a specific creature in the area. That target must make an additional Dexterity saving throw, taking 5d12 piercing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius increases by 10 feet for each slot level above 7th.


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

Response:
Name: Wall of Adaption
Level: 6
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action, Or A Reaction To An Enemy Taking The Disengage Action Or Traveling 10 Ft In Any Direction
Range: 100 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: Nothing, a piece of leather, a piece of wood, a piece of steel, or a brick of adamantine; which the spell consumes. See description.
Description: A point in range you can see is filled by a 30 by 30 foot vertical wall. If the space is smaller than 30 by 30, it shrinks to fit the area. Depending on the material component consumed, the AC and hit points are different. If the wall is broken then the caster takes 1d4 psychic damage for every 5 damage over its maximum hit points the wall took.
Using nothing creates a wall with an AC of 10, and 10 hit points.
Using leather creates a wall with an AC of 12, and 12 hit points.
Using wood creates a wall with an AC of 16, and 16 hit points.
Using steel creates a wall with an AC of 18, and 20 hit points.
Using adamantine creates a wall with an AC of 20, and 25 hit points


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

Response:
Name: Wall of Souls
Level: 7
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a bone from a dead creature, and a silver mirror inlaid with onyxes worth at least 200 gp
Description: You create a wall made of undead spirits that scares all those who get too close.
You create a wall, up to 60 feet long, 20 feet tall, and 1 inch thick composed of spectral faces and limbs. These souls produce a loud noise that can be heard from one side only of the wall. Any creature that starts its turn or moves within 30 feet of that side of the wall for the first time on its turn must succeed on a Wisdom saving throw or be frightened until the spell ends. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Any creature that enters the wall must make a Wisdom saving throw, taking 6d8 necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, increase the damage by 1d8 for each slot level above 7th.


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

Response:
Name: Wall of Tentacles
Level: 4
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost:  a piece of tentacle from a giant octopus or a giant squid
Description: You create a wall of squirming black tentacles on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage, and becomes grappled (escape DC = your spell save DC). On a successful save, a creature takes half as much damage and isn't grappled.
One side of the wall, selected by you when you cast this spell, deals 6d8 bludgeoning damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage


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

Response:
Name: Wall of Time
Level: 9
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: an hourglass filled with gold dust
Description: You distort time at a point you can see within range, creating a shimmering screen of temporal distortion. The screen can be up to 90 feet long, 30 feet high, and 1 inch thick, or a 20-foot radius dome.
The wall consists of three layers, each distorting time in a different way. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. A creature passes through the wall after being subjected to each effect.

Distortion
Effect

Stopped
The creature must succeed on a Charisma saving throw or become paralyzed as they are suspended in animation and do not pass through this layer. The creature can repeat the save at the end of its turn, ending the effect on a success and immediately going through the next layer.
When a spell passes through this layer, the caster must succeed the save or have the spell become suspended and not pass through the wall. A creature can use their action to repeat the save and force the spell through on a success.

Slowed
The creature has slow cast on them and they make their save with disadvantage. In this case, slow persists so long as the wall remains.

Accelerated
The creature must succeed on a Constitution saving throw or take 20d10 necrotic damage and half as much on a success. A creature ages the equivalent of 5 years for its race for every 20 necrotic damage it took from this effect. A greater restoration spell or similar magic can reverse this effect.
When a spell passes through this layer, the caster must make the save or have the spell fizzle out.
Nonmagical objects that pass through this layer immediately turn to dust.


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

Response:
Name: Wall of Vines
Level: 3
School: Conjuration
Classes: Druid, Ranger
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a tendril of ivy
Description: You create a wall of vines on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.
The wall is opaque and lasts for the duration.
Each 5-foot square of wall may support up to 50 pounds and has 2 hit points per inch of thickness.
The uneven surface is considered difficult terrain, and climbing it requires succeeding at a Strength (Athletics) check. If a section of wall is reduced to 0 hit points, or exceeds its support weight, that section of wall is considered breached.
The vines also attempt to entangle nearby foes. Any enemies who come in contact with the wall must make a Dexterity saving throw versus your spell save DC or be entangled. They may make a new Dexterity or Strength saving throw to end the entanglement at the end of their turn each round.


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

Response:
Name: Wall of Wonder
Level: 6
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: You create wall of chaotically shifting colors. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature is affected by the wall. A creature is affected by the power of the wall when it enters the wall for the first time on a turn or ends its turn there.
When a creature is affected by the wall, roll on the following table to find the effect:

d20
Spell Efect

1
The creature takes 10d6 acid damage.

2
The creature takes 10d6 cold damage.

3
The creature takes 10d6 fire damage.

4
The creature takes 10d6 force damage.

5
The creature takes 10d6 lightning damage.

6
The creature takes 10d6 poison damage.

7
The creature takes 10d6 psychic damage.

8
The creature takes 10d6 thunder damage.

9
The creature is pushed 30 feet away from the wall and knocked prone.

10
The creature is affected by a confusion spell.

11
The creature is teleported 1d100x10 feet in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. If the creature would arrive in a crature's space, or in a solid object, it takes 4d6 force damage and is shunted to the nearest unoccupied space.

12
The creature is blinded. At the end of each of its turns, the target can make a Constitution saving throw. On a success, it is no longer blinded.

13
The creature is deafened. At the end of each of its turns, the target can make a Constitution saving throw. On a success, it is no longer deafened.

14
The creature is affected by a 6th-level dispel magic spell.

15
The creature is dyed a random color. The color remains for 24 hours or until dispelled.

16
The creature is slowed. At the end of each of its turns, the target can make a Constitution saving throw. On a success, it is no longer slowed.

17
The creature's appearance is altered, rendering it bizarrely hideous in appearance. It has disadvantage on Charisma checks except to intimidate for the next 24 hours or until dispelled.

18
The creature is weakened. At the end of each of its turns, the target can make a Constitution saving throw. On a success, it is no longer weakened.

19
The creature lucked out! It has advantage on the next attack roll, saving throw, or ability check it makes within the next minute.

20
Roll a d8 and a d10+8 on the chart. Apply both results to the creature


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

Response:
Name: War Song
Level: 5
School: Enchantment
Classes: Bard, Cleric, Paladin
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Hour
Components: V
Description: You breathe in, and begin a chant which can make any man a willing fighter. Each allied creature in range that can hear you gains the following benefits until either the spell ends or they leave the range.
At the start of their turn, they gain temporary hit points equal to your spellcasting modifier.
Whenever they make a weapon attack, they deal extra damage equal to your spellcasting modifier.
They can ignore the effects of exhaustion, and are immune to the charmed and frightened conditions.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the extra damage on weapon attacks increases by 1 for each slot level above 5th.


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

Response:
Name: Warclaw
Level: 8
School: Transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Hour
Components: V, S
Description: You grow claws the size of swords, sheathed with an armor-piercing energy field. For the duration of the spell, your unarmed strikes deal 4d12 slashing damage and ignore resistance to slashing damage. When you attack a creature that has at least one head with your claws and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 8d12 slashing damage from the hit. Finally, your claws are magic and you have a +4 bonus to the attack and damage rolls you make using them. While the spell lasts, you can make the claws disappear or evoke them again as a bonus action


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

Response:
Name: Ward
Level: 2
School: Abjuration
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction Which You Take When You Are Hit By An Attack, Forced To Make A Saving Throw, Or Targeted By The Magic Missile Spell
Range: Self
Duration: 1 Round
Components: V, S
Description: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC and saving throws, including the triggering attack or saving throw, and you take no damage from magic missile.
Until the start of your next turn, if you succeed on a saving throw that halves the incoming damage of an effect or attack, you take no damage


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

Response:
Name: Warden's Step
Level: 2
School: Conjuration
Classes: Cleric, Paladin
Casting time: 1 Reaction, Which You Take When You See A Creature Within 30 Feet Being Attacked.
Range: Self
Duration: Instantaneous
Components: V, S
Description: Used by Imperial Wardens to defend their protegees, this spell allow you to intercept an attack made towards an ally using your own body. When a creature you can see is attacked, you can teleport to an unoccupied place within 5 feet of it, forcing the attack to be made against you instead.


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

Response:
Name: Warden's Volley
Level: 4
School: Conjuration
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (40-Foot-Radius)
Duration: Instantaneous
Components: V, S, M
Material cost: one piece of ammunition or one thrown weapon
Description: You fire a piece of non-magical ammunition from a ranged weapon or throw a non-magical weapon into the air and choose a point within range(the range is equal to the range of the weapon). Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw against a DC equal to (8 + proficiency bonus + your Wisdom modifier). A creature takes 6d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.


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

Response:
Name: Warding Flare
Level: 0
School: Illusion
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, Which You Take When A Creature Makes An Attack Roll Against You
Range: Self
Duration: Instantaneous
Components: S
Description: When you receive a melee attack, you throw up your hand in a distracting manner and create a small flash of light. The attacking creature has disadvantage on the triggering attack. An attacker is immune to this effect if it does not rely on sight, as with blindsight, or can see through illusions, as with truesight


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

Response:
Name: Warmth
Level: 3
School: Conjuration
Classes: Cleric, Druid, Paladin
Casting time: 1 Action
Range: 10 Feet
Duration: 1 Minute
Components: V, S
Description: You create a calming flame, floating in the air at a point within range for the duration. It provides dim light out to a distance of 10 feet. Any creature that begins its turn within 5 feet of the flame regains hit points equal to 1 + your spellcasting modifier (minimum 1).
Unconscious creatures cannot benefit from this spell. Undead creatures instead take radiant damage equal to the amount normally regenerated while within range


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

Response:
Name: Warp Lightning
Level: 2
School: Evocation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You conjure a storm of green lightning from above the point you choose within range, bolts that slam into anyone beneath the green lightning storm, crackling bolts of energy that rip through armor and flesh alike. All creatures in a 15-foot radius centered on the point must make a Dexterity saving throw. On a failure, the target takes 2d6 lightning damage and 1d6 force damage, on a success they take only half this damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal 1d6 more force damage per spell slot level above 2nd.


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

Response:
Name: Warping Step
Level: 4
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self (60-Foot Line)
Duration: Instantaneous
Components: S
Description: Designate a point in space you can see. Your body momentarily transforms into invisible force, then rapidly travels to the point in range, before transforming back to your normal form. Any object or creature within a 10-foot wide line between where you cast this spell and the point to which you teleported must make a Constitution saving throw. On a failure, the target takes 5d6 force damage.
As with any spell that has a casting time of 1 bonus action, you can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the range increases by 10 feet and the force damage increases by 1d6 for each level above 4th


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

Response:
Name: Warrior of the Gods
Level: 9
School: Conjuration
Classes: Cleric
Casting time: 1 Action
Range: Self
Duration: 1 Hour
Components: V, S, M
Material cost: a miniature set of mithral armor worth 5,000 gp
Description: You summon glowing golden armor that give you resistance to all damage, and a +1 bonus to both your AC and saving throws. If you already have resistance to a damage type than you become immune to that damage.
You also summon a weapon of your choice that on a the first hit you make with it in a turn deals extra 6d10 radiant damage. You can substitute Strength with your spellcasting modifier for attack and damage rolls with this weapon.
If you cast a spell that deals damage, you can end this spell prematurely to double the damage dealt by that spell


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

Response:
Name: Warrior’s Blessing
Level: 3
School: Abjuration (Ritual)
Classes: Bard, Cleric, Paladin, Ranger
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: For the duration, the willing creature you touch has resistance to one damage type of your choice: bludgeoning, piercing, or slashing


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

Response:
Name: Warsong
Level: 9
School: Transmutation
Classes: Bard
Casting time: 1 Bonus Action
Range: Self (360-Foot Radius)
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a musical instrument
Description: You begin to play a song that can instill a whole army with heroism. The song is magically amplified in volume to be audible in any conditions within a 360-foot radius centered on you, even above the sounds of the fiercest or most chaotic battle. Until the spell ends, the radius of the song moves with you. Each nonhostile creature within the radius that can hear the song gains the following benefits:
It gains a +3 bonus to attack rolls and AC.
It cannot be charmed or frightened.
Its weapon attacks are magical, and deal 3d6 additional force damage on a hit.


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

Response:
Name: Wary Sphere
Level: 0
School: Evocation
Classes: Artificer, Bard, Warlock
Casting time: 1 Action
Range: Self
Duration: 10 Minutes
Components: V, S
Description: A tiny sphere of swirling magic energy appears on the tip of one of your fingers. The sphere remains there for the duration and harms neither you nor your equipment. The sphere sheds bright light in a 5-foot radius and dim light for an additional 15 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the sphere, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you shoot the sphere as a magical beam at a creature within 30 feet of you. The attack hits if their AC is less than your spellsave DC. On a hit, the target takes 1d8 force, fire, or radiant damage.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


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

Response:
Name: Water Bolt
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You hurl a bolt of tightly compressed water at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 bludgeoning damage and becomes soaked.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).


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

Response:
Name: Water Cube
Level: 2
School: Conjuration
Classes: Druid, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: You summon a cubical mass of water in any unoccupied space within range, where it remains and retains its shape for the duration. The cube can be of any size you designate, up to a 20-foot cube. The cube retains its shape, but otherwise acts as normal water, as if suspended and contained in a nonexistant cubical container. If summoned above the ground in open air, the water cube it will float at that point in the air for the duration. Creatures and objects can pass through this manifestation as normal water, but must swim or otherwise traverse it accordingly. An attack or spell made in or through the cube of water is subject to disadvantage or other effects as it would be underwater. (See Underwater Combat.)
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the longest dimension of the cube increases by 10 feet for every slot level above 2nd. For example, by casting water cube as a 4th level spell, you can evoke a cube of water up to 40 feet long on each of its edges.


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

Response:
Name: Water Jet
Level: 1
School: Evocation
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S, M
Material cost: A vial of water
Description: Thrusting your wrist forward, a steaming jet of hot water shoots from your wrist, hitting a single target within a 60 foot line and dealing 1d8 bludgeoning damage and 1d6 fire damage. The water can also be used to push light objects (Such as a cup or the panels on a small mill). The water remains in existence after the spell is cast, and stays at boiling temperature for 1 hour.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the spells damage increases by 1d8 bludgeoning at each spell slot level.


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

Response:
Name: Water of Life
Level: 1
School: Evocation
Classes: Bard, Cleric, Druid, Paladin, Ranger
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: A creature you touch regains a number of hit points equal to 1d12 + your spellcasting ability modifier. This spell has no effect on undead or constructs. The creature must be at least halfway immersed in a body of running water; otherwise, the spell has no effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d12 for each slot level above 1st


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

Response:
Name: Water Sucker
Level: 6
School: Necromancy
Classes: Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a pinch of sand and salt
Description: Drain water from a creature or object you can touch. As the water drains out of the creature or object, it must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a success. Plant creatures and water-based elementals have disadvantage on this save. A nonmagical plant takes maximum damage from this spell


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

Response:
Name: Water Tempo
Level: 3
School: Transmutation
Classes: Druid, Sorcerer
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: S
Description: Your body becomes sufficed with the essence of running water, which gradually increases in speed. When you cast this spell, and at the start of your turn, you gain the following benefits.
Your movement speed increases by 10 feet.
Your Dexterity score increases by one, to a maximum of 30.
Your speed and Dexterity score return to normal after the spell ends.


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

Response:
Name: Water Volley
Level: 5
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You shoot a bolt of tightly compressed water at a creature or object that you can see within range. Make a ranged spell attack against the target. If the attack hits, the creature takes 8d8 bludgeoning damage and becomes soaked. If the target is a creature, it must also make a Strength saving throw. On a failure, it is pushed 15 feet and knocked prone.
As an action on each of your turns until the spell ends, you can hurl another bolt of water.


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

Response:
Name: Water Whip
Level: 1
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You summon a long, rubbery whip of pure water to lash out at a creature or object in range. The target creature must make a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage, and you either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


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

Response:
Name: Water Whip, Variant
Level: 0
School: Transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: S, M
Material cost: A pint of water
Description: You pull out a pint of water from somewhere on your person or from a body of water within 5 feet of you, using it to lash out at an opponent.
Make a melee spell attack within range. On a hit, the target takes 1d6 nonmagical slashing damage, and must make a Strength saving throw contested against your spell save DC, being knocked prone on a failure. Creatures of Huge size or larger can't be knocked prone by this spell.
The material component for this spell can't be substituted for using an arcane focus or component pouch.
At higher levels. The water shaped by this spell becomes more potent as you get used to it, allowing you to shape in one of two ways:
When you reach 5th level, you may push creatures that fail the strength saving throw up to 5 feet in any direction. You may push them an additional 5 feet at 9th level (10 feet) and 15th level (15 feet).
You may cause the spell to deal additional damage. This increases by 1d6 nonmagical slashing damage at 5th level (2d6), 13th level (3d6), and 17th level (4d6).


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

Response:
Name: Watery Twin
Level: 8
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You conjure an elemental duplicate of yourself in an unoccupied space within range. The duplicate has the same statistics as you, with the following exceptions:
It only has half your hit points.
It has none of your equipment.
It cannot cast spells.
It has a swim speed equal to twice your land speed.
It has resistance to nonmagical bludgeoning, piercing, and slashing damage, and immunity to acid, poison, and water damage. It is immune to exhaustion as well as to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions.
Its AC is equal to 10 + your Dexterity modifier + your spellcasting ability modifier.
Your watery twin can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
As a bonus action, you can mentally command your watery twin if it is within 500 feet of you. You decide what action your twin will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, your twin only defends itself against hostile creatures. Once given an order, your twin continues to follow it until its task is complete.
Your watery twin can use its action to make two slam attacks or one water bolt attack.
Touch: Its touch is a melee spell attack which deals 4d8 water damage.
WaterBolt: Its water bolt attack is a ranged spell attack with a range of 150 feet which deals 4d10 water damage. If the target is a creature, it must make a Strength saving throw or be pushed 15 feet and knocked prone


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

Response:
Name: Wave Lash
Level: 3
School: Transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 100 Feet
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: at least a 5 foot cubes worth of water in range
Description: You pull all of the loose water in range into one area, as it coalesces into a much larger, watery weapon. You may make an attack against a creature within the spells range, dealing 2d6 bludgeoning damage on a hit.
For every 5 foot cube of water in the area, this spell deals an extra 1d6 damage, to a maximum of 3d6 extra damage.
At Higher Levels. When cast at 4th level or higher, the maximum extra damage increases by 3d6 for every level above 3rd.


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

Response:
Name: Wave of Time
Level: 7
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Waves of temporal energy erupt from an area within range, slowing creatures down or even more if closer to the center. Each creature in a 20-foot radius must make a Intelligence saving throw. On a failed save, a creature is affected by the tides depending on how close they are to the center of the spell radius (see below). At the end of each turn, a creature can make an Intelligence saving throw to be unaffected by the spell. On a save, or when the spell ends, the creature cannot be affected by the spell for the next 24 hours.
Effectiveness:
30ft: Speed is reduced by 10ft and the creature may take an action or bonus action, but not both.
15ft: Speed is reduced by 15ft and the creature may take an action or bonus action, but not both. They also have disadvantage on Dexterity saving throws.
5ft: Speed is reduced by 20ft and cannot take actions or reactions, only bonus actions. They also have disadvantage on Dexterity saving throws.


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

Response:
Name: Waves of Exhaustion
Level: 7
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (60-Foot Cone)
Duration: Instantaneous
Components: V, S
Description: You raise your hands and thrust them forward, violently flinging foul rays of energy from your fingertips. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature suffers one level of exhaustion; on a failure of 5 or more, it gains two levels of exhaustion instead.


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

Response:
Name: Weapon of Radiance
Level: 0
School: Evocation
Classes: Cleric
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 weapon attack with it against one creature that you can reach. On a hit, the target suffers the weapon attack’s normal effects and a burst of divine light erupts from the weapon. In addition to any damage from the weapon attack, the creature takes an extra 1d4 radiant damage and must succeed on a Constitution saving throw or become unable to take reactions until the start of your next turn.If the hit creature is a fiend or undead, it takes an additional 1d4 radiant damage.
At Higher Levels. The damage dealt and the bonus damage to undead each increases when you reach 5th level (2d4 for the base or 4d4 for undead and fiends), 11th level (3d4 or 6d4), and 17th level (4d4 or 8d4).


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

Response:
Name: Weapon Shift
Level: 0
School: Transmutation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Minute
Components: S, M
Material cost: a melee weapon worth at least 1 sp
Description: A melee weapon you are wielding transforms into a nonmagical melee weapon of your choice for the duration. The weapon's new form must be one with which you are proficient. If the weapon leaves your touch, it reverts to its original form at the start of your next turn


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

Response:
Name: Weaponized Laughter
Level: 1
School: Enchantment
Classes: Bard
Casting time: 1 Action
Range: 60 Ft.
Duration: Instantaneous
Components: V
Description: The caster tells a joke so funny it causes pain. The user can target up to three targets within 15 feet of each other, and in range of the spell. The target(s) take 2d6 thunder damage must roll a Wisdom saving throw. On a failed save, they become incapacitated until the end of their next turn. On a successful save, they take half damage and are marked as a prude.

At Higher Levels. When casting this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.


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

Response:
Name: Weaponswap
Level: 3
School: Transmutation
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Minute
Components: V
Description: You choose a creature wielding a weapon within range. You and the creature must make a Wisdom saving throw. If you win, you switch weapons with the creature. You become proficient with the weapon you were given, and the creature becomes proficient with the weapon you gave it. The exchange lasts for the duration of the spell, or until you drops the weapon. When the spell ends, the weapons return to their original owners.


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

Response:
Name: Weather Warding
Level: 2
School: Abjuration (Ritual)
Classes: Bard, Cleric, Druid, Ranger, Wizard
Casting time: 1 Minute
Range: Touch
Duration: 1 Hour
Components: S, M
Material cost: precisely carved figurine, delicately illustrated tattoo, or living specimen of a naked woman
Description: The sea-fearing vessel you touch becomes resistant to the ill-effects of wind and tide. Its pilot receives advantage on all checks made against weather induced challenges. Additionally, anyone on-board is considered proficient on all ability checks and saving throws made to maintain balance from the ship's rocking.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the duration to 8 hours. When you cast this spell using a spell slot of 5th level or higher, you can increase the duration to 24 hours


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

Response:
Name: Weave Shadows
Level: 0
School: Transmutation
Classes: Druid
Casting time: 1 Action
Range: 60 Ft. (5 Ft. Cube)
Duration: Instantaneous
Components: S
Description: You can change the form of shadows or dark energy that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
You instantaneously expand the shade 5 feet in one direction, provided that flame or another light source is not present in the new location.
You instantaneously remove the shadows within the cube.
You double or halve the deepness of the shade.
You change the form of the shade and animate it as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


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

Response:
Name: Weave Warrior
Level: 9
School: Evocation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: The user summons a shining weapon made out of magic and radiance, along with some protective armor. Your AC is 18 unless 18 or higher already, and you gain 30 temporary hit points at the start of each of your turns. As an action, you can make a melee spell attack, dealing 5d6 radiant damage and 5d6 force damage on a hit.
Once the spell ends, you lose all temporary hit points granted by the spell and gain a level of exhaustion.


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

Response:
Name: Web of Alarms
Level: 4
School: Abjuration (Ritual)
Classes: Druid, Ranger, Warlock, Wizard
Casting time: 1 Minute Per Alarm
Range: 300 Feet
Duration: 8 Hours
Components: V, S, M
Material cost: a tiny bell and a piece of fine silver wire
Description: Designate up to 6 spheres of 10 foot radius, all of which must be within range of you and each other. Until the spell ends, you are alerted whenever any creature touches or enters the designated areas. The alarm emits a sound of your choice that can only be heard by you. You or one of these must be within 1 mile to hear the alarms. When you cast the spell, you can designate up to two additional creatures in range who can hear the alarm just as you can.
If you are within 150 feet of a one of these spheres, you can use your action to gaze through an an intangible eye in the center of any of the spheres. You can see and hear anything within the sphere, and up to 5 feet beyond it. Anything beyond this radius appears as a black void, and any sound emitted beyond this range is inaudible


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

Response:
Name: Weight of 1000 Years
Level: 1
School: Evocation
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You close your eyes and focus on the Vortex of Time, condensing the memories of the past millennia into a single thought, then gesture above a creature within range and snap your hand down as all these thoughts and memories are solidified and forced upon the target, hitting them with agonizing mental damage.
That creature must make a wisdom saving throw. On a failed save, it takes 1d6 Psychic damage and is knocked prone. On a successful save, it takes half as much damage and doesn't fall prone.
At higher Levels: When you cast this using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st


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

Response:
Name: Weight of 1000 Years, Variant
Level: 1
School: Divination
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: Choose one creature within range. You begin to condense the memories of every surrounding creature, and slam them into the target with lethal force. They must make a Wisdom saving throw, or take 1d4 psychic damage and be knocked prone. On a success, they take half as much damage and are not knocked prone.
For every creature within 30 feet of the target, the damage increases by 1d4.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage scaling gained from nearby creatures increases by 1d4 for every level above 1st


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

Response:
Name: Weld
Level: 0
School: Transmutation
Classes: Artificer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S
Description: You touch together two objects that are made out of metal and aren't being worn or carried, and instantly weld them together. You can weld together any two metal surfaces together, as long as the total area being affected is no larger than 1 foot in any dimension.
You can also use this spell to torch foes with your touch. When you use weld in this manner, make a melee spell attack against a target, dealing 1d6 fire damage on a hit.
At Higher Levels. 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: Well of Lost Lore
Level: 7
School: Divination (Ritual)
Classes: Wizard
Casting time: 1 Minute
Range: Self
Duration: Concentration, Up To 8 Hours
Components: V, S, M
Material cost: A piece of paper with writing about the knowledge you seek (could be as simple as a name, but the more information listed the more you will find)
Description: The lost lore of Faerûn will be discovered once again. When you cast this spell a crystal basin one foot across, with an eight-pointed star in the center, rises 3 feet from the ground and fills itself with water. As an action you can place the spell component into the water, at which point the water forms into a hand and grabs your head and pulls it into the basin. When your head becomes submerged you must make a DC 18 Intelligence saving throw or have your mind destroyed. On a successful save your conscious mind is bombarded with the information you were seeking dealing 3d10 psychic damage to you (cannot be reduced or prevented) due to the sudden influx of knowledge. On a failed save your Intelligence score becomes 3 and you are driven insane by the information causing you to begin tirelessly writing all of the lore down for others to find (this effect renders you unable to take a long rest). This effect lasts until you reach an exhaustion of 5 or more, or you succeed on the Intelligence saving throw which you make every day at dawn.
The lore granted to you by this spell is determined by your DM but it must be relevant to what you wrote on the piece of paper. Alternatively you may leave the page blank to learn something that has been lost to the ages or stricken from existence. This information is determined by the DM, but encourage your DM to make the information somewhat useful


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

Response:
Name: Wendigo's Hunger
Level: 3
School: Transmutation
Classes: Druid, Warlock, Wizard
Casting time: 1 Hour
Range: Touch
Duration: 1 Hour
Components: V, S, M
Material cost: The blood and flesh of a living creature killed within the last hour
Description: You smear yourself in a dead creature's blood and spend an hour chanting and meditating over the freshly slain corpse. When you have finished, you touch a humanoid creature and curse it with the hunger of the mythical wendigo, a monster born from cannibalism. The creature must make a Charisma saving throw, automatically failing the save if it has consumed humanoid flesh within the past 24 hours or if it willingly accepts the transformation. If it fails the save, it is transformed into a horrific predator, using the statistics of a Yeti, for the duration. The creature is a hungry animal under the DM's control, hostile to all living things and likely to attack anything that moves. The creature reverts to its normal shape when the spell ends or when the creature drops to 0 hit points, at which point it falls unconscious until another creature takes an action to shake it awake. While it is transformed, the creature 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.
The spell afflicts the creature with a constant, gnawing hunger even after it has reverted to its normal form, and even if it succeeds on the save against it. It requires twice the normal amount of food for a creature of its size for this hunger to be sated, though it suffers none of the effects of starvation if it eats only a normal quantity. Instead, it becomes easily distracted, fixated on food and increasingly tempted to eat the flesh of other humanoids. A lesser restoration spell or similar magic can lift this lingering effect.
At Higher Levels. When you cast this spell using a spell slot of 9th level, the hunger that takes hold is particularly powerful and the form the creature assumes is particularly dangerous. It becomes an Abominable Yeti if it fails the saving throw and the transformation lasts indefinitely until dispelled.


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

Response:
Name: Wheel of Fire's Blaze
Level: 6
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Minute (Concentration)
Components: V, S
Description: You summon a spinning wheel of flame. The wheel is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the wheel up to 30 feet in any direction along the ground.
A creature must make a Dexterity saving throw the first time on a turn that it enters the wheel or that the wheel enters its space, including when the wheel first appears. A creature takes 10d6 fire damage, and become prone if it is Huge or smaller on a failed save, or take half as much damage without becoming prone on a successful one.
Alternatively, you imbue one creature within range the power of the Wheel of Fire. When that creature makes a melee attack, they deal an additional 10d6 fire damage.


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

Response:
Name: Whirligig
Level: 4
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a spinning top
Description: You create powerful rotational forces in a 30-foot cube centered on a point within range you choose. Each creature in the area must make a Strength saving throw and a Constitution saving throw. A creature that fails the Strength saving throw is pushed 30 feet in a random direction and knocked prone. Roll a d8 for the direction: 1 is North, 2 is South, 3 is East, 4 is West, 5 is Northeast, 6 is Northwest, 7 is Southeast, 8 is Southwest. If the creature strikes a solid object, it takes 6d6 bludgeoning damage. A creature that fails the Constitution saving throw is left extremely dizzy, and cannot move or take actions until the end of your next turn (it's too busy losing its lunch)


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

Response:
Name: White-Flame Blade
Level: 0
School: Transmutation
Classes: Cleric
Casting time: 1 Action
Range: 60Ft
Duration: Concentration, Up To 1 Minute
Components: V, M
Material cost: a weapon
Description: When you cast this spell, you touch the weapon of an ally and it causes a holy white flame to cover the head of the weapon. On the next melee weapon attack that hits, the attack deals an additional 1d4 fire damage and 1d4 radiant damage and the spell ends.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 radiant damage to the target on a hit, and the extra damage the target takes increases to 2d4. Both damage rolls increase by one die at 11th level (2d8 and 3d4) and again at 17th level (3d8 and 4d4)


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

Response:
Name: White-Frost Weapon
Level: 0
School: Evocation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
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 cause it to spill forth unnatural amounts of white-cold frost. Make a melee attack with it against one creature that you can reach. On a hit, the target suffers the weapon attack's normal effects, and takes cold damage equal to your spellcasting modifier. The target must also make a Constitution saving throw, reducing its movement speed by 10 feet until the end of your next turn on a failed save.
At Higher Levels. This spell increases in power when you reach certain levels. It deals an additional 1d4 cold damage when you reach 5th level (1d4), 11th level (2d4), and 17th level (3d4). The movement speed reduction increases by 5 feet when you reach 7th level (15), 13th level (20), 16th level (25), and 20th level (30).


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

Response:
Name: Whiteout
Level: 9
School: Conjuration
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Sight
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: A blizzard forms, centered on a point you can see and spreading to a radius of 80 feet. The blizzard spreads over corners. The area becomes difficult terrain and is heavily obscured. Ranged weapon attacks in the area are impossible. The frigid winds count as a severe distraction for the purposes of maintaining concentration on spells. These winds (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.
When the blizzard appears, each creature within it must make a Constitution saving throw. A creature takes 11d8 cold damage on a failed save, or half as much damage on a successful one.
For each round thereafter while you maintain concentration on this spell, a creature must make a Constitution saving throw when it enters the spell's area for the first time on a turn or ends its turn there. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one.


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

Response:
Name: Wild Chaos Blade
Level: 3
School: Evocation
Classes: Sorcerer
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You join your hands together, and as you mimic unsheathing an imaginary sword, the light around you temporarily get dimmer. A sword of chaotic energy appears in your hand, looking like solidified multicolored light. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It has the finesse, light, and thrown properties (range 20/60).
When you make a melee attack with this weapon, roll 2d10+1d4 for damage. Choose one of the d10s. The number rolled on that die determines the attack's damage type, as shown below.
If you roll the same number on both d10s, the chaotic energy leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes elemental damage (determined by the d10) equal to 2d4 + your spellcasting ability modifier.
When casting the spell, you can expend your Tides of Chaos. By doing so, you make each attack roll with advantage. However, for each attack you do, you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. You don't regain the use of Tides of Chaos if you do, as it is a special surge of Wild Magic.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

d10
Damage Type

1
Acid

2
Fire

3
Radiant

4
Thunder

5
Force

6
Necrotic

7
Lighting

8
Psychic

9
Cold

10
Poison
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increase by 1d4 for each slot level above 3rd. The damage to the second creature also increase by 1d4


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

Response:
Name: Wild Fire Surge
Level: 5
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a ruby worth at least 100 gp
Description: You take a ruby in your hand, and hold it between your hand as if you were praying. Your hand starts emitting red light and sparks appear around you. Your eyes turn into pools of red flame.
For the duration of the spell, you can use an action on each of your turns to evoke a random fire spell. When you do, roll a d10 and consult the following table: The result is the spell whose effect you replicate using this spell. This spell is cast at its lowest slot level.

d10
Spell

1-4
fire bolt

5-7
burning hands

8-9
scorching ray

10
fireball

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can exert some control over its randomness. For each slot level above 5th, roll an additional d10 when consulting which random spell to cast. You may choose the result of any one of the dice rolled this wa


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

Response:
Name: Wild Focus
Level: 4
School: Conjuration
Classes: Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You attempt to forcefully shift any number of creatures within range.
Each unwilling creature must succeed on an Intelligence saving throw or be teleported to an unoccupied place of your choice within range. The location your transfer them to can not immediately be harmful, such as above a pit fall or within the area of a wall of fire spell


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

Response:
Name: Wild Spark
Level: 0
School: Transmutation
Classes: Sorcerer
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You beckon forth the unstable magics within yourself and attempt to willfully force a magical effect into creation. This spell transmutes your chaotic magic into the effect of another cantrip at random. As you are casting this spell, roll a d10 on the following table to determine what cantrip, if any, this spell produces. Follow all effects of the chosen cantrip as you normally would, but ignore any material components listed for that spell. If the cantrip has a normal range of touch, less than 60 feet, or more than 60 feet, its range becomes 60 feet instead (Touch spells, such as shocking grasp, create an ethereal hand that delivers the spell).

Wild Spark Effect

Result
Cantrip Effect

1
Your cantrip fizzles and no effect is called forth.

2
chill touch

3
ray of frost

4
acid splash

5
fire bolt

6
poison spray

7
shocking grasp

8
mind sliver

9
infestation

10
You may select one result from this table and use it as your result.
At Higher Levels. The spells conjured forth by this spell gain all of their normal additional effects at the appropriate levels. (ie. At 5th level, the damage of fire bolt increases by 1d10 (to 2d10), etc.)


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

Response:
Name: Wild Surge
Level: 2
School: Evocation
Classes: Sorcerer
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You pull magic from the flow, and release it into the world.
You pull magic from within yourself, and release it upon the world, haphazardly and with no care. You make a roll on the wild magic surge table


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

Response:
Name: Wild Winds of Chaos
Level: 7
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (100-Foot Line)
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: A 100-foot long, 15-foot wide line of gale-force wind infused with swirling, multicolored strands of wild magic blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must make a Strength saving throw. On a failed save, a creature takes 10d8 damage and is pushed 30 feet away from you in a direction following the line. On a successful save, a creature takes half damage and isn't pushed back. Choose one of the d8s. The number rolled on that die determines the wind's damage type, as shown below.

d8
Damage Type

1
Acid

2
Cold

3
Fire

4
Force

5
Lightning

6
Poison

7
Psychic

8
Thunder
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The chaotic wind disperses gas or vapor, and it extinguishes flames within the area.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you


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

Response:
Name: Wildfire
Level: 9
School: Evocation
Classes: Sorcerer
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a firefly
Description: A creature within range burns. While it is burning, at the start of each of its turns, it makes a Constitution saving throw. On a failure, it takes 15d8 fire damage. On a success, it takes half as much damage and the effect ends for that creature.
If a target takes fire damage from this spell, choose one creature you can see within 30 feet of target that is not already burning. The new target begins burning, taking damage and spreading the fire as above


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

Response:
Name: Will Charge
Level: 1
School: Evocation
Classes: Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Created by Imperial Wardens to empower their attacks. You can channel your will into a weapon for a short period, infusing strikes with arcane might. The first time you hit with a melee weapon attack during this spell’s duration, the attack deals an extra 2d8 force damage to the target.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for every slot level about 1st, up to a maximum of 6d8 with a 5th-level slot.


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

Response:
Name: William’s Wonderful Word Bomb
Level: 3
School: Transmutation
Classes: Artificer, Bard, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Indefinite
Components: V, M
Material cost: a small copper jar worth 25 GP
Description: You speak a message into the jar that can be no longer then 3 sentences, and then close the jar. When the jar is next opened, a thick blue smoke drifts out of the jar and the message is spoken from the jar, ending the spell.
Alternatively, you can throw the jar at a target with 30 feet as an action. Every creature within 30 feet of where the jar lands must make a Wisdom saving throw, taking 2d10 psychic damage, half as much on a success. When the jar lands, it screams the message, audible out to 100 feet away. After doing this, the spell ends and the jar is destroyed.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the number of sentences in the message by one for every level above 3rd.


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

Response:
Name: Willman's Rocktomb
Level: 3
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a mouse trap made of tin
Description: You create a three-row toothed trap made of solid stone that springs right below a creature you can see in range. The trap is a 10-foot diameter cylinder that is 30 feet tall. A target that is completely inside the cylinder must make a Dexterity saving throw. On a failed save, the target takes 5d8 bludgeoning damage, and it is restrained for the duration of the spell. On a successful save, the target takes half as much damage and isn't restrained. A creature restrained by the trap can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. If you cast this spell using a spell slot of 5th level or higher, the trap is a 15-foot diameter cylinder that is 40 feet tall. If you cast this spell using a spell slot of 8th level or higher, the trap is a 20-foot diameter cylinder that is 50 feet tall


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

Response:
Name: Wind Blades
Level: 1
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: Self (30-Foot Line)
Duration: Instantaneous
Components: V, S, M
Material cost: a fan made out of feathers worth at least 10 gp
Description: You blow air forward, slashing anything in its path. Choose one target within range. Each creature in the line must make a Dexterity saving throw. A creature takes slashing damage equal to 2d6 + your spellcasting ability on a failed save, or half as much damage on a successful one.
The wind disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.