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

Response:
Name: Curse Weapon
Level: 3
School: Necromancy
Classes: Warlock, Sorcerer, Wizard, Druid, Ranger
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V
Description: Touching a weapon, you imbue it with necromantic energy, temporarily transforming steel to bone and wrappings to rotting flesh, both clawing at any creature that holds them. The first creature to wield a weapon under the effects of this spell can not stop wielding it until this spell ends if they fall unconscious. Roll 1d4 for each weapon. Depending on the roll, it gains one of the following until this spell ends:
1 - The curse of the plague. When a successful attack is made with the weapon against a creature, the target becomes weakened until this spell ends.
2 - The curse of the souls. On the wielder's first successful attack made with the weapon against a creature, it absorbs a piece of their soul. The weapon deals half as much damage to other creatures, but twice as much to the initial target.
3 - The curse of the death. All attack rolls with the weapon have disadvantage, but it deals an additional necrotic damage equal to its damage roll.
4 - The curse of suffering. When a successful attack is made with the weapon against a creature, its attack rolls have advantage, but any damage dealt as a result of a hit with the weapon is halved (i.e. base damage roll, a rogue's sneak attack damage, a barbarian's rage damage, etc.}}.
Casting at Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may target one additional weapon per spell slot level above 3rd.


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

Response:
Name: Cursed Tablet
Level: 3
School: Necromancy
Classes: Cleric, Warlock, Wizard
Casting time: 10 Minutes
Range: Special
Duration: 1 Week
Components: V, S, M
Material cost: A lead tablet worth 15 gp
Description: For this spell to come into effect, you must inscribe your victim’s name on a lead tablet, invoke the spirits of the dead, and place the tablet in an occupied tomb.
Each midnight thereafter, your victim must succeed at a Wisdom saving throw. Failure means the subject suffers horrifying nightmares of his own death. When the target wakes up, he will have taken a level of exhaustion that cannot be removed until he gets an undisturbed night’s rest. He will also take 1d10 psychic damage. The levels of exhaustion are cumulative. If the target succeeds on the saving throw, he is unaffected that night.
If your target succeeds at three saving throws in a row, the curse is broken and the spell ends. If the curse tablet, which radiates both magic and evil, is found and destroyed, this also breaks the curse, but it will inflict 1d10 psychic damage to the target as well. Because the curse is laid upon the tablet and not directly on the target, a remove curse spell will not end the curse. It will, however, give the target advantage on the next night’s saving throw.
At Higher Levels: When you cast this spell using a spell slot of 4th or higher, the spell lasts an additional two days per spell slot above 3rd level.


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

Response:
Name: Cut Down
Level: 4
School: Transmutation
Classes: Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S, M
Material cost: a melee weapon worth at least 1 sp
Description: When casting this spell, you must be touching the weapon used in the spell's components, or a willing creature currently wielding the target weapon.
Until the start of your next turn, when an attack roll is made with that weapon, it ignores the AC of the attack target. Instead, the attack roll is made against a value equal to 10 + the target's Dexterity modifier. On a hit, the damage roll ignores immunities and resistances against the damage being dealt.


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

Response:
Name: Cutter Boomerang
Level: 2
School: Evocation
Classes: Artificer, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You create a 5 foot diameter blade, which starts in your space. You then throw it straight to a location within range. At the start of your next turn, it moves back to your space. Until the spell ends, you may use your action to throw it again, as above.
If this blade passes through something's space(other than your own), they must make a Dexterity saving throw, or take 2d6 slashing damage.
The blade disappears when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6, and the range increases by 10 feet for every level above 2nd.


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

Response:
Name: Cyclone
Level: 1
School: Evocation
Classes: Bard, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Round
Components: V, S, M
Material cost: a small hailstone
Description: You speed up a cylinder of air in either the clockwise or anticlockwise direction. You then send the spiral of air to roam the area around you for 6 seconds. The cylinder is 10' wide and 15' high and has a move speed of 45'. It moves randomly, and creatures caught within its path must make a Dexterity saving throw or take 2d4 bludgeoning damage and be swept into it. On a successful save, the creature takes half damage and is not swept in.
There can only be a maximum of 12 Small or Medium creatures and 2 Large creatures in the cyclone at one time. If this maximum is reached, creatures that would be swept in automatically succeed their saving throw.
At the beginning of your next turn, the cyclone dissipates and all creatures within it are left prone in the spot it dissipated at.
At Higher Levels. When you cast this spell using a spell slot of 2nd or higher add 5 feet of range, move speed, or 5 feet to each of the dimensions of the cyclone


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

Response:
Name: Dalamar's Antilife Dome
Level: 4
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Action
Range: Self (10-Foot Radius Sphere)
Duration: 1 Minute
Components: V, S
Description: You create a dome of energy around yourself that is physically painful for creatures to stay in for too long. Each creature that starts their turn in the sphere other than yourself must make a Constitution saving throw. They take 6d6 necrotic damage on a failed save, or half as much on a successful one. In addition, creatures in the sphere have their movement speed halved until they exit the sphere. You may select up to 9 creatures other than you to be immune to the effects of the sphere.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.


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

Response:
Name: Dalamars Arm of Fire Deamon
Level: 5
School: Transmutation
Classes: Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a bit of sulfur, a humanoid finger
Description: You touch a creature, causing its arm to become wreathed in flame and assume the likeness of that of a fire demon. The target gain the following benefits:
Inkindling Touch. As a bonus action on your turn, you can use your flaming arm to make unarmed strikes. You can use your melee weapon attack or the caster's melee spell attack bonus (whichever is higher) for the attack. On a hit, your unarmed strike causes additional damage equal to 2d8 + your spellcasting ability.
Demonic Fireball. At the start of your turn, without using an action, the target can hurl a small fireball of demonic fire in a point within 30 feet. Creatures in a 10-foot radius sphere must succeed on a Dexterity saving throw, or take 2d12 fire damage on fa failed save.
Flaming Aura. Any hostile creature that moves within 10 feet of the target for the first time, or end its turn there, must succeed on a Constitution saving throw, or take fire damage equal to your spellcasting ability.
Blinding Sparks. Once per turn, when you hit a creature with an attack, you can force the target to make a Constitution saving throw. On a failed save, the target is blinded for the duration of the spell. The blinded creature can make another saving throw at the start of each of its turns to end the effect.


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

Response:
Name: Dalamars Unerring Strikes
Level: 8
School: Enchantment
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (30-Ft Radius Sphere)
Duration: 1 Minute
Components: V
Description: You create an invisible force field around yourself that guides projectiles to their targets. You and up to 9 other creatures of your choice gain advantage on ranged attack rolls while they are within range of the spell, and they gain a bonus to damage rolls from ranged attacks equal to your spellcasting ability modifier. If a creature ever leaves the spell's area, they lose the benefit, but they regain it if they enter the spell's area again.


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

Response:
Name: Damian's Wanderer's Mark
Level: 4
School: Conjuration
Classes: Paladin, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: A page of paper with the spell's formula
Description: Upon learning this spell, the caster must spend 10 minutes with a caligraphy set to create a special and unique formula for this spell to be used through, This can be done on a short or long rest
Upon casting the spell, the user's spell formula appears on the surface of whatever the caster was making physical contact with with their hands (people, weapons etc) and the spell slot is used up. From this point onwards this mark will always be there unless the user willingly makes it dissapear, or the object is harmed in a way that interrupts the formula. if a person with this mark dies, the mark will stay on their physical body unless the conditions stated previously are met
As a bonus action at any moment after the placement of a mark the user may teleport to a mark of their choosing neigh-instantly accompanied by their unique effect (the sound of whipping, a yellow flash and so on). Teleporting to a mark within 50ft of the user is treated as a cantrip (and thus, the user may instead teleport to one mark and another before ending their turn). then 50+ feet will use up a first level spell slot and so on untill the 7th level spell slot, at which point the user may teleport directly to anywhere on their plane (the distances each slot allows is up to the DM), 8th level spell slots allow for teleportation to nearby planes and a 9th level spell slot allows the user to teleport to their mark regardless where it is. Some barriers or other events may increase boundaries for this (1st level spell slot to teleport 30ft out of a magical barrier for example)
Alternatively, This spell can be cast as a reaction when being attacked by someone/thing the user can react to (in other words, attacks/spells with an attack roll). In this case they have to either be able to dodge the attack regardless (Have a higher ac) or if the attack would normally hit them, roll a DEX save at a dc of the attack's attack roll+3 (or more if the gm wishes)
to teleport to a mark within cantrip-level distance
it is possible to bring along other people while teleporting, in which case the limit of people the user can bring is their class level divided by 4 rounded to the nearest full number (in the event of multiclassing, the class with which the caster learned the spell is used, and their other fullcaster classes add onto this with another class divided by 4, and half-casters divided by 6). In order to bring someone else when teleporting the user must make physical contact with them, or have something/one they're making physical contact with make physical contact with them. If the caster wishes they can teleport an item to a place with a mark (i.e a sword they're holding to an ally) without teleporting themself or vice versa, teleporting themself without things they're holding. if two things have a mark on themself the user can teleport one to the other aslong as what they're teleporting is within 10ft of them
The caster can carry more people than their limit at the cost of a point of exhaustion (though the caster cannot do this if they have 2 or more points of exhaustion) aswell as extend their range of teleportation for a spell slot (a 1st level spell slot taking them a distance a 2nd level spell slot would) for one exhaustion for each "level up"
The spell's formula is 5 inches across and 2 inches high, and so anything smaller than this cannot be marked (though the formula can be looped around things like orbs, aslong as the formula can go in a straight line without going over itself). If the paper with the formula is destroyed (ripped, burned etc) the caster will lose acess to all marks made with said formula, they will either haven to create a new one through the same process as listed above or spend an hour and use caligraphy tools to re-create the mark (at a dc determinated by the DM) to regain all mark


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

Response:
Name: Dancing Plague
Level: 6
School: Enchantment
Classes: Bard, Warlock
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 7 Days
Components: V, S
Description: You begin dancing wildly. All creatures within 30 feet of you who can see you must make a Wisdom saving throw. A creature who fails drops whatever it is holding and begins dancing with you. The creature may make a new saving throw each hour. After the first hour, the creature gains a level of exhaustion every four hours until the spell ends, the creature succeeds on a saving throw, or the creature dies.
Every creature affected by this spell affects nearby creatures with this spell as well, forcing them to succeed on a Wisdom saving throw or join in.
You are unaffected by the exhaustion that comes with perpetual dancing. While this spell is active, you don't need to eat, drink, or sleep, and you cannot gain levels of exhaustion.


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

Response:
Name: Dancing Rune Weapon
Level: 2
School: Conjuration
Classes: Artificer, Bard, Cleric, Paladin, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: a small bone replica of a weapon
Description: You conjure a floating spectral weapon, identical to one that you are wielding, that floats alongside you and mimics your actions for the duration. Whenever you take the Attack action, you may make one weapon attack with the spectral weapon against the same target. The spectral weapon deals force damage on a hit instead of its normal damage.


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

Response:
Name: Danmaku
Level: 7
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (120-Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You spam hundreds if not thousands of colorful magical projectiles in every direction, often forming some sort of fanciful geometric pattern in the process. Each creature you choose within the area must make a Dexterity saving throw, taking 8d6 force damage on a hit.
As an action, you may repeat this attack again during your turn.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th


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

Response:
Name: Dareun's Overexertion
Level: 4
School: Necromancy
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: two objects of the same weight
Description: Lifting one object in each hand, a small circuit of energy forms between the two, increasing in size as the target exerts themselves. Choose one creature within range, they must make a Constitution saving throw with a DC of 10. On a failure, the target takes no damage, however, on a success, the target takes an amount of d8s of necrotic damage equal to the amount the creature succeeded by.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, reduce the DC by 2 for every level above 4th.


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

Response:
Name: Darius's Selfless Shield
Level: 1
School: Abjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction
Range: 30 Feet
Duration: 1 Round
Components: V, S
Description: When a creature is about to be attacked, you put up an invisible barrier that protects them using a reaction. Until the start of your next turn, the target gains a +5 to their AC and cannot be damaged by the spell Magic Missile.


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

Response:
Name: Dark
Level: 1
School: Evocation
Classes: Sorcerer
Casting time: 1 Action, Or 1 Reaction, Which You Take When A Creature You Can See Deals Damage To You (See Text)
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You direct a blast of shadowy energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage.
If you have the dark II or dark III spell prepared, you can cast this spell as a reaction.


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

Response:
Name: Dark Abyss
Level: 7
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Round
Range: 120 Ft.
Duration: 1 Minute
Components: V, S, M
Material cost: a dark crystal or a dark pearl that is worth 500 gp, which the spell consumes
Description: A pit of eternal darkness from which there is no escape, filled to the brim with the influence of evil.
A hole through time and space is created, and centered on a point you can see and spreading to a radius of 10 feet. Thunder cracks from the dark hole, and strong winds roar, pulling nearby creatures towards it.
Each creature within 60 ft. must make a Strength saving throw equal to your spell DC at the start of every round that they are within the range of the vortex.
Creatures within reach of an anchored object may use their reaction to grab onto the object, granting them advantage on the save. On a success, creatures slide 5 feet towards the center, but are able to move away from the center of the abyss, treating each movement away as difficult terrain (In case of being grabbed to an anchored object, it does not move). On a failed save, the creature is dragged 15 feet toward the dark hole, cannot move on its turn, and gets sucked into the dark dimension when they are within the boundaries of the hole. While there (in the hole), creatures take 7d10 necrotic damage each turn. They can escape the dimension by succeeding the saving throw on their turn. Creatures within the dimension have disadvantage on their saving throws to escape. Creatures within the dimension when the duration is up are ejected into an unoccupied space within 5 feet of the entrance to the abyss (or the nearest unoccupied space if none are left), take 3d6 bludgeoning damage from the sudden return to reality, and are Stunned until the end of their next turn.
At Higher Levels. When you cast this spell using a spell slot of 8th or higher, increase the distance pulled by 5 feet, and the radius of its influence by 10


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

Response:
Name: Dark Bead
Level: 1
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You create three small black beads that seem to sap away the light around them. Each bead targets a creature of your choice that you can see within range. The targets must succeed on a Dexterity saving throw or take 1d6 necrotic damage per bead 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, the spell creates one more bead for each slot level above 1st.


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

Response:
Name: Dark Chant
Level: 9
School: Necromancy
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: Self (120-Foot-Radius Sphere)
Duration: Concentration, Up To 1 Minute
Components: V
Description: You damn nearby creatures to a void of eternal punishment by performing a chant invoking the power of death. Creatures that die while within range cannot be resurrected by any means short of a wish spell. When you cast this spell, and as an action once each round while you maintain Concentration, you cause one or more additional effects within range, as detailed below. These effects are cumulative, with each effect occurring along with the ones proceeding it, and the count resets if you finish your turn without using an action to cause an effect. You and a number of creatures of your choice up to your your spellcasting ability modifier ignore these effects.
Action 1. All creatures that can hear you and aren't undead or a construct take 2d4 psychic damage.
Action 2. Creatures which fail a Wisdom saving throw become stunned for the duration.
Action 3+. Each creature must make a Constitution saving throw, with disadvantage if it has 100 hit points or fewer. A creature takes 3d10 + 20 necrotic damage on a failed save, or half as much on a success


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

Response:
Name: Dark Dive
Level: 1
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: The grapple between the caster (left) and his target (right) has just ended.Dark dive usually ends with a small, fiery explosion.Source
You grab hold of a creature you can touch and drain its life force until it breaks free. Make a melee spell attack against the target. You can choose to substitute the attack roll with a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). On a hit or a successful check, the target suffers 1d12 lightning damage and is grappled by you, regardless of its size. The escape DC for this grapple is equal to your spell save DC.
While you maintain the grapple on the target, you can inflict this lightning damage again as an action. When the grapple ends, the target suffers 1d6 fire damage and is pushed up to 5 feet away from you, then the spell ends.
Any creature that is not alive, such as an undead or construct, has resistance to the lightning damage from this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the lightning damage by 1d12 for every two slot levels above 1st


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

Response:
Name: Dark Dome
Level: 3
School: Abjuration
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Reaction, Which You Take When You Are Targeted By An Attack Or Spell
Range: Self (10-Foot Radius)
Duration: Instantaneous
Components: S
Description: You invoke the power of Urei, conjuring a dome of dark magic that surrounds you in a protective dark barrier, in response to an attack. When you are the target of an attack or spell, you can cast this spell in response and raise a dome of darkness around you. The attacking creature must make a Dexterity saving throw. On a failed save, the dome blocks the incoming attack. If it was a melee attack, the creature is knocked back 5 feet


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

Response:
Name: Dark Exchange
Level: 0
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a piece of dried sinew
Description: You touch an injured, willing creature, concentrate on the wound as the sinew magically stitches close wounds, graft overs burns and otherwise closes and protects the injured creature. Their hit point maximum is reduced by 1d4, then they regain hit points equal to twice that amount. Hit point maximums reduced in this way are recovered after a long rest.
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Instruction: Write a spell for the 5th edition of the Dungeons & Dragons game.

Response:
Name: Dark Fire
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Ft
Duration: Instantaneous
Components: V, S
Description: A wisp of purple flame coalesces in your hand, which you can use to either illuminate an area or deal damage to an enemy. When you cast this spell, choose one of the following effects:
Illumination: The flame sheds dim light in a 10-foot radius around the point you choose within range. The light lasts for 1 hour or until you dismiss it as an action.
Attack: Make a ranged spell attack against a creature you can see within range. On a hit, the target takes 1d4 necrotic damage and a 5-foot radius pool of shadows is created around the target. This pool of shadows counts as difficult terrain and lasts until the end of your next turn.
At Higher Levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


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

Response:
Name: Dark Flare
Level: 3
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (40-Foot Line)
Duration: Instantaneous
Components: V, S, M
Material cost: a magnifying glass and a piece of black cloth
Description: A stream of dark fire bursts forth from your hand in a 40-foot long, 15-foot wide line. Each creature in the line must make a Dexterity saving throw, taking 5d4 fire damage and 5d4 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 fire damage and the necrotic damage each increase by 1d4 for each spell level above 3rd


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

Response:
Name: Dark Force
Level: 2
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a black pearl worth at least 50 gp
Description: A mysterious black orb appears in the center of a point you choose within range, which then crackles and rapidly expands to fill a 10-foot radius sphere. Each creature in the area of the sphere must make a Dexterity saving throw. A target takes 2d6 force damage and 2d6 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 2nd level or higher, the amount of both the force and necrotic damage caused by the spell increases by 1d6 each for each level above 1st


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

Response:
Name: Dark II
Level: 2
School: Evocation
Classes: Sorcerer
Casting time: 1 Action Or 1 Bonus Action (See Text)
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You direct a blast of shadow energy at one creature. Make a ranged spell attack against the target, dealing 3d8 necrotic damage on a hit.
If you have the dark III spell prepared, you can cast this spell as a bonus action.


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

Response:
Name: Dark III
Level: 3
School: Evocation
Classes: Sorcerer
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You direct a blast of shadow energy at one creature. Make a ranged spell attack against the target. The target takes 5d8 necrotic damage.


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

Response:
Name: Dark Matter Blast
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: None
Description: You hurl a clump of shadowy, invisible space matter at a target within range. Make a ranged spell attack against the target, dealing 1d3 bludgeoning damage and 1d3 force damage on a hit. The target cannot benefit from cover against this attack.
The projectile summoned by this spell is made of invisible dark matter. Creatures can't react to it unless they have an ability that lets them see the invisible, such as truesight or the see invisibility spell.
Eldritch Invocations. Any eldritch invocation that affects eldritch blast also affects dark matter blast in the same manner.
At Higher Levels. This spell fires multiple clumps of dark matter as you reach higher levels. It launches one additional projectile when you reach 5th level (2), 11th level (3), and 17th level (4). You may choose the same target or new targets for each projectile.


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

Response:
Name: Dark Meteor
Level: 9
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 1 Mile
Duration: Instantaneous
Components: None
Description: An invisible orb of shadowy space matter plummets to the ground at a point you can see within range and then explodes. Each creature in a 40-foot radius sphere of that point must make a Dexterity saving throw, taking 20d6 force damage and 20d6 bludgeoning damage on a failed save, or half as much on a successful one. The area of effect spreads around corners.
A creature that fails its saving throw must also make a Strength saving throw, getting flung 30 feet directly away from the point and getting knocked prone on a failed save.
The projectile summoned by this spell is made of invisible dark matter. Creatures have disadvantage on their saving throw and can't react to it unless they have an ability that lets them see the invisible, such as truesight or the see invisibility spell.


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

Response:
Name: Dark Nebula
Level: 4
School: Illusion
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 10 Minutes
Components: S, M
Material cost: a pinch of charcoal dust
Description: You spawn complex shadowy voids covering a total volume of twenty-five 5-foot cubes within range, made of inky-black space dust starred with tiny specks of light. Each affected cube is heavily obscured by the dust, and the affected volumes count as magical darkness. Ranged weapon attacks and ranged spell attacks have disadvantage on targeting anything inside or through an affected volume.
The darkness created by this spell can crudely resemble animals, figures, objects, or whatever other rough shapes you designate. The volume this spell covers can be contiguous or discontiguous.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of 5-foot cubes of dark dust you generate increases by ten and the maximum range increases by 30 feet for every slot level above 4th.


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

Response:
Name: Dark Orb
Level: 1
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You create a dark orb in a point of space that you can see within range. It is Large size, with a diameter of ten feet. When you cast this spell, all creatures whose space is occupied by the dark orb must make a Constitution saving throw, taking 2d8 necrotic damage on a failed save, or half as much on a successful save. As an action on your following turns until this spell ends, you can move the dark orb up to 30 feet, but no more than 120 feet away from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the dark orb deals an additional 1d8 necrotic damage for every level above 1st.


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

Response:
Name: Dark Reach
Level: 1
School: Evocation
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: One creature of your choice that you can see within range must make Strength saving throw as their shadow is essentially strapped down and immobilized, restricting their own movements. On a failed save, they are restrained for the duration of the spell. A creature restrained by this spell can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
This spell does not affect creatures that do not cast shadows.


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

Response:
Name: Dark Shovel
Level: 0
School: Conjuration (Ritual)
Classes: Warlock
Casting time: 1 Minute
Range: Self
Duration: 8 Hours
Components: V, S, M
Material cost: sand from the shadowfell
Description: You wave your hand and speak a word of power from which a magical dark shovel with an evil aura akin to that of a cemetery is summoned to your hand. The dark shovel is immune to all damage except force, magical bludgeoning, slashing, and piercing, upon being hit by any of these damage types the shovel vanishes in a puff of black smoke. You may have up to 5 dark shovels summoned at once and can use an action to dismiss any dark shovel you summoned. The shovel seems to be extra sharp and thus can cut through natural dirt and stone quite easily. It digs far faster then any normal shovel can dig through solid stone as well. You may dig out four 5ft cubes of dirt or half that of stone while digging with this shovel. While wielding this shovel you have advantage on the shove action.


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

Response:
Name: Dark Striking Thunder
Level: 3
School: Evocation
Classes: Cleric
Casting time: Instantaneous
Range: Self (20-Foot Radius)
Duration: 1 Action
Components: V, S
Description: You raise your hand up towards the sky and issue a prayer to the King of Urei to strike you and your enemies with dark lightning. You raise your hand towards the stormy sky and summon a massive bolt of black lightning to hit anyone within a 10-foot radius of you, then spreads out across the ground an additional 10 feet. Every target in range must make a Dexterity saving throw. Any target within 10 feet of you that fails the save takes 4d8 dark damage and half as much on a success. If a creature is not within the range of the initial strike, but are in range of the spread, it takes 2d8 dark damage on a failed save and half as much on a success.
Add 1d8 to the damage for every spell slot level above 3r


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

Response:
Name: Dark Tentacle
Level: 0
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a piece of shadow
Description: You create a tentacle of darkness in an empty space you can see within range. The tentacle lasts for the duration or until destroyed. The tentacle has 1 hit point and an armor class of 10.
As a bonus action on your turn, you can move the tentacle up to 30 feet in any direction. You can use an action on your turn to make a melee spell attack with the tentacle against a creature within 10 feet of it. On a hit, the target takes 1d8 force damage and must succeed on a Strength saving throw or be pulled up 5 feet towards the tentacle.


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

Response:
Name: Dark Transformation
Level: 5
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a small piece of ebony or ivory carved into a skull worth at least 200 gp
Description: You infuse and undead creature within range with power, transforming it into an unstoppable monstrosity for the duration of the spell. Its size category increases by one, its strength increases to 20, its current and maximum hit
points are doubled, and its attacks deal an extra 4d6 necrotic damage.


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

Response:
Name: Dark Transport
Level: 3
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Bonus Action
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: You briefly turn into a flurry of ravens, a dark mist, or similar foreboding phenomena before reappearing somewhere else in range. You teleport up to 60 feet to an unoccupied space you can see, forming a 10 foot wide line behind you. Creatures that you designate in the line must succeed on a Constitution saving throw or take 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd


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

Response:
Name: Dark World
Level: 6
School: Necromancy
Classes: Cleric, Sorcerer, Wizard
Casting time: 10 Minutes
Range: 300 Feet
Duration: 24 Hours
Components: V, S, M
Material cost: a black pearl worth at least 500 gp
Description: You invoke the powers of darkness to corrupt an area as small as a 30-foot cube or as large as a 100-foot cube. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.
The spell creates the following effects within the area. When you cast the is spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. You can also specify a symbol that, when worn, makes the wearer immune to the effects.
The entire cursed area radiates magic. A dispel magic spell cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is the spell dispelled.
Gloom. The area is filled with a persistent gloom; the area within can never be brighter than dim light, and the range of light sources is halved. Even when it's a bright, sunny day, the area is as dark as twilight. Magical light created by a spell of 6th level or lower cannot penetrate the gloom. To creatures immune to the effect, the dimness creates an interesting mood but doesn't impede vision.
Shadow Horrors. You can summon up to eight shadows within the area. If any creature not immune to this effect enters the cursed area, the shadows fight until they have driven off or slain the intruders. The shadows also obey your spoken commands that you issue while in the area. If you don't give them commands and no intruders are present, the shadows do nothing. The shadows can't leave the warded area. When the spell ends, the shadows vanish without a trace. If the spell has been cast in the same area every day for a year, the shadows respawn at every sunset.
Terror. A creature that enters the cursed area and is not immune to the effect must make a Wisdom saving throw or be frightened of the area and drop anything it's holding. While frightened by this effect, a creature must take the Dash action and move away from the area by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to the cursed area, the creature can make a Wisdom saving throw. On a successful save, the creature is no longer frightened.
Nightmares. A creature that sleeps in the area and is not immune to the effect must make a Wisdom saving throw. On a failure, it takes 3d6 psychic damage and gains no benefit from sleeping. If this damage reduces a creature below 1 hit point, the creature is reduced to 1 hit point and permanently gains a flaw representing insanity.
Cursed Wounds. All natural or magical healing that a creature not immune to the effect receives while in the area is halved. Additionally, creatures not immune to the effect have disadvantage on death saving throws.
Undeath. 1d4 hours after dying while in the area, a creature not immune to the effect comes back to life as a Zombie. Zombies created by this effect aren't under your control, but will not attack you or creature's immune to the effect


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

Response:
Name: Darkbolt
Level: 5
School: Evocation
Classes: Sorcerer
Casting time: 1 Action
Range: Self (120 Feet)
Duration: See Below
Components: V, S
Description: With a quick invocation you call forth a nimbus of jet-black night around your hands, from which you shoot black bolts of power that trail wisps of terrible darkness.
You unleash seven bolts of darkness from your open palms and fire them at targets within range. You can fire them at one target or several. Make a ranged spell attack for each bolt. On a hit, a target takes 2D8 necrotic damage and must make a Wisdom saving throw. On a failure, the target is stunned until the end of its next turn.
Choose one of the following two options when you cast this spell:
You can fire all the bolts at once, and all targets must be within 60 feet of each other. When you use this option, the spell's duration is instantaneous.
When you cast this spell -and as a bonus action on each of your turns thereafter- you can expend one or two of the bolts to fire them at a target or targets you choose within range. When you use this option, the spell's duration is Concentration, up to 10 minutes.
No matter how many bolts strike a single target, a target can only be stunned until the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create one additional bolt for each slot level above 5th


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

Response:
Name: Darkmoon Blade
Level: 3
School: Transmutation
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: a weapon
Description: You touch a non-magical weapon, enveloping it in brilliant purple light. Until the spell ends, that weapon becomes a magic weapon with a bonus to attack rolls and damage rolls equal to your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it deals an additional 1d6 force damage for every slot level above 3rd.


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

Response:
Name: Dartboard
Level: 1
School: Conjuration
Classes: Ranger
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, M
Material cost: a dart
Description: You throw a dart into the air and choose a point of 5-foot radius within range. The dart multiplicates into many, falling in a volley from above and then disappear. Each creature in a 5-foot-radius of your chosen point must make a Dexterity saving throw. A creature takes 3d4 damage on a failed save, or half as much damage on a successful one. In addition, choose one creature who fails the save, and that creature take damage equal to the damage of an attack made by you using a dart. The damage type is piercing.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases in 2d4 per spell slot spent above the 1st.


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

Response:
Name: Darunia's Explosive Boulder
Level: 8
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Round
Components: V, S, M
Material cost: a charred pebble
Description: You conjure a giant, rough sphere of solid rock about 3 feet in diameter and weighing about 2000 pounds. You can only cast this spell while standing on solid ground. The boulder appears in your space, but as part of the action used to cast this spell, you can throw or launch the boulder from your person to any point in range.
The launched boulder's path is a 5-foot-wide line originating from you, and is up to 60 feet in length. Any creature in the boulder's path must make a Strength saving throw. A Huge or larger creature has advantage on this saving throw, while a Small or smaller creature has disadvantage. On a failure, the creature takes 5d8 bludgeoning damage, is moved with the boulder until the boulder's momentum stops, and falls prone wherever the boulder stops. On a successful save, the creature takes half as much damage, stops the momentum of the boulder in its space, and is neither moved nor knocked prone.
At any point before the start of your next turn, you can use your reaction to cause the boulder to detonate with a fiery explosion. You can do this even with the launched boulder is in mid-trajectory, such as when a creature succeeded on its Strength save to stop the boulder. Each creature in a 30 foot radius of the boulder at that point must make a Dexterity save, taking 5d8 fire damage on a failure, or half as much on a success.
If the duration of this spell ends and the boulder hasn't exploded, it becomes a mundane boulder permanently.
At Higher Levels. When you cast this spell using a spell slot of 9th level, the bludgeoning damage and fire damage both increase by 1d8


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

Response:
Name: Daunting Volt Blade
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 5 Feet
Duration: 1 Round
Components: V, S, M
Material cost: a melee weapon worth at least 1 sp
Description: As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and the target becomes imbued with electric energy. If by the end of the target's next turn it hasn't moved from its space, it takes 1d6 lightning damage.
At Higher Levels. At 5th level, the melee attack deals an extra 1d6 lighting damage to the target, and the damage the target takes for not moving increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.


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

Response:
Name: Dawnbrand
Level: 2
School: Evocation
Classes: Cleric, Paladin, Sorcerer
Casting time: 1 Action
Range: Touch
Duration: 1 Minute (Concentration)
Components: V, S, M
Material cost: A gold medallion depicting the sigil of a god of light
Description: When you cast this spell, you make a melee spell attack against a single creature in range. On a successful hit, the sigil of a god of light (typically Pelor or Pholtus) appears on that creature's forehead or most similar body part. At the end of each of this creature's turns for the duration, it takes 2d6 radiant damage. If this damage kills the target, the sigil on their forehead becomes a permanent brand and they may not be risen as an undead.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of this spell increases by 1d6 per each spell slot level above 2nd


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

Response:
Name: Daze
Level: 0
School: Enchantment
Classes: Bard, Warlock, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a pinch of wool or similar substance
Description: You patch together a complex string of disconnected or contradictory thoughts before causing them to fill a person's mind, briefly dazing them. Choose a humanoid that you can see within range. The target must succeed on an Intelligence saving throw or be incapacitated until the end of its next turn. A target with 12 or more hit points succeeds on this saving throw automatically.
The hit point limit on this spell increases by 12 when you reach 5th level (24 hit point), 11th level (36 hit point), and 17th level (48 hit point).


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

Response:
Name: Daze Monster
Level: 2
School: Enchantment
Classes: Bard, Warlock, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a pinch of wool or similar substance
Description: Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn. A target that has more than 60 remaining hit points automatically succeeds on the saving throw. This spell has no effect on undead.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the hit point limit increases by 10 for each slot level above 2nd.


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

Response:
Name: Dazzling Glare
Level: 2
School: Illusion
Classes: Cleric, Druid, Paladin, Ranger, Wizard
Casting time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Components: V, S
Description: You unleash an overwhelming flash of light. Choose any number of creatures within range. Each target that can see you must succeed on a Constitution saving throw or become blinded for 1 minute; a creature sensitive to sunlight makes this saving throw with disadvantage. If a target is concentrating, its concentration is also broken on a failed save. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


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

Response:
Name: Dead Again
Level: 2
School: Necromancy
Classes: Sorcerer, Warlock
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: Each humanoid corpse within range explodes with dark energy. Each creature except you within 5 feet of such a corpse must make a Dexterity saving throw. A creature
takes 2d6 necrotic damage on a failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of each explosion increases to 10 feet. The damage increases by 1d6 for each spell slot above 2nd.


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

Response:
Name: Death Armor
Level: 4
School: Necromancy
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: 60 Feet
Duration: 10 Minutes
Components: V, S, M
Material cost: a small piece of iron or steel
Description: You shroud yourself and up to five other creatures within range in protective energy. An affected creature gains 4 temporary hit points for every five points of damage dealt to it until the spell ends. The temporary hit points last for the duration of the spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the temporary hit points granted by this spell increase by 1 for each slot level above 4th


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

Response:
Name: Death Blade
Level: 0
School: Necromancy
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 10 Minutes
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: a blade
Description: You enchant a blade you wield with a slain soul. If you have slain an enemy in the last turn, you can cast this spell as a bonus action, otherwise it has a casting time of 10 minutes. Until the start of your next turn, a bladed weapon you wield gains a +2 bonus on attack rolls and damage rolls. A creature hit by this weapon must succeed on a Wisdom saving throw or become frightened of you until the start of your next turn


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

Response:
Name: Death Blade, Variant
Level: 8
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A small tarred doll
Description: You infuse necrotic power into a weapon. This spell deals 12d6 necrotic damage in addition to the weapon's normal damage. Anything killed with the weapon rises up as an undead under your control. You also heal for half of the necrotic damage dealt to the target.
The undead creature uses the stat block of the creature that was killed, but with no spellcasting ability, 1/4th of its HP, and gains vulnerability to radiant damage. It is considered an undead creature in addition to its original creature types.
Constructs and other non-organic beings are not affected by the undead effect and only take the damage
At Higher Levels. You deal addition 1d6 necrotic damage for every spell slot above 8th level.


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

Response:
Name: Death Blossom
Level: 1
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V
Description: You invoke the power of the Shadowfell, and darkness wreathes your body as you assault everything nearby.
This spell may only be used if you are below half of your maximum Hit Points. You assault all creatures within 10ft., who each make a Constitution Saving Throw. They take 4d8 necrotic damage, which is halved on a successful save. Using this spell is tiring, and you will lose Hit Points equal to 10% of your Maximum after the spell has taken effect. If the backlash damage of this spell would make you drop below 1 hp, you simply fail to cast the spell.
At Higher Levels. When you cast this spell using a spell slot of 2 or higher, the damage increases by 1d8 for each spell slot above 1st


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

Response:
Name: Death Bolt
Level: 0
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You hurl a dark ball at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic 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: Death Cloud
Level: 3
School: Necromancy
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet (15-Foot Cube)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a pouch of bone meal and a dried bundle of wolfsbane
Description: You fill the lungs of your foes with the stench of death. Upon casting this spell, a cube of horrid black or crimson gas appears, originating from the point you select. When a creature enters this area for the first time or ends their turn there, they must make a Constitution saving throw or take 9d6 necrotic damage and fall prone as their senses are overtaken by the toxic vapors. This damage is reduced by half and the creature does not fall prone if they pass this saving throw.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher the damage of this spell increases by 1d6 necrotic damage for every spell slot level above 3rd.


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

Response:
Name: Death Coil
Level: 1
School: Necromancy
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, 1 Round
Components: V, S
Description: A blast of unholy energy snakes its way toward a creature within range, attempting to constrict it. The target must succeed on a Strength saving throw or be restrained for the duration. A creature that starts its turn restrained in this manner takes 2d6 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is extended an additional round for every two spell levels above 1st.


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

Response:
Name: Death Finger
Level: 0
School: Evocation
Classes: Artificer, Bard, Warlock
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: S
Description: Point a finger at a creature within range, shooting a thin beam of magical energy at them. If their AC is less than your spellsave DC, they take 1d10 force damage.
At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones.


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

Response:
Name: Death from the Heavens
Level: 9
School: Conjuration
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 1 Mile
Duration: 10 Minutes
Components: V, S
Description: You beckon the unadulterated power of the gods and summon them to rain hell upon your foes, causing dark clouds to roll in to cover a 500-foot-radius circle centered on a point you can see within range. At the start of each of your turns for the duration, piercing light breaks through from above the clouds towards up to three different points of your choice beneath the clouds. Each creature in a 15-foot-radius sphere centered on each point must make a Dexterity saving throw, taking 13d6 force damage on a failed save or half as much on a success.


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

Response:
Name: Death Grip
Level: 1
School: Necromancy
Classes: Artificer, Bard, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: 40 Feet
Duration: Instantaneous
Components: S
Description: You seize the essence of a creature in range and pull it towards you. The target must make a Strength saving throw. If it fails, it is pulled up to 40 feet directly towards you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the number of creatures you may target by 1 and increase the range of this spell by 10 feet for each slot level above 1st.


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

Response:
Name: Death Sight
Level: 0
School: Divination
Classes: Bard, Cleric, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S, M
Material cost: a pinch of powdered bone
Description: You touch a creature and give it an insight into its imminent death. While under the effects of this spell, a creature can add its proficiency bonus to its death saving throws. You cannot cast this spell on an incapacitated creature. If you cast this spell again, the effect ends


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

Response:
Name: Death Strike
Level: 1
School: Evocation
Classes: Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: a piece of iron
Description: As part of this spell, make an attack with a melee weapon, if hits, your attack does 1d6 additional necrotic damage and you regain hit points equal to half of the total damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the damage increases by 1d6 for every level above 1st.


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

Response:
Name: Death Touch
Level: 1
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S
Description: You touch a creature and attempt to end its life instantly. It must make a Constitution saving throw, taking 10 necrotic damage on a failure.
This spell automatically fails if it targets a creature with more than 10 hit points.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it deals an additional 1d10 necrotic damage for every level above 1st. In addition, the threshold for spell failure increases by 10 hit points for every level above 1st


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

Response:
Name: Death's Garrote
Level: 0
School: Necromancy
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Minute
Components: S, M
Material cost: a garrote
Description: You infuse your garrote with the power of death. The infused garrote's damage changes to 1d6 necrotic. When you attack with the infused garrote, you can use your spellcasting ability modifier, instead of your Strength or Dexterity, for the attack and damage rolls. When a creature attempts to escape a grapple made with the infused garrote, you can use your spell attack modifier in place of your Strength (Athletics) modifier for the check to maintain the grapple


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

Response:
Name: Death's Scythe
Level: 9
School: Necromancy (Ritual)
Classes: Cleric, Wizard
Casting time: 1 Minute
Range: Self
Duration: Up To 10 Minutes
Components: V, S, M
Material cost: The soul of a humanoid, which Death takes; Or a gift for Death worth at least 5,000 gp, which Death takes
Description: You incant the one of the ultimate forbidden rituals of necromancy: Summoning Death himself, for the purpose of borrowing his scythe in exchange for the material component. Over the course of the casting of the spell, Death appears, and decides if he is willing to part with his scythe. If Death agrees, he places it in your hands and allows you to wield it for the duration of the spell. You are considered proficient with scythes as long as you wield it.
At the end of the spell's duration, or when you dismiss the spell as an action, Death reappears and takes from you both his scythe (if you or your companions still have it) and the material components used in the spell, before being sent back to whence he came


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

Response:
Name: Death's Touch
Level: 6
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: Powdered diamond worth at least 500gp
Description: You touch one enemy creature within 5ft of you. You speak an ancient ritual in your mother dialect and offer the components to your deity. The target creature must succeed on a DC Constitution Saving Throw (using your spellcasting ability as the DC to beat), if the creature fails the saving throw, it must take 10d8 necrotic damage and have that amount added to your hit points as temporary hit points, if the creature succeeds the saving throw, it must take half of the 10d8 damage rolled and it's damage is not added to you for temporary hit points.
At Higher Levels. When you cast this spell using a spell slot of level 7 or higher, increase damage dice by 1d8 for each spell level


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

Response:
Name: Deathly Polymorph
Level: 7
School: Transmutation
Classes: Bard, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 30 Minutes
Components: V, S, M
Material cost: a dead moth's cocoon
Description: This spell transforms you into a new form.
The transformation lasts for the duration, or until you drop to 0 hit points or die. The new form can be any undead whose challenge rating is equal to or less than your level. Your game statistics, including mental ability scores, are replaced by the statistics of the chosen undead. You retain your alignment and personality.
You assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You are limited in the actions you can perform by nature of your new form, and you can't speak, cast spells, or take any other action that requires hands or speech unless the new form is naturally capable of doing so. You are not able to create other undead through the use of your new form's abilities.
Your gear melds into the new form. You can't activate, use, wield, or otherwise benefit from any of your equipment.


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

Response:
Name: Deathly Servant
Level: 1
School: Necromancy (Ritual)
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instant,
Components: V, S, M
Material cost: A gem worth at least 30gp to be inserted within the mouth of the servant, consumed by the spell.
Description: Commonly seen for necromancers and those who want cheap labor, this magic binds itself to a body and animates it once more. This is no resurrection, merely a mimicry of life that will follow the orders of those who perform the necessary ritual. Since it lacks the soul of the creature it once was, the body is significantly weaker and less capable, but still suitable fodder for the army. The ritual itself involves inscribing or carving symbols onto or into the flesh of the body, allowing magical energy to reside within the body.

Any natural abilities once held by the creature are lost in this process, such as a dragon's breath attack or a creature being venomous. Similarly, the decrease in dexterity and the absence of thought make the animated creature incapable of flight or burrowing, setting their speeds for such to 0. While these creatures can still wear armor that is made for them, the act of marking them with the spell severely weakens the body itself, ruining any natural armor they may have once held as their bones and flesh sag, only to be tugged taught once more in a lesser, more grisly form. Creatures marked in this way move unnaturally and always have glowing markings upon them that give them disadvantage on stealth checks unless covered by thick clothes or armor.
For creatures of CR Ratings higher than CR 1, their health is 1d6 per CR level. For those under this level, their health modifier is 1D4+1. Their stats are as follow;
Deathly Servant[edit]

Same Size as Creature Body undead, neutral

Armor Class 8
Hit Points 1d6 Per CR Rating, Below CR1 is 1d4+1
Speed 20ft.

STR

DEX

CON

INT

WIS

CHA

12 (+1)

8 (-1)

13 (+1)

6 (-2)

6 (-2)

5 (-3)

Damage Immunities PoisonCondition Immunities Poisoned
Senses passive Perception 8, Dark Vision 60ft.

Languages —None, understands verbal commands from creator.
Challenge Same as in Life (Same as in Life, Optionally None.
Antimagic Susceptibility.The servant is Incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the servant must succeed on a Constitution saving throw against the caster's spell save DC or the corpse will crumble to the ground, once more lifeless. XP)

ACTIONS
Creatures animated with this spell retain all non-magical melee attacks, but make them with listed stats and without proficiency.

Twisted by magic, these corpses are more frail than living counterparts in most instances, and the arcane runes glowing upon their decaying flesh identify them easily as monsters born from magic, only bound so long as the magic exists.


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

Response:
Name: Deathtouch
Level: 3
School: Necromancy
Classes: Paladin, Ranger, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: a shrunken head
Description: Your being is filled with necrotic energy, extending to your physical touch and your attacks for the duration. Whenever a creature touches you or hits you with a melee attack, it must make a Constitution saving throw or take 1d6 necrotic damage. Whenever you hit a creature with an attack, it takes an additional 4d6 necrotic damage (ignoring the touch damage mentioned previously). If you cause a creature to be reduced to 0 or fewer hit points with this spell, it automatically fails one death saving throw. If you hit a creature that is already at 0 or fewer hit points with this spell, it dies.


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

Response:
Name: Deathwatch
Level: 1
School: Necromancy
Classes: Cleric
Casting time: 1 Action
Range: 30 Feet
Duration: 10 Minutes
Components: V, S
Description: Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct).
Deathwatch sees through any spell or ability that allows creatures to feign death. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt


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

Response:
Name: Death’s Caress
Level: 3
School: Necromancy
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V
Description: Unholy energy radiates from you in an aura with a 30-foot radius, enveloping all friendly creatures within range. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature (including you) deals an extra 1d4 necrotic energy when it hits with a melee attack.


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

Response:
Name: Death’s March
Level: 2
School: Necromancy
Classes: Bard, Cleric, Paladin, Warlock
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Hour
Components: V, S
Description: You release a war cry in necromonger, which bolsters your allies with toughness and resolve. Choose up to three creatures within range. Their damage reduction increases by 3 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage reduction bonus is increased by 3 for every level above 2nd.


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

Response:
Name: Decaying Ground
Level: 3
School: Necromancy
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 150
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: You launch a blast of necrotic energy at a point within range you can see, causing the ground there to become decayed and infused with necrotic energy. All the ground within a 20-foot radius of the point becomes difficult terrain for the duration of the spell.
When a creature moves into or within the area it takes 1d4 necrotic damage and 1d4 poison damage for every 5 feet it travels.
Any creature that can’t see the area at the time of the casting must make a Perception check against your spell save DC to recognize it as hazardous.


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

Response:
Name: Decaying Necrostrike
Level: 1
School: Necromancy
Classes: Paladin
Casting time: 1 Bonus Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V
Description: Creeping tendrils of death slither toward a creature you can see within range. Your next successful attack within the duration of the spell forces the target to succeed on a Constitution saving throw, or take 1d4 necrotic damage, plus an additional 1d4 necrotic damage at the start of each of its turns for 1 minute. The target can make a Constitution saving throw at the end of each of its turns to end this effect.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d4. Also, when you cast this spell using a spell slot of 3rd level or higher, you roll an additional 1d8 for every two slot levels above 1st.


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

Response:
Name: Decrepit Hands
Level: 5
School: Transmutation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a rabbit's foot
Description: You sacrifice one of your hands temporarily as it withers and becomes unable to perform somatic gestures or handle objects. Targeting a creature whose location you know, a ghostly apparition of your hand manifests near it. Your target must succeed on a Strength check contested against your spellcasting ability check, or for the duration of the spell, its hand suffers the same fate as yours. The creature can repeat the contest at the beginning of each of its turns, ending the spell early if it succeeds. You may end the spell as a bonus action. Only creatures with at least one working hand can use or be targeted by this spell.


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

Response:
Name: Deep Forest Emergence
Level: 5
School: Transmutation (Ritual)
Classes: Druid
Casting time: 1 Action
Range: 50 Feet
Duration: 24 Hours
Components: V, S, M
Material cost: A handful of roots
Description: Plant vines into the ground and choose 3 locations within 50 feet. On your next turn, a Living Root emerge from the ground at each of these locations. Creatures within 10 feet of a summoning plant must succeed a DC 13 Dexterity saving throw or be knocked prone.
Living Roots summoned by this spell are under your control. On each turn, you may use a bonus action to select a target, which all roots within range will attack. Control of Living Roots is lost after 24 hours, but the plants will persist.
Casting Plant Growth on these roots causes them to Deep Forest Bloom, growing flowers that exude sleep pollen. Living creatures (other than you) starting their turns within 20 feet of a Living Root must succeed a Wisdom saving throw or fall asleep.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, extend the range by 20 feet and summon 2 more Living Roots for each level above 5th.


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

Response:
Name: Deepen Shadows
Level: 0
School: Illusion
Classes: Wizard, Sorcerer, Bard, Warlock
Casting time: 1 Minute
Range: 30 Feet
Duration: 1 Hour
Components: S
Description: Over the course of a minute, the shadows in one 10 foot cube or smaller area grow larger, deeper, and more concealing. A room that is brightly lit becomes dimly lit. The change is so gradual that it requires a Wisdom (Insight) check with a DC equal to the spell save DC to notice it. The size of the area that can be affected increases when you reach 5th level (20 feet), 11th level (50 feet), and 17th level (100 feet)


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

Response:
Name: Deeppockets
Level: 1
School: Transmutation (Ritual)
Classes: Wizard
Casting time: 1 Minute
Range: Touch
Duration: 8 Hours
Components: V, S, M
Material cost: a tiny golden needle and a strip of fine cloth
Description: You touch a non-magical set of clothes and fashion it with numerous hand-sized pockets with extra-dimensional interiors. For the duration of the spell, items placed in the pockets are considered to weigh one tenth of their weight for the purpose of carrying capacity. The pockets combined can hold up to 200 lbs. When the spell ends, the contents of the pockets fall to the floor


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

Response:
Name: Defense Lattice
Level: 3
School: Abjuration
Classes: Artificer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: S, M
Material cost: a stone carving of various intertwining polygons worth at least 100 gp
Description: You surround yourself with a network of magic energy that solidifies into discrete barriers in response to incoming attacks.
The network starts with a pool of 20 points. Whenever a creature makes an attack roll against you that is greater than or equal to your AC, the network expends points to increase your AC by 1 per point until the end of the current turn. The network expends points until your AC is 1 point greater than the triggering attack roll, or until the amount of points spent equals 2 + this spell's spell level (whichever happens first). If you are targeted by the magic missile spell, the network expends a number of points equal to the number of missiles targeting you (up 2 + this spell's spell level) to block 1 missile per point.
In addition, when you are targeted by a spell that deals damage, you can use your reaction to expend points up to this spell's spell level and reduce the damage by 1d6 per point. If the spell forces you to make Strength, Dexterity, Constitution, or Charisma saving throws, add the number of points spent to those saving throws.
When you cast defensive lattice, you may choose to increase the casting time to 1 minute. The additional time is spent building and integrating an autonomous framework into the lattice, changing the spell's duration to 1 hour (no concentration required).
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, add 5 points to the network's pool for each spell level above 3rd.


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

Response:
Name: Defensive Dome
Level: 2
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Reaction
Range: 30 Feet
Duration: 1 Minute
Components: V, S
Description: If you or a creature you can see within 30 feet of you is hit with a ranged weapon or spell attack, you can use a reaction to have a dome of force spring into being centered on a point you choose within range, and lasts for the duration of the spell or until it is broken. The dome is 15ft in radius and has 40 hit points. The dome absorbs damage from attacks and spells from outside it until its hit points are reduced to zero, at which point excess damage carries over onto creatures and objects inside the dome.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the dome's hit points increase by 10 for each spell slot above 2nd


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

Response:
Name: Defiant Overflow
Level: 2
School: Abjuration
Classes: Cleric, Druid, Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Minute
Components: V, S
Description: You begin to well with defensive energy for 1 minute. The next time you would restore hit points to any number of creatures while under this effect, you also grant the targets temporary hit points equal to the number of hit points restored.


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

Response:
Name: Defibrillate
Level: 5
School: Necromancy
Classes: Cleric
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: two bludgeoning weapons made of conductive material
Description: Using your two weapons, you touch a creature within 5 of you that has died within the last minute and send a reviving jolt through their body. The target returns to life with 1 hit point and becomes conscious. It has disadvantage on all saving throws until the end of its long rest


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

Response:
Name: Deity's Jaw
Level: 9
School: Conjuration
Classes: Wizard
Casting time: 1 Action
Range: 120Ft
Duration: Instantaneous
Components: V, S, M
Material cost: gift given by the deity summoned
Description: Choose one person within 20ft, they must succeed a d20 constitution saving throw or be dealt 24d10 damage from being clenched in the jaws of the chosen deity


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

Response:
Name: Delay
Level: 0
School: Evocation
Classes: Wizard
Casting time: 1 Reaction
Range: 60 Feet
Duration: Concentration, Up To A Minute
Components: V, S
Description: Upon an ally dropping to 0 hit points within 60 feet, you can freeze them in time. They retain their exact position and pose as well and cannot be damaged further by non-magical means. The ally cannot make death saving throws during this time.
If the spell is dismissed by the caster, the ally becomes stable.
The caster can opt to sacrifice some of their life in order to heal the ally. The caster takes 1d4 force damage and the ally is healed for that amount plus the total number of spell slots you have remaining.
If the caster loses concentration due to damage, the spell ends the caster takes half of damage and the ally receives a death fail.
Due to the mal effects of time manipulation, this spell can only be used safely once per ally per long rest or risk taking 1d12 force damage for each further attempt


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

Response:
Name: Delay, Variant
Level: 2
School: Transmutation
Classes: Artificer, Druid, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S
Description: Choose one spell of 1st level or lower that you know, and choose an amount of time that needs to pass. When that time passes, the spell is instantly cast. If it is an area of effect, it is created on the spot you cast this spell. If it targets a creature, the creature closest to the spot is targeted. For all intents and purposes, you count as the caster of this spell when iy goes off.
At Higher Levels. When cast at 3rd level or higher, the maximum spell level you can choose increases by 1 for every level above 2nd.


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

Response:
Name: Delayed Blast Time Bomb
Level: 7
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: "Concentration, Up To 4 Minute"
Components: V, S, M
Material cost: a small cogwheel
Description: A beam of white light flashes from your pointing finger, then slowly goes away as a small bead floating in the air up to 5ft or on the ground
(can be found with a perception dc 13). When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an vortex that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes force damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 8d6 Force and. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to create a blackhole that causes the spell to be casted right where it was touched that sucks everything inside of it destroying any objects that enter and dealing damage to creatures within the radius. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The explosion damages objects in the area and moves light to moderately weighted objects that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th


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

Response:
Name: Delayed Spell
Level: 1
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Round
Components: V, S
Description: You focus your energy, holding fast and prepare to unleash it in one blast. When this spell ends due to the duration expiring and if you haven't moved since casting this spell then on your next turn if you cast a damaging Evocation spell, with a casting time of one action, increase one of the initial number of damage dice rolled by two. For example, if you cast Scorching Ray as a 2nd level spell, you can roll 4d6 fire damage once and 2d6 fire damage twice. To gain this effect, casting the damaging Evocation spell must be the first thing you do on that turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher increase the number of rounds you are concentrating by one and increase the number of damage dice rolled by one for each level above 1st.


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

Response:
Name: Deliberate Surge
Level: 1
School: Evocation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: a thimble of water
Description: You chuck magic into the world, formlessly, allowing it to do what it will. Roll on the wild magic surge table. The result is the effect of this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you roll an additional time on the surge table, and can use any one roll of your choice.


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

Response:
Name: DeLiszt's Dirty Little Secret
Level: 2
School: Divination
Classes: Bard, Cleric, Paladin, Warlock
Casting time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Components: M
Material cost: parchment, red ink
Description: While speaking to a creature, you may force them to blurt out something they’d rather stay unknown. They may make a Charisma saving throw, the spell failing on a success. If the spell fails, they know you tried to cast it, but if it doesn’t, they don’t notice they revealed the information.
The information they reveal can take many forms. For example, if they have a secret identity, they may reveal what it is. They may grant the password for a certain lock, or give directions to a hidden location. The topic of the conversation may affect the contents of the secret revealed, but the content is overall left up to the DM.


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

Response:
Name: Dellmudes Hammer
Level: 5
School: Conjuration
Classes: Artificer, Cleric, Paladin
Casting time: 1 Action
Range: 20 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You create a massive hammer of glowing red force at a point you can see within range, which lasts for the duration. When you cast this spell, you can attempt to hit a creature within 10 feet of the hammer. The target must succeed on a Dexterity saving throw, taking 14d4 bludgeoning damage on a failed save. You can use an action on each of your turns to move the hammer to a point you can see within range and repeat this attack against the same target or a different one.


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

Response:
Name: Delta Divide
Level: 5
School: Conjuration
Classes: Cleric, Druid, Ranger
Casting time: 1 Round
Range: Two Unoccupied Spaces Within 5 Feet Allowing A Triangle To Be Formed With The Caster.
Duration: 8 Hours
Components: V, S, M
Material cost: a single point of the caster's health must be given to each copy made (2 total points
Description: Two copies of yourself are created to fight for you
When cast, two indistinguishable copies of your character are formed within reach of you. Your character can choose to either stay in their current space, or choose to occupy a space where a copy would be created and have the copy occupy the character's original space. Only the caster has knowledge of which two are the copies and which is the player. The copies have the same stats, skills, and abilities of the caster. The inventory of the caster can be divided up as the caster sees fit upon the spell's casting; regardless of how the inventory is divided, those who do not have it will obtain a fake copy of the item(s) with the same properties. The inventory of the copies will be an exact duplicate of what the caster had before creation, including anything they might have had equipped, which will all disappear once the respective copy disappears unless the caster gave them an item upon creation, if any. If the copies take any damage, they immediately fade from existence, unable to be saved or healed by any means, be it magical or non-magical. If a copy picks up any items and its hit points are reduced to 0, then all items it picked up are dropped immediately in the space the copy last existed. A copy can cast spells, even if a spell slot is required. Before Delta Divide is cast, the caster can choose to divide up its spell slots, giving some to one copy, to both copies, all to the copies, keeping all of the spell slots with the caster, etc. Any spell slots not used by a copy upon its health falling to 0 are unusable by either the other copy or by the caster and act as though they were used up (still recoverable by taking a long rest, etc.). If the caster is knocked unconscious or dies, then the copies immediately vanish regardless of their current state. The copies can be given temporary hit points in addition to their singular hit point. They can also be given inspiration dice via the bard or through other means. When rolling for initiative, the player can either choose for the copies and caster's rolls to be separate, or have the copies and caster roll and take their turn all at the same time. If the player chooses for each of them to roll, this decision must be stated before the roll is made. If the copies are created during combat, they go during the same turn as the caster and can go before, after, or both before and after the caster


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

Response:
Name: Dementia
Level: 9
School: Enchantment
Classes: Warlock
Casting time: 1 Minute
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: An object from the targets past or A sculpture of the human mind made of precious metals worth 2,000 GP, either of the two the spell consumes
Description: You make an attempt to render the victims mind useless. The target must make a Wisdom saving throw. On a failed save, the target contracts the disease dementia at stage 4. The spell can be ended by greater restoration, heal, or wish. During the spell the target knows it's being forgetful and is utterly confused on why this is happening to them. In the event the spell is reversed the target not only regains its memories after one hour, but it also remembers who casted the spell on them.


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

Response:
Name: Demiplane Portal
Level: 7
School: Conjuration
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a gem worth at least 1,000 gp
Description: You create a portal to a demiplane corresponding to the material gem in range. The portal occupies a 5 foot square, and can only be created in an open space. When the portal is created, the material component of this spell vanishes. The portal leads to a 10 foot cube with gem-like walls and moderate ambient light. Any creature can pass through the portal to this demiplane with any form of movement.
The portal remains open until you close it by using an action and touching the portal. When you do, the material gem reappears in your hand. Objects inside the demiplane when the portal closes remain there, but living creatures must make a Charisma saving throw against your spell DC. If it succeeds, the creature is ejected harmlessly out of the demiplane. On a failure, the creature is banished as though by the Banishment spell.
Using the same gem as a component in a later casting will open a portal to the same demiplane room. If the gem is lost or destroyed, other planar magic will be required to reach the demiplane, if at all.
Demiplane etching
The caster can choose to, instead of opening a portal, etch miniscule special runes onto a gem. An etched gem connects to a different demiplane than it did before, and the new demiplane may have special properties according to the specific kind of mineral used:
Onyx: The demiplane is affected by permanent magical darkness.
Sunstone: The demiplane is full of true sunlight.
Moonstone: The demiplane is full of true moonlight.
Emerald: The demiplane doubles natural healing within, and plants grow ten times as fast.
Ruby: The demiplane is warm and arid. Wet objects dry rapidly within.
Diamond: The demiplane cannot be closed while a living creature is in it, by any means.
Jasper: The demiplane will mend items inside, as with Mending, over 24 hours.
Aquamarine: The demiplane is forever full of water that does not escape the portal.
Amber: The demiplane slows entropy, and items inside do not deteriorate, decay, or spoil.
Rose quartz: Creatures inside the demiplane are filled with peace. When they attempt to make an attack or cast a spell on an unwilling target, they must make a Wisdom saving throw or they lose the attack or spell.
Amethyst: Creatures inside are able to rest much more efficiently, taking a full rest in only two hours.
Opal: Each time the portal is opened, the demiplane can take on an illusory appearance- but cannot hide objects or creatures inside.
Quartz: Creatures and objects inside the demiplane are invisible- the demiplane always appears empty.
Bismuth: The portal opens to a different demiplane each time. The demiplane connected to may have any sort of planar detritus within, lost things, broken and useless things, or occasionally, treasure or danger


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

Response:
Name: Demon Skin
Level: 1
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 8 Hours
Components: V, S
Description: You cover your skin with fiendish scales and grow a small set of horns. For the duration, you gain a +1 bonus to your AC and suffer disadvantage on Charisma (Persuasion) checks.


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

Response:
Name: Demonic Visage
Level: 6
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: a drop of blood
Description: Your visage suddenly warps and changes to that of a terrifying demon. Your eyes glow the color of blood, horns sprout from your forehead, wings appear on your back. Around you, mirrors shatter, wine spoils, and nonmagical plants wither. Each creature within 60 feet of you that can see you must succeed on a Constitution saving throw or take 6d10 psychic or necrotic damage and be frightened of you for 1 minute. At the end of an affected creature's turn, it can repeat the saving throw, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th


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

Response:
Name: Denaliah's Dark Chains
Level: 4
School: Necromancy
Classes: Wizard
Casting time: 1 Reaction, Which You Take When A Humanoid Or Beast Within 60 Feet Of You Dies
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a puppet's string
Description: You trap the soul of a dying humanoid or beast in it's own body and make it into an undead servant. The creature gains a number of hit points equal to half of its maximum. The creature must follow your commands to the best of its ability, although it is not friendly and may resent being controlled. At the end of each of the creature's turns, it must make a Charisma saving throw. On a success, it's soul escapes and the body becomes a normal corpse. Due to the trauma inflicted on the soul, it cannot be resurrected for a year and a day unless True Resurrection or Miracle is cast.
The controlled creature retains all of its abilities, statistics, and proficiencies it had in life but cannot grow more powerful, regain lost spell slots, or regain expended abilities.
You may only control one creature with Marionette at a time. If you cast this spell again while you control a creature, the soul of the previously controlled creature escapes as if it had passed its saving throw.

At Higher Levels. When you cast this spell using a spell slot of 5th level, the creature only makes a saving throw once per minute. At 6th level, this increases to once per hour. At 7th level, once per day, and at 8th level it lasts for a year and a day. At 9th level the effect is permanent


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

Response:
Name: Dendromorph
Level: 7
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Hour
Range: 1 Mile
Duration: Instantaneous
Components: V, S, M
Material cost: a dried sapling, at least 500 GP worth of seeds, fruits, or acorns, and an item related to the target
Description: You call upon the power of nature to transform a creature into a tree. Target a creature within range. It must make a Wisdom saving throw to resist the transformation, which is modified by how familiar the target is with you, their intelligence, and how personal the item relating to the target is to them.

Knowledge
Save Modifier

Well-versed (the target has met you and is aware of your powers or intentions)
+10

Familiar (the target has met you and is aware of your existence)
+5

Acquainted (the target has seen you at least once)
+0

Strangers (the target doesn’t know anything about you)
−5

Intelligence
Save Modifier

16 or above
+2

Between 7 and 15
0

6 or below
−2

Belonging
Save Modifier

Likeness or picture
−2

Possession or garment
−4

Body part, lock of hair, bit of nail, etc.
−10
Upon a success, the target is unaffected, becomes immune to the spell for 1 week, and becomes aware of where you are for the next hour, to an accuracy of 120 feet.
On a failed save, the target, and anything they were wearing or carrying, gradually transforms into a tree and takes root where they were standing. It enters a deep sleep whilst in tree form, becoming unconscious. The target may make an additional Wisdom saving throw once every week to end the effect. When the spell ends, the target and its gear returns to the form it had before it was transformed, unaware of what had transpired