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

Response:
Name: Sword of Protection
Level: 3
School: Abjuration
Classes: Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 5 Feet
Duration: Concentration Up To 1 Min
Components: V, S
Description: You create a magical sword that start hovering 4 ft over the ground. Until the end of the spell duration or your lose of concentration, the magical sword will defend you. The sword doesn't take a full square and can share it's space with an medium sized creature. You gain +1 Ac while being at 5ft or less from the magical sword.
Every turn, the magical sword may make a melee spell attack against a creature of your choice within 5 ft of it. On a hit, the target takes 1d8 + your spell casting ability modifier damages.
As a bonus action every turn, you can move the sword up to 20 ft, to a maximum of 60 ft from you. You can also cast this spell and then hold the sword in your hands, allowing you to pretend to use the weapon yourself. When the spell ends, the.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 min for every spell slot levels above 3rd


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

Response:
Name: Sword Split
Level: 1
School: Transmutation
Classes: Artificer, Bard, Wizard, Ranger, Paladin, Cleric
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Minute
Components: S
Description: You touch a non-sentient, non-artifact melee weapon that deals no less than 1d6 piercing or slashing damage. That weapon splits into two smaller melee weapons, each dealing piercing or slashing damage one die size less. For example, you could split a shortsword (1d6) into two daggers (1d4). For the duration of the spell, the weapons are considered magical, and can be fused back together by holding them together as a bonus action, ending the spell early. If the spell expires on its own, the weapons become nonmagical and lose the ability to be fused back together.
While wielding the weapons in this way, you may add your ability modifier to attack and damage rolls to your off-hand attacks.
Alternatively, you may use this spell to fuse two smaller weapons into one larger one. For example, you may fuse two longswords into one greatsword. The same restrictions and effects of splitting a weapon apply to fusing them. If the spell expires on its own, the weapon becomes nonmagical and lose the ability to be split back apart.
If the weapon was originally magical, at the expiration of the spell, the two weapons forcibly fuse back together (or split apart), appearing back into the hand of the one who originally cast the spell.

Weapon Die Size

Original

Result

Example

2d6 or 1d12

1d10

A greatsword (2d6) into two longswords (1d10)1

1d10

1d8 or 2d4

A longsword (1d10)1 into two broadswords (2d4)

1d8 or 2d4

1d6

A longsword (1d8)1 into two shortswords (1d6)

1d6

1d4

A shortsword (1d6) into two daggers (1d4)
1 Versatile weapons use their higher damage die for the purposes of what forms them, but can use either damage die for determining what they split or fuse into.
At Higher Levels. Casting this spell with a higher level spell slot increases the duration of the spell. The duration becomes 10 minutes with a 3rd-level or higher slot, 1 hour with a 5th-level or higher slot, 8 hours with a 7th-level or higher slot, and 1 day with a 9th-level slot.


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

Response:
Name: Sword Storm
Level: 9
School: Conjuration
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S, M
Material cost: diamond worth at least 5,000 gp, cut into the shape of a sword
Description: Many floating, ghostly swords appear above the caster, forming a 30-foot wide tornado of blades which launches itself at a designated creature. Any creature caught in the radius must make a Dexterity saving throw or take 12d12 slashing damage, and half as much force damage. On a passed save, targets take half damage


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

Response:
Name: Sword Trap
Level: 1
School: Transmutation
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard
Casting time: Reaction
Range: Self
Duration: Instantanious
Components: V, M
Material cost:  a shield
Description: When an enemy makes an attack with a weapon and doesn't beat your AC, you can use your reaction to cause the weapon to strike your shield. As it hits you use your transmutation magic to cause the weapon to become stuck in the shield as if it had melted into the shield. The weapon can no longer be used, and the shield's AC drops by 1. To free the weapon, a creature must use an attack to make an athletics ability check against your spell save DC. If its a magic weapon they have advantage on this check. On a successful check, both the sword and the shield can be used as normal again. You can end the spell at anytime.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell becomes becomes active until another weapon attack fails to beat your AC. You trap one additional weapon for each level of the spell slot used (eg 1 weapon at 1st, 2 at 2nd, 3 at 3rd etc)


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

Response:
Name: Swordcraft
Level: 3
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (10-Foot Radius)
Duration: 1 Minute
Components: S, M
Material cost: a melee weapon which deals slashing damage
Description: You brandish the weapon used in the spell's casting and gain the ability to unleash a flurry of blurry, brightly glowing slashes of magical force in every direction.
When you cast the spell, and then as an action on each of your subsequent turns, you can slice and dice everything around you: Each creature of your choice within range must make a Dexterity saving throw, taking force damage equal to 2d12 + your spellcasting modifier on a failed save, or half as much on a successful one.
If you drop the enchanted weapon before the end of the spell's duration, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for every slot level above 3rd, and the radius increases by 5 feet for every two slot levels above 3rd.


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

Response:
Name: Sylph Communion
Level: 0
School: Divination
Classes: Druid, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: V, S
Description: By communing with the sylphs around you, you understand the will of the wind for a short time. One creature within range gains blindsight for 30 ft. until the end of their next turn.


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

Response:
Name: Sylvanism
Level: 0
School: Transmutation
Classes: Wizard
Casting time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Components: V, S
Description: You exert control over time in a small manner. You create one of the following effects within range:
You cause time to pass up to twice as quickly or twice as slowly within a cubic foot for 1 hour.
You freeze time within 1 cubic foot for 1 hour. Nothing in this area can age or be subjected to gravity.
You freshen or spoil up to 1 cubic foot of non-living organic material (such as food) for 1 hour.
You temporarily mend or rust up to 1 cubic foot of nonliving material for 1 hour.
You snuff or re-light a candle, torch, or small campfire for 1 hour.
None of these abilities have any effect on creatures or magical objects.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


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

Response:
Name: Sympathetic Vibrations
Level: 6
School: Evocation
Classes: Bard
Casting time: 1 Minute
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a tuning fork
Description: By attuning yourself to a freestanding structure such as a building, bridge, or dam, you create a damaging vibration within it. When you cast this spell and again at the start of each of your turns for the duration, the structure takes 8d10 thunder damage. If the spell is cast upon a target that is not freestanding, such as a hillside, the surrounding earth dissipates the vibrations and no damage occurs.


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

Response:
Name: Syncopate
Level: 3
School: Abjuration
Classes: Artificer, Bard, Cleric, Paladin, Warlock, Wizard
Casting time: 1 Reaction, Which You Take When You See A Creature Within 60 Feet Of You Casting A Spell
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: Instead of directly stopping a spell, you weaken it’s effectiveness. If this spell has multiple targets, the amount of targets are reduced by 2 to a minimum of 1. If it uses non-d20 dice(I.e damage or healing), they are reduced by 3, to a minimum of one. If none of the following applies, creatures simply have advantage against the spells effects.
At Higher Levels. When cast at 4th level or higher, the amount of targets and die reduction increases by 2, for every level above 3rd.


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

Response:
Name: Tablehopper
Level: 1
School: Transmutation
Classes: Druid, Ranger, Wizard
Casting time: 1 Action
Range: Self
Duration: Duration: Concentration, Up To 10 Minutes
Components: S, M
Material cost: a chunk of fine wood. Costing at least 25 gold.
Description: A line of tables, chairs, couches, pillars, and other furniture that may be used as half cover appear in a 15 feet long and 5 feet wide line originating from you in a direction you choose either horizontally or vertically to yourself. Each creature caught in the line of this will harmlessly move atop of the furniture or to an unoccupied space within 5 feet of their choice.
Each 5 foot cube contains a single piece of furniture which individually have an AC of 12, and 10 hit points. Creatures are able to move through these furnishings area treating them as rough terrain. If any piece of furniture’s hit points are reduced to zero the space becomes unoccupied as only shards of wood remain.
After 10 minutes or after the caster breaks concentration the furnishings shatter, alternatively should the caster choose to cast the spell for a full minute the furniture becomes permanent and the material components are consumed. The furnishings created being a combined value equal to the materials used.
At Higher Levels. Each spell level above first used to cast this spell increases the effectiveness and durability of the cover made. From ¾ cover and 20 hit points at 2nd level to full cover and 30 hit points at third level.


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

Response:
Name: Tabrīs’ Holy Fire
Level: 5
School: Evocation
Classes: Cleric, Sorcerer
Casting time: 1 Action
Range: 180 Feet
Duration: Instantaneous
Components: V
Description: White flames come from above to strike down an opponent of your choice, they must make a Dexterity saving throw and take 6d4 Fire damage and 6d4 Radiant damage on a failed save or half that amount on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you increase the amount of Fire damage by 1d4 and the amount of Radiant damage dealt by 1d4


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

Response:
Name: Take Up Arms
Level: 1
School: Conjuration
Classes: Bard, Cleric, Paladin, Ranger, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: A simple stick or rock
Description: When you cast this spell, you call upon the weave to provide you with a weapon. You conjure a nonmagical weapon from the prime material plane, only being able to call for a weapon with which you are proficient. Should you conjure a bow or similar ranged weapon, you also conjure a quiver of 20 nonmagical arrows with it. When the spell ends, the conjured weapon is returned to its original place in the prime material plane. Should the weapon leave your grasp or should you damage the weapon severely, the spell ends early.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher you instead conjure a magical weapon with +1 to attack and damage rolls. When you cast this spell using a spell slot of 5th level or higher, you instead conjure a magical weapon with +2 to attack and damage rolls. When you cast this spell using a spell slot of 7th level or higher, you instead conjure a magical weapon with +3 to attack and damage rolls


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

Response:
Name: Tale of a Million Nights
Level: 1
School: Divination
Classes: Cleric, Paladin, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V
Description: Whispering words that no longer exist, you recall memories of times long past. Fusing the energies within your memories, you tell a tale imbued with forbidden knowledge of one million nights, overwhelming the target. The recipient must make a Wisdom saving throw and on a failed save, it listens to the first two chapters and feels as if it must listen to your tale as you tell it of ancient secrets that you yourself may not even understand. On a success, they ignore your uncanny words and concentration breaks immediately. On each of your turns while you maintain concentration, you may use a bonus action to have the target repeat the saving throw, whispering the next chapter of the tale to the target on a failure. On a success, they ignore the chapter. When concentration breaks, for every chapter of the tale that you told, the target's mind relapses. Upon relapse the target takes 1d6 psychic damage for every chapter they listened to and did not ignore.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases by 2 rounds (or 12 seconds) for each level above 1st.


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

Response:
Name: Talisman of Summoning
Level: 6
School: Conjuration
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Until Dispelled
Components: V, S, M
Material cost: A piece of nonmagical jewelry worth at least 500 gp, which the spell consumes
Description: You touch a piece of nonmagical jewelry worth at least 500 gp such as a ring, an amulet, or a bracelet. For the duration of the spell, a creature which is wearing the object you touched can use a bonus action to summon you, causing you to appear in an unoccupied space within 10 feet of the creature. Once you are successfully summoned, the spell ends and the object disintegrates into motes of light


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

Response:
Name: Tame
Level: 9
School: Transmutation (Ritual)
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: Design Note: This spell uses the Enhanced Existence Magic Overhaul homebrew ruleset. As a result, it is meant to be 10th level magic, and is both Transmutation and Enchantment magic. See the ruleset for clarification on what that means before calling the spell overpowered. Please?
(Hold Value 7)
Note: Can only be cast by a creature that genuinely wants to save its target from being destroyed, or explicitly wants to stop the target without hurting it.
When you cast this spell, you target a beast, plant, monstrosity or dragon (Dragons get a Wisdom save against your spell save DC to avoid the effect) you can see in its range and cause the target to revert permanently to a harmless tiny beast (inanimate tiny flower for plant type creatures) version of itself. It retains it's Intelligence, Wisdom, and Charisma, as well as its personality (Except that a beast or monstrosity affected by this spell is friendly to you) and languages (If any), but is otherwise a tiny CR 0 beast (or flower) with stats and abilities determined by the DM. It's new form is vaguely similar to its original. It's eye color might be the same, it might be the same type of creature within the animal kingdom (Reptile-like to lizard, for instance), and/or it might retain a basically harmless version of something it had before, like multiple heads. It however NEVER retains any magic or supernatural abilities. A creature that regenerates will never retain that regenerative property, for instance. The one exception to this is immortality, which is always retained if it had it originally.
This new form is the creature's new true form, meaning it can't be reverted as there is nothing to revert. However, spells and effects that transform the creature further still work as if this creature always had this true form, allowing others to turn it into something more powerful if they wanted.
You may note that the Tarrasque is a monstrosity. Well, that's interesting


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

Response:
Name: Tasha’s Tantalizing Terrarium
Level: 8
School: Conjuration
Classes: Bard, Wizard
Casting time: 1 Minute
Range: 300 Feet
Duration: 24 Hours
Components: V, S, M
Material cost: a small ivory statuette, a polished platinum mirror, and a tiny gold fork, each item worth at least 20 gp
Description: You conjure a small pocket dimension in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 20 feet wide and 40 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open and close the portal anywhere within the dwelling and automatically know when an unwelcome creature is trying to enter or search for the portal. When closed the portal is invisible. Any creature not designated to enter that finds the portal must succeed a Wisdom saving throw or forget that the door exists.
Beyond the portal is a brilliant estate of wide expanse with a great manor in the center, and a few other buildings as well, if you choose. Regardless of building types, the atmosphere is clean, fresh, and warm, unless you choose otherwise.
You can create any floor plan you like for any building on the estate, but the building(s) can’t exceed 50 cubes, each cube being 10 feet on each side, and the outside expanse is no larger than half a mile. The buildings are furnished, decorated, and constructed with the architecture of your choice, and the outside areas are inhabited by whatever plants or animals you choose. Any predatory animals you choose are not aggressive and never have to eat. The main manor contains sufficient food for a nine-course banquet for up to 200 people. A staff of 500 near-transparent servants attends all who enter. You decide the visual appearance, attire, personality, and even species of these servants. If you choose an animal for one of your servants, you can choose to give it Intelligence, Wisdom, and Charisma scores of no higher than your own and let it understand or speak any languages you know. They are completely obedient to your orders. Each servant can perform any tasks that a normal human, or animal if you choose, could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, poor wine, clean, mend, fold clothes, light fires, serve food, and so on. The servants can go anywhere in the estate but can’t leave it. Furnishings and other objects created by the spell dissipate into smoke if removed from the estate, but those created by creatures you designated to enter while within do not. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.


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

Response:
Name: Taunt
Level: 0
School: Enchantment
Classes: Bard, Warlock
Casting time: 1 Action
Range: 120 Ft
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You attempt to make a creature angry at you. If the target can hear you (though it need not understand you), it must make a Wisdom saving throw. On a failed save, its mind is overwhelmed with hostile thoughts, and it becomes hostile toward you for the duration.
Once the spell ends on a creature, it may choose to continue to be hostile or not depending on how it was treated.


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

Response:
Name: Tear
Level: 0
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You cause the matter of a creature or object that you touch to split apart. Make a melee spell attack against the target. On a hit, the target takes 2d6 slashing damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6)


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

Response:
Name: Tear Drop Tragedy
Level: 9
School: Evocation
Classes: Bard, Cleric, Sorcerer
Casting time: 1 Reaction
Range: Self (300Ft Radius - Sphere)
Duration: Instantaneous
Components: S, M
Material cost: 5g of 100% PURE Uranium 238, the caster's tear [Tear must be real and cannot be caused by any artificial way, forced or chemical]
Description: The caster must produce a real tear in order to cast the spell. this tear cannot be forced, artificially created, caused by an event that would actually make the caster genuinely cry, and must be approved by the DM. e.g. favorite npc dies, a family heirloom or other item that is personally important the caster is lost/destroyed/taken/other, or the caster receives bad news such as silksong being delayed again. the caster uses the tear and Uranium to create a explosion that deals 40d6 force damage to all creatures in the area except the caster. the explosion leaves radioactive fallout that sets in after 2 rounds in a 150ft (radius) sphere which deals 1d4 poison damage to all creatures (including the caster). all creatures (except the caster) make a CON save. if successful the creature takes half damage and isn't affected by the fallout for 5 rounds.


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

Response:
Name: Tearout
Level: 9
School: Evocation
Classes: Warlock
Casting time: 1 Action
Range: 120 Feet (30-Feet Radius Sphere)
Duration: Instantaneous
Components: V, S, M
Material cost: a tear from an abyssal creature, and a diamond worth 10,000 gp, which is consumed by the spell
Description: Your eyes turn black and when ingesting the tear of an abyssal creature and the diamond you create a devastating force capable of breaking the barriers between planes and wreaking terrible havoc on your enemies.
A blast of ethereal energy is launched towards your enemies, creating a sphere of destructive power. All enemies within a 30-foot radius centered on a point of your choice within range must make a Constitution saving throw. Those who fail take 20d10 + 50 necrotic damage and are stunned for 1 minute. Those who succeed on the saving throw take the half damage and are not stunned. Reducing a creature to 0 hit points with this feature converts half of the damage dealt as temporary hit points to the caster.


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

Response:
Name: Tears of Denial
Level: 2
School: Enchantment
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, S, M
Material cost: a small vial of holy water
Description: You offer a prayer to your god to save the target from a horrible fate. The next time the target would become poisoned, petrified, or their form would be altered, this enchantment is instead dispelled


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

Response:
Name: Tears of Freyja
Level: 2
School: Necromancy
Classes: Bard, Cleric, Druid
Casting time: 1 Action
Range: Touch
Duration: 10 Minutes
Components: V, S, M
Material cost: flakes of gold
Description: Touch one creature below 0 hitpoints, who has already failed at least two death saving throws. They regain 4d4 hitpoints, and become conscious.
At Higher Levels. When cast at 3rd level or higher, they regain 2d4 extra hitpoints for every level above 2nd.


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

Response:
Name: Telepathic Message
Level: 2
School: Divination (Ritual)
Classes: Bard, Cleric, Druid, Ranger, Wizard
Casting time: 1 Action
Range: Unlimited
Duration: Concentration, Up To 1 Minute
Components: S
Description: You concentrate on a single creature that you can see and send a telepathic message to it lasting for up to the duration. It must know at least one language and have an intelligence score of 10 or greater to be able to receive and understand the message.


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

Response:
Name: Teleport Slash
Level: 3
School: Conjuration
Classes: Bard, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You conjure a sword made of ethereal light that seems to bend and twist space around it. Make a melee spell attack against a creature within range. On a hit, the target takes 3d10 force damage. Until the spell ends, you can make the attack again on each of your turns as an action. When you deal damage to a target with this spell, you can force the target to make a Constitution saving throw. If the save fails, the target is stunned until the end of its next turn.
At Higher Levels. When casting this spell using a spell slot of 4th level or higher, the damage of this spell increases by 1d10 and the range of this spell increases by 15 feet for each spell level above 3rd.


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

Response:
Name: Teleport, Variant
Level: 7
School: Conjuration
Classes: Bard
Casting time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Components: V, M
Material cost: an object associated with the target location
Description: This spell instantly transports you and up to eight willing creatures of your choice within 10 feet, or a single object within 10 feet, to a destination you select. If you
target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.
Associated Object
It is best if you have an object associated with the destination you choose, and the destination must be on the same plane of existence as you.
If you have an “Associated Object”, this means that you possess an object taken from the desired destination, such as a pebble from a temple garden, a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. Unlike the regular teleport, there is no time limit on how long it has been since the object was removed from its target location. If an object has moved from place to place during its history, you may include a description of which place or kind of place in its history you wish to teleport to. For example, if the associated object is a gold coin, you may specify where it was minted, or any of the places it was stored, spent or carried during its history.
If you do not have an "Associated Object", then the spell will use some random thing in your current environment that has come from somewhere else as the 'associated object'.
In either case, you and your group (or the target object) appear within 10 feet of where the associated object came from.


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

Response:
Name: Teleposition
Level: 3
School: Conjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60Ft
Duration: Instantaneous
Components: S, M
Material cost: A ring worth at least 100gp
Description: You hold up a ring and thrust your arm past it at a target, causing you to swap places with it. Target a creature or object.
If the target is a creature, it must make a Strength saving throw, which it can choose to fail. On a failed save, it teleports to your space and you teleport to its space simultaneously.
If the target is an object no larger or smaller than one size category different from your size, you must make an Intelligence (Arcana), Wisdom (Arcana), or Charisma (Arcana) check against a DC of 25 minus your spell save DC. On a success, you swap places with that object.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum range increases by 20ft for each level above 4th.


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

Response:
Name: Tempest
Level: 9
School: Conjuration
Classes: Druid, Wizard
Casting time: 1 Minute
Range: Sight
Duration: Concentration Up To 1 Minute
Components: V, S
Description: This is basically a buffed version of the storm of vengeance Spell
A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 3d6 thunder damage and becomes Deafened for 5 minutes.
Each round you maintain Concentration on this spell, the storm produces additional effects on Your Turn. These effects are cumulative over each round (ex. Round 2 Deafen and Acid Rain. Round 3, Deafen, Acid Rain, and Lightning, etc).
Round 2: Acidic rain falls from the cloud. Each creature and object under the cloud takes 2d6 acid damage. This acid melts through most basic materials like Wood or Thatch.
Round 3: You call eight bolts of lightning from the cloud to strike eight creatures or Objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. Alternatively, You can strike one target with up to four bolts, each additional bolt adds 2d6 to the damage. This effect can only trigger once every 2 turns after the initial round (ex. 3, 5, 7, 9).
Round 4: Hailstones rain down from the cloud. Each creature under the cloud takes 3d6 bludgeoning damage.
Round 5-10: Gusts and freezing rain assail the area under the cloud. the area becomes difficult terrain and is heavily obscured. Each creature there takes 2d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on Spells. Finally, gusts of strong wind (ranging from 40 to 90 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical


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

Response:
Name: Temporal Blur
Level: 0
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Round
Components: V, S
Description: You briefly glimpse the future, which allows you to narrowly evade an attack.
The next time an attack is made against you, you teleport to any adjacent square to where you currently are. This means that the attack will automatically miss. Though there is no limit to the number of turns you can cast this in a row, there may be some unforeseen consequences. Whenever you cast this spell, roll a d20 on the following table. Each consecutive turn you cast this you get a -2 to the roll. These will stack. If you don't cast this for a turn, you get a +1 on your next roll to it, which takes place in addition to any of the -2s you may have accumulated. These +1s will also stack, but you cannot have a positive modifier.
1: You disappear until the end of the encounter, lost in time.
2-3: You disappear for 5 rounds, lost in time.
4-5: You disappear for 3 rounds, lost in time.
6: You disappear for 2 rounds, lost in time.
7: You disappear for 1 round, lost in time.
8: You teleport 50 feet in a random direction. You are blocked by any barriers.
9: You teleport 20 feet in a random direction. You are blocked by any barriers.
10: You teleport 10 feet in a random direction. You are blocked by any barriers.
11: Instead of choosing an adjacent square to teleport to, you teleport to a random adjacent square.
13-20: The spell functions normally.


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

Response:
Name: Temporal Enhancement
Level: 7
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: A creature you touch gets surrounded by time energy for the duration. Until the spell ends, the creature benefits from the following effects:
They become immune to being grappled, stunned, or retrained.
They gain an extra 20ft of movement speed.
They gain advantage on Constitution, Wisdom, and Charisma saving throws.
If another creature targets them with a attack or harmful spell, they can use their reaction to force it to make a Wisdom saving throw against your spell save DC. On failed save, they must choose a new target or lose the attack or spell. On a success, the creature can hit you as normal but takes 5d10 force damage for each attack they hit you with.


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

Response:
Name: Temporal Link
Level: 2
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: A Large stone of Obsidian with no impurities worth 200g
Description: When you cast this spell, you create a link between now and an older version of yourself through time and space for the purpose of channelling a spell that can be used later. The spell you channel must be of a lower spell level than the Temporal Link's level or the link collapses. After casting the Temporal Link you must cast the spell you wish to channel, the casting time is normal but if the spell requires concentration you must concentrate on that spell for the length of time you wish the spell to be active. Once you have finished casting the channelled spell the link automatically closes. You can only have one spell stored in the Temporal Link at a time because the next time you cast it the channelled spell is released.
At a future moment you may cast the Temporal Link spell again as an action. Immediately, as if you had cast it yourself, the channelled spell will activate. If the spell requires concentration you do not need to concentrate on it because you already have (in the past).
At Higher Levels. You will need to cast the Temporal Link spell at one level higher than the channelled spell


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

Response:
Name: Temporal Rift
Level: 0
School: Abjuration
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration 1 Minute
Components: S
Description: You raise a free hand and let loose a glowing turquoise orb of temporal instability at a point within range, causing the very land around to warble uncontrollably as it shifts through time and space.
For the duration of the spell, a 20ft diameter circle, acts as difficult terrain


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

Response:
Name: Temporal Slash
Level: 3
School: Transmutation (Ritual)
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 20 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: While you maintain your concentration on this spell you're able to use your attack action to make a big-magic slash in a cube of 5 feet 20 or lower feet away from you. You make a melee attack using your spellcasting ability with proficiency, on hit deal 4d4 slashing damage, and hit or miss the slash remain in the air while the spell is active or while you don't make it vanish. Every creature which moves through or end their turn in a temporal slash zone take 4d4 slashing damage.
At Higher Levels. When you cast this spell using a spell slot of Xth level or higher


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

Response:
Name: Temporal Surge
Level: 0
School: Transmutation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a timepiece
Description: You give up some of your time and grant it to an ally. Choose a willing creature that you can see within range. The target may immediately take an action of its choice


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

Response:
Name: Tendrils of the Scarlet Mist
Level: 7
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a pint of fresh blood from the body of the caster, which the spell consumes, and a ruby worth at least 500 gp
Description: Brilliant crimson sprays from your outstretched arms, creating a thick scarlet mist interwoven with ethereal translucent veins that pulse rhythmically. The mist initially fills a volume of 3,375 cubic feet, or 27 connected five-foot cubes, with you as the origin. The area covered by the mist is heavily obscured, and the mist itself emits dim, red light for 5 feet. Your awareness spreads throughout the mist, allowing you perceive creatures and objects in the area it occupies as if through blindsight. Whenever a creature enters the mist for the first time or starts its turn inside the mist, you can force that creature to make a Constitution saving throw. If it fails, it takes 4d8 necrotic damage. If it succeeds, it takes half as much. Undead and constructs are unaffected by the mist. The damage dealt by this spell is transferred to a pool of hit points possessed by the red mist. While you are inside the mist, you gain access to the following actions:
Expand. As an action on your turn, you can expend hit points from this pool to expand the mist: 5 hit points to fill a 5-foot cube of space with the mist. The new areas of expanded mist must be connected, and you can only expand up to 1,000 cubic feet this way each turn (8 five-foot cubes). The mist can expand through narrow cracks and gaps in surfaces- if it does so, it costs 1 hit point per 5 feet of crevice. You may also expend your own hit points to fuel this expansion. If a section of mist becomes isolated from you, for example, if a tight door is closed on it, that section of mist withers and disperses completely at the end of your next turn unless it is reconnected before then.
Reclaim. As an action on your turn, you can reabsorb up to 1,000 cubic feet of the mist (up to 8 five-foot cubes), reclaiming 4 hit points to the red mist's pool for every 125 cubic feet.
Bolster. You can use a bonus action to expend hit points from the mist's pool to heal yourself and other creatures of your choice within the mist's area. Divide the hit points you wish to spend among yourself and the chosen creatures. If you heal a creature above its maximum hit points, it gains temporary hit points equal to the remainder. Temporary hit points gained this way can stack, as long as they are obtained throughout the duration of the spell. A creature can possess a maximum amount of 35 temporary hit points gained from this spell. Undead and constructs cannot benefit from this.
Consume. As an action, choose one creature in the red mist's area that isn't an undead or a construct. That creature must make a Constitution saving throw. On a failure, it takes 6d8 + 40 necrotic damage. On a success, it takes half as much. If a creature is reduced to 0 hit points by this effect, it becomes a withered husk and is killed. The damage dealt by this effect is added to the red mist's hit points.
A 5-foot section of mist is destroyed if it takes 15 or more radiant, necrotic, cold, or fire damage in a single turn. If the mist is targeted by an attack or effect that deals psychic damage, you are treated as the target.
The spell ends early if you leave the mist or are no longer connected to it. The mist begins to wither, no longer able to deal damage but still obscuring area and emitting dim light, and it dissipates entirely at the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the necrotic damage dealt by the spell increases by 1d8, the initial area and area that can be expanded or reclaimed each increase by 1,000 cubic feet, and maximum temporary hit points granted by the bolster increases by 5 for each spell slot above 7th. The damage each 5-foot section of mist can take before being destroyed also increases by 5.


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

Response:
Name: Tentacles
Level: 2
School: Conjuration
Classes: Warlock
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Minute
Components: V, S
Description: You tear a hole to the Far Realm from which emerges a 15-foot long tentacle. Without using an action, you can cause this tentacle to interact with the environment and objects, performing actions such as opening doors and grabbing objects. In combat, you can use the tentacle in the following manners:
You can force a creature within the tentacle's reach to make a Strength saving throw against your spell save DC, or be grappled by the tentacle. The creature can use an Action to attempt the saving throw again, freeing itself from the grapple on a success.
When a creature is grappled, you can use an Action to cause the tentacle to crush the grappled creature, causing 1d8 bludgeoning damage to it.
As an bonus action on your turn, you can cause the tentacle to attack creatures, dealing 1d8 bludgeoning damage on a hit. You can't attack or interact with objects with the tentacle while the tentacle is grappling a creature.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot. When you cast it using a 5th- or 6th-level spell slot, you conjure a third tentacle. When you cast it using a spell slot of 7th level or higher, you conjure a fourth tentacle.
you conjure a second tentacle, that can emerge from the same position, or another within the spell range. You can control all conjured tentacles with the action used to control a single one.


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

Response:
Name: Teuful's Fireball
Level: 5
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a ruby worth 100 gold pieces
Description: You rub the oxygen molecules together at hundreds of miles an hour, causing them to overheat and ignite in a fiery ball, then afterward, surrounding oxygen comes rushing in so fast it crushes anything in the initial blast radius.
All creatures in a 40-foot range of the focal point must make a Dexterity saving throw. On a failed save, they take 8d6 fire damage and 3d6 force damage. On a successful save, they take 1d6 fire damage and 1d6 force damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, all damage increases by 1d6 for each level of the spell slot.


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

Response:
Name: Thardion's Frigid Spikes
Level: 4
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (40-Foot Line)
Duration: Instantaneous
Components: V, S
Description: Freezing energy emanates from you, forming a line of icy spikes that project upward from the ground in a 60-foot line that is 5 feet wide and 10 feet high. Each creature caught in the line must make a Dexterity saving throw. On a failure, a creature takes 3d8 piercing damage and 5d6 cold damage and becomes restrained as it is frozen in place by the ice. On a success, the creature moves 5 feet to a nearby unoccupied space outside of the spell's area.
A frozen creature may attempt a Strength saving throw at the end of each of its turns, breaking free of the ice and ending the restrained condition on itself on a success.
The icy spikes created by this spell form a physical barrier. A 5-foot section of ice has an AC of 10 and can be destroyed by dealing 10 or more damage to it in the span of a single round. The ice is vulnerable to fire damage and immune to poison and psychic damage. The area within 5 feet of the icy spikes is considered difficult terrain. The ice created by this spell lasts 10 minutes before melting (half as long in a hot enviroment, indefinitely in a cold environment).
At Higher Levels. This spell uses  Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points. You may link two eligible attributes.
The default 4th-level power point allocation for this spell is Length 2 (🔗), Height 1, Cold Damage 2 (🔗), Ice Stats 1, Shape 0, Casting Time 0.

—Power Point Cost—

-1
0
1
2
3
4
5
6
7
8
9

Length 🔗
—
20 ft.
40 ft.
60 ft.
80 ft.
100 ft.
120 ft.
140 ft.
160 ft.
180 ft.
200 ft.

Height 🔗
—
5 ft.
10 ft.
15 ft.
20 ft.
25 ft.
30 ft.
35 ft.
40 ft.
—
—

Cold Damage 🔗
2d6
3d6
4d6
5d6
6d6
7d6
8d6
9d6
10d6
11d6
12d6

Ice Stats (Damage Threshold/Melt Time) 🔗
—
5/1 minute
10/10 minutes
15/10 minutes
20/1 hour
25/1 hour
30/1 hour
35/8 hours
40/8 hours
—
—

Shape
—
Line
—
Cone*
Cylinder†
—
—
—
—
—
—

Casting Time
2 actions
1 action
—
—
1 bonus action
—
—
—
—
—
—
*The height attribute becomes the width of the cone.
†The length attribute becomes the height of of the cylinder and the height attribute becomes the radius.


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

Response:
Name: Thaumic Irridiation
Level: 5
School: Evocation
Classes: Artificer, Bard, Warlock, Wizard
Casting time: 1 Action
Range: Self (30 Foot Line)
Duration: Instantaneous
Components: S, M
Material cost: An object of intense magical energy worth at least 50gp, which the spell consumes
Description: You impart a considerable volume of energy into the magical object at hand, overloading it and forcing the resulting explosion outward in a line 30 feet long and 10 feet wide. All creatures and objects in this line must make a Dexterity saving throw, taking 5d10 radiant damage on a failed save, or half as much on a success. Creatures and objects that are reduced to 0 hit points this way are immediately disintegrated and turn into flux powder, rendering them unable to be brought back by anything short of a true resurrection or wish spell, or other effects that would be able to create a new body for the victim.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, it deals an additional 2d10 radiant damage for every level above 5th.


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

Response:
Name: Thaumophone
Level: 0
School: Conjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Up To 1 Hour
Components: V, S
Description: A spectral, floating arrangement of buttons and keys appears next to you. The instrument lasts for the duration or until you dismiss it as an action.
Using the keyboard, you can play tones similar to a piano, allowing you to arrange and perform entire songs. The keyboard can also change the type of sounds it plays, including different types of piano, percussion instruments, imitated choral notes, and sound effects. Using the buttons, you can record tones from the keyboard and sounds around you, then play them back, splice them, or loop them, allowing you to set up beats and backing tracks, or edit pre-existing songs.
The thaumophone can play sounds at the same range of volume as a standard piano.
When your thaumophone disappears, all recorded sounds are safely stored in its memory for you to use the next time you conjure it


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

Response:
Name: The Emptiness of the Beginning
Level: 3
School: Necromancy
Classes: Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: Self (30-Foot Radius)
Duration: Instantaneous
Components: S
Description: You invoke the power of the abyss when you realize that you are creating a black hole. Each creature within range must make a Strength saving throw, getting pulled to the nearest unoccupied space and taking 3d6 force damage on a failed saving throw, or half as much damage on a successful save. Then, each creature within 5 feet of you must succeed on a Dexterity saving throw or be pushed 15 feet away from you and knocked prone, taking an additional 4d6 bludgeoning damage damage.
At Higher Levels. When this spell is cast using a spell slot of 4th level or higher, the range of this spell increases by 10 feet and the force damage increases by 1d6 for every slot level above 3rd.


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

Response:
Name: The Hand
Level: 7
School: Evocation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Up To 1 Minute
Components: V, S
Description: Your palm becomes full of negative space and as you swipe, the space or object that was once there is suddenly gone. As an action you may turn the palm of your hand into a weapon of negative space for up to 1 minute, allowing you to eliminate space or objects that you swipe. You may use this ability to perform the following actions:
You swipe at the air in front of you, bringing any medium or smaller objects/creatures within a 20-foot cone in front of you directly to the space you swiped, effectively teleporting it. Any non-magical objects hit by this action will disappear from existence.
You swipe at a target to perform an attack. The target must make a Dexterity saving throw or take 8d6 of damage. You may only use this ability twice per casting of The Hand.
You swipe at the face of a target of size equal to or lesser than your own. The target must make a Dexterity saving throw or immediately fall unconscious. Should they fail all their death saving throws or fail to be resuscitated, their body, along with anything they were wearing will disappear from existence. Using this ability uses all remaining time of The Hand.


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

Response:
Name: The Murderer's Ear
Level: 3
School: Divination (Ritual)
Classes: Cleric, Druid, Warlock, Wizard
Casting time: 1 Minute
Range: 5 Feet
Duration: 7 Weeks
Components: V, S, M
Material cost: string and the ear of a confessed murderer, which the spell consumes
Description: This dark ritual creates a locus of divination out of the ear of a murderer. After the ritual, a murderer's ear is created from the spell's component parts. A murderer's ear delivers audio directly into the head of the caster as though the ear were their own; the caster can choose when this effect occurs and for how long, and can turn it off or on as a free action. A caster can have 7 murderer's ears active at one time.
A murderer’s ear is a magic item, but it can be destroyed as though it is a non-magical item. It does not decay naturally for the duration.


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

Response:
Name: Theme Song
Level: 0
School: Enchantment
Classes: Bard
Casting time: Instintaneous
Range: Touch
Duration: Permenant
Components: None
Description: You touch a willing creature. When you touch the creature it immediately has the Pirates of the Caribbean theme song plays when they do something. This gives them a +2 to their charisma stat and can exceed 20. This bonus is permanent. This gives disadvantage to stealth checks. It cannot be undone. A creature can only be affected by one casting of the spell.


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

Response:
Name: Thief's Feast
Level: 1
School: Conjuration
Classes: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 1 Mile
Duration: Instantaneous
Components: V, S
Description: Describe a food item, or a single, specific creature. If you named a food item, a random food item matching that description within range will be teleported to your hand. If you chose a specific creature, a random food item within range belonging to that creature will be teleported to your hand. Food items weighing more than one pound, or that are inedible to the caster, and live creatures, cannot be affected by this spell.
Any owners of the affected food item will be instantly aware that the food item has been stolen, where it was sent, and who the caster is, as will any creature standing within 10 feet of the food item as it is teleported.
This spell fails if the described creature does not own any viable food within range, or if there are no viable instances of the caster's described food within range.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum amount a viable food item is allowed to weigh increases to the square of the spell level (2nd level = 4 pounds, 5th level = 25 pounds, etc.)


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

Response:
Name: Thirsting Blade
Level: 2
School: Necromancy
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Attack Action
Range: 5 Feet
Duration: Instantaneous
Components: V, M
Material cost: a melee weapon
Description: When you make a melee attack with a weapon within this spell's range, you may cast this spell as many times as you can attack, spending one spell slot every time you cast the spell to attack. You must make at least one melee attack, otherwise the spell fails. On a hit, the target suffers the attack's normal effects as well as 2d6 necrotic damage. You regain a number of hit points equal to the necrotic damage inflicted by this spell. You do not regain hit points if the target is a construct or an undead.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d6 for each slot level above 2nd


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

Response:
Name: Thornskin
Level: 1
School: Transmutation
Classes: Druid, Ranger
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: dried bramble bush stalk
Description: You touch a creature, making wooden thorns and spines grow all over its body. Until the spell ends, whenever the target of the spell takes damage from melee attacks, it can use its reaction to deal damage against the attacker equal to your spellcasting ability. The damage is piercing.
When the target of this spell makes a unarmed strike, it deals additional damage equal to your spellcasting ability on a hit, instead of the normal damage for unarmed strikes.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of the reaction increases by 1d4 for each slot above 1st.


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

Response:
Name: Thought Purge
Level: 1
School: Enchantment
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You attempt to halt a creature's train of thought. The target must succeed on an Intelligence saving throw, taking half as much damage on a successful save. On a failed save, the target takes 2d6 psychic damage, has disadvantage on the concentration saving throw caused by this spell's damage, and cannot speak or take reactions until the beginning of its next turn.
This spell has no effect on constructs or creatures with an Intelligence score of 3 or lower.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


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

Response:
Name: Three Freeze
Level: 2
School: Evocation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: 10 Minutes
Components: V, S
Description: You send gravitational energy into your target, causing them to be overcome with a crushing weight atop them. As an action, you cast this spell and select a target within 15 feet of you, increasing the force of gravity on them to overwhelming levels. The target must succeed a Strength saving throw or be placed under the effects of Three Freeze. The force caused by refreeze will cause the creature to fall prone and be restrained by the weight. The target can attempt this save at the end of each of its turns. On a success, it's able to stand up and move, though only at half movement speed until the spell ends. However, should you or the target move outside the range or the 10 minute time limit be reached, the target will be released.
In addition, you may move closer to increase the effect of the spell. Should you be within 5 feet of the target, they will have disadvantage on the saving throw and take 1d4 force damage at the beginning of each of their turns. This spell does not work on creatures without weight such as spirits, ghosts, banshees, or other such creatures.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's duration increases by 1 minute and the damage caused by spell increases by 1d4.


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

Response:
Name: Throwing Knife
Level: 1
School: Conjuration
Classes: Ranger
Casting time: 1 Bonus Action
Range: Melee Attack 5Ft, Ranged Attack 20Ft / 60Ft
Duration: Instantaneous
Components: S
Description: You create a radiant blade and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 radiant damage + your spell casting modifier.


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

Response:
Name: Thumb Trick
Level: 4
School: Evocation
Classes: Sorcerer, Warlock
Casting time: 1 Action
Range: 20/60 Feet
Duration: 1 Day
Components: S
Description: Wielding arcane gestures, you magically pull the skin and meat from your body as a glowing yellow bile fills the cavity of lost flesh. Make a thrown weapon attack, hurling your handful of body at a foe. On a hit, the opponent takes 1d10 psychic damage and 5d10 necrotic damage. Your flesh is magically restored to normal when the spell ends. All bilious approximations created by this spell retain the properties of your normal form and can take damage. While this spell is in effect, your creature type temporarily becomes slime


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

Response:
Name: Thunder
Level: 7
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (60-Foot Radius)
Duration: Instantaneous
Components: V, S
Description: Bolts of lightning and echoes of deafening thunder burst from your body in every direction. Each creature other than you in a 60-foot radius centered on you must make a Constitution saving throw. On a failed save a creature takes 6d6 lightning damage and 6d6 thunder damage, and is deafened for 1 minute. On a success a creature takes half as much damage and isn't deafened


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

Response:
Name: Thunder Strike
Level: 1
School: Evocation
Classes: Warlock
Casting time: 1 Bonus Action
Range: 10 Feet
Duration: Instantaneous
Components: S
Description: At the cost of a 1st level spell slot your palm expels lightning damage that on a hit deals 1d6 Lightning damage + spell casting modifier,


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

Response:
Name: Thundering Whip
Level: 0
School: Evocation
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 20 Feet
Duration: Instantaneous
Components: V, S
Description: You create a shimmering whip of thundering energy in your hand which lashes toward a target creature within range, creating a crack which can be heard up to 100 feet away. The target must succeed on a Constitution saving throw or take 1d6 thunder damage and be deafened until the beginning of your next turn.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


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

Response:
Name: Thunderous Strike
Level: 0
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Round
Components: M
Material cost: melee weapon
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 weapon's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects.
On the start of the next turn of the caster, a thunderous wave push the target 15 feet backwards, and deal 1d6 thunder damage.

At Higher Levels. This spell's damage increases as you reach higher levels. at lvl 5 it goes up to 2d6, lvl 11 3d6, lvl 17 4d6


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

Response:
Name: Thundershock
Level: 1
School: Evocation
Classes: Artificer, Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a chunk of electrically conductive metal
Description: You thrust your hands outward and an arc of lightning bursts forth into a creature you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 3d4 lightning damage and is incapacitated until the end of its next turn. On a successful save, it takes half as much damage and isn't incapacitated.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it creates one additional arc of lightning for each slot level above 1st. You can direct the arcs at the same target or at different ones. Each target makes a separate Constitution saving throw.


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

Response:
Name: Thunderwhip
Level: 2
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a piece of horse leather
Description: You evoke a vibrating whip in your free hand, whose whipcrack is most disturbing to animals. The whip lasts for the duration. If you let go of the whip, it disappears, but you can evoke the whip again as a bonus action.
You can use your action to make a melee spell attack with the thunderwhip, which has a reach of 10 feet. On a hit it deals 2d4 thunder damage. If the target is a beast, it becomes frightened until the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the reach of the weapon increases by 5 feet and the damage increases by 1d4 for every two slot levels above 2nd


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

Response:
Name: Thuryl's Temporal Torment
Level: 4
School: Evocation
Classes: Artificer, Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: an hourglass which the spell consumes
Description: You create a 10 foot radius sphere at a point you can see within range in which time reverses and accelerates randomly, forcing creatures in the area to succeed on a WIS saving throw, taking 8d8 Psychic damage on a failed save or half as much on a successful one. This spell has no effect on undead, constructs, or creatures immune to aging.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each spellslot above 4th.-->


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

Response:
Name: Tiamat's Draconic Temple
Level: 4
School: Conjuration (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 168 Hours (1 Week)
Range: 240 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: Sticks of incense, 50 gp worth of crushed up charcoal and sulfur, and crushed up dragon bones
Description: In an unoccupied space 240 feet in front of the caster, a large 480 foot long, 480 foot wide, 960 foot tall structure rises from beneath the Earth. The temple is partly volcanic ash and dragon bones and partly stone imbued with the dark magic of the Nine Hells. The Temple of Tiamat rises from Avernus and appears in front of the caster. The temple is a material component in the spell Tiamat's Rise of the Dragon Queen.


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

Response:
Name: Tiamat's Dragon Shape
Level: 9
School: Transmutation (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 24 Hours
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: A vial made from the diamonds in a Tarrasque that contains the following ingredients mixed together: Powder from a crushed up Ancient Red Dragon tooth, powder from a crushed up Ancient Blue Dragon horn, poison from the glands of an Ancient Green Dragon, pulp from a crushed up Ancient Black Dragon tongue, and pulp from a crushed up Ancient White Dragon eye
Description: You assume the form of a color of adult chromatic dragon permanently. The new form can be of a Young Red, Blue, Green, Black, or White Dragon. Your game statistics are replaced by the statistics of the chosen dragon, though you retain your alignment, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the dragon. If the dragon has the same proficiency as you and the bonus listed is higher than yours, use the dragon's bonus in place of yours. You can't use the legendary actions or lair actions of the dragon, however you can use the Wing Attack of the dragon as an action, and if you do you can't take an action on your next turn. You assume the hit dice and your hit point maximum changes to half the hit point maximum of the dragon + your hit point maximum. Your current hit points stays the same. If you are reduced to 0 hit points in this form, you fall unconscious as normal and start doing death saves. You retain the benefit of any features from your class, race, or other source and can use them, provided the dragon is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless the dragon also has that sense. You retain all languages you previously knew and gain no new languages. When you transform, your equipment falls to the ground. Your equipment does not change shape to accommodate your new form.
At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, you turn into a different dragon. At 10th level, you turn into an ancient dragon of the color you chose, and at 11th level, you turn into a copy of Tiamat. Tiamat's legendary actions are converted into normal actions. The breath weapons no longer take 2 actions and instead each have their own 5-6 turn recharge.


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

Response:
Name: Tidal Front Calamity
Level: 9
School: Evocation (Ritual)
Classes: Sorcerer, Wizard
Casting time: 18 Second (3 Rounds)
Range: Self (3281-Foot Diameter Sphere)
Duration: Concentration, Up To 1 Minute
Components: V, M
Material cost: a sword with a gemstone worth 600,000 GP imbedded in it, and 523,675,434,200 liters of water(salt) which the spell consumes
Description: During the first 2 turns the caster gathers the water in a large and compacted ball in front of them. on the third turn the caster cuts the ball in half with the sword (as mentioned in the spell components) causing the ball to split into two hemispheres that release to their full size and spin in two different directions. every creature (except the caster) that is in the area must make a strength saving throw against the caster's spell save DC. on a failed save the creature is pulled 30ft toward the center of the hemispheres, is stunned and takes 10d6 force damage. on a successful save they take half damage from the spell that turn and are not moved or stunned. if the creature is in the area of the spell AND is in a area where they are in both hemispheres (such as the center) the creature makes the strength save with disadvantage and takes 10d8 force damage instead of the 10d6. whilst the spell is active the spell caster cannot be moved from the position they were in when they started casting except from a wish spell or divine intervention. creatures attacking the caster have advantage. This spell is not affected by any affects that would stop it from hurting allies. the caster takes one level of exhaustion after the spell ends unless it was stopped before the first two rounds after splitting the water ball.


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

Response:
Name: Tide of Steel
Level: 3
School: Conjuration
Classes: Cleric, Paladin, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Description: Upon casting this spell, a 30 foot line of spectral warriors are conjured centered on a point you can see within range. The warriors charge 30 feet in a direction of your choice. Every creature in this path must make a Strength saving throw or take 2d8 magical bludgeoning damage, 2d8 magical piercing damage, and 2d8 magical slashing damage, or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 of one of the listed damage types


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

Response:
Name: Tidecaller's Blessing
Level: 3
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 30Ft
Duration: Concentration, Up To 10 Minutes
Components: V
Description: You imbue an ally's weapon with strong frost energy. You bless the target, causing their weapon attacks to deal an extra 1d8 cold damage per hit.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher you can target one more creature per 2 levels above 3rd


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

Response:
Name: Tides of Blood
Level: 4
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (20-Foot Sphere)
Duration: Instantaneous
Components: V, S
Description: You absorb the blood of all creatures of your choice within range. Force creatures of your choice within the area to make a Constitution saving throw against your spell save DC. Each creature takes 5d8 necrotic damage on a failed save, or half as much on a success.
The extracted blood is gathered in a blood orb formed above you. You can hurl this orb blood against a point you can see within 120 feet. Any creature within 20 feet of the orb must succeed on a Dexterity saving throw, taking 1d4 bludgeoning damage per creature who failed the save, or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage caused by the spell increases in 1d8 for each slot level above 4th.


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

Response:
Name: Tile of Fire
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Minute
Components: V, S
Description: One 5-foot square you can see within range is lit on fire by magical means. Any creature that moves into the area for the first time on a turn or starts its turn there must make a Dexterity saving throw or take 2d6 fire damage.
For the duration of this spell, you use a bonus action to dismiss and recreate the magical fire up to 20 feet away from its previous location.
At Higher Levels. When you cast this spell using a 3rd level spell slot or higher, you can enhance it in several ways. For each slot level above 1st, pick one of the following. You may pick an option multiple times.
Additional Tile. You create an additional 5-foot square of fire within range, which behaves identically to the first. When you use your bonus action to dismiss and recreate fire with this spell, you can dismiss any number of squares evoked with this spell.
Additional Damage. All fire created by this spell deals an additional 1d6 fire damage.


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

Response:
Name: Time Bomb
Level: 3
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a small cogwheel
Description: A bright streak flashes from your pointing finger to a point you choose within range in which you set a invisible time bomb which then blossoms with a low roar into an explosion of arcane when activated. In a location in which you set up to 150 ft away, you may place a small cogwheel which is normally unable to be seen by the naked eye (creatures may make a perception check of 17 to spot this) with a fuse of up to 10 minutes or with a activation of when someone passes by it's radius or on command, each creature in a 20-foot-radius sphere centred on that point must make a Dexterity saving throw. A target takes 6d6 force damage on a failed save, or half as much damage on a successful one.
The explosion spreads around corners. It sucks in loose objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd


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

Response:
Name: Time Control
Level: 5
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (15-Foot Cube)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a stopwatch
Description: A wave of time magic seeps out of your body in a 15-foot cube originating from you. Green particles float around in the area and you momentarily gain control of the passage of time for environment within this immovable cube. Equipment is not effected.
With control of the environment you can, as a bonus action:
Move time forward. Causing the area to age forward for the amount of time of your choosing up to 24 hours. Possible things that could happen are: plants die, rust forms on metal, the ground cracks, etc.
Any creature in the area must also make a dexterity save or be knocked prone as the ground shifts to fit the new environment.
Move time backwards. Causing the area to revert back to the way it was before however long ago of your choosing up to 24 hours. Possible things that could happen are: Plants de-age or cease to exist, the ground turn into dirt or grass, metal can shine again, etc.
Any creature in the area must also make a Dexterity save or be knocked prone as the ground shifts to fit the new environment.
Stop time. Causing the area to stop aging. Rusting, oxidizing, growing, etc.
Cause time itself in the area to rip apart, ending the spell. Any creature in the area must make a Constitution saving throw as they feel themselves rip apart. On a failed save, a creature takes 4d8 force damage and is stunned for 1 minute. On a successful save, a creature takes half as much damage and isn't stunned. At the end of each of its turns, a stunned creature can make a Constitution saving throw, ending the effect on itself on a success.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher the effected area increases by 5 feet and the damage increases by 1d8 for each slot level above 5th.


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

Response:
Name: Time Dilation
Level: 4
School: Transmutation
Classes: Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V
Description: Unlike the Haste spell this does not affect your body, but creates a shell of altered time around you making it appear as if you were moving and acting faster than anything else. The shell incorporates your entire body and anything you are holding, save that of another person or creature. Whilst this spell is active, on and out of your turn, you gain additional time to do more things. When you cast this spell the time dilation effect gives you an addition 2 seconds to do something on your turn.
To determine what you can do you first need to know how long it takes you to perform a task. On your turn you would usually have 6 second to do what you want, see the list below:
Movement on your turn, weather you move 10ft or 40ft, is considered to take 3 seconds
An action takes up 2 second
A bonus action takes up 1 second
The attack action no matter how many attacks are involved takes up 2 seconds of time.
A Spell also takes up time to cast but unlike an attack action you may not be able to cast a second spell. There needs to be a cooldown time of 3 seconds between spells. During that time you can do anything you like but 3 seconds must pass before you can cast a second spell.
Additionally whilst the spell is active you gain the following effect
You gain a bonus to your movement speed equal to +10ft of movement for every second of additional time given by the spell (additional 2 seconds of time gives a +20ft of movement)
You gain a bonus to your AC equal to the additional time given by the spell (additional 2 seconds of time gives a +2 AC)
When making an attack roll you gain advantage
Your Weapon Attack damage is increased by 1D4.
Opponents make attacks of opportunity against you with disadvantage.
After your turn you can use multiple reactionary actions or abilities equal to the additional time given by the spell (additional 2 seconds of time allows 2 additional reactions only one of which can be a spell).
Any Strength or Dexterity check you would make has advantage.
When the spell ends there is no lingering effect on you body. The shell simple dissolves and you are returned to normal time.
At Higher Levels. When you Cast this spell using a spell slot of 5th Level or higher. You gain 1 extra second of time and attack damage is increased by 1D4 for each spell slot above 4th level


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

Response:
Name: Time Restoration
Level: 7
School: Abjuration
Classes: Cleric
Casting time: 1 Action; Up To 3 Rounds
Range: Self (30-Foot Radius)
Duration: Concentration, Up To 3 Rounds
Components: V, S, M
Material cost: Diamond Dust worth 5000 gold, which is consumed by the spell
Description: You utter the Astral words for Time, Rewind, Restore, and Life as you raise your hand to the sky. Blue energy starts to flow into the dead body of any creature you wish to resurrect that has been dead for up to 24 hours..
This spell takes multiple rounds of concentration, if concentration is lost the spell ends at the stage it progressed to. For each round you continue to concentrate on controls the outcome of the dead creature;
- 1 round: On the following turn after you cast this spell the creature that you wish to resurrect is brought back to 1 hit point, you gain one level of exhaustion and take 4d10 necrotic damage.
- 2 rounds: If you concentrate on this spell for another round after it has been cast the creature is now returned to half its hit points, however, you gain two levels of exhaustion and take 5d10 necrotic damage.
- 3 rounds: If you concentrate for 3 rounds the creature is brought to full hit points, however, you gain three levels of exhaustion and take 6d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of rounds taken for a full restoration is decrease by 1 as well as the level of exhaustion for each slot level above 7th


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

Response:
Name: Time Skip
Level: 9
School: Transmutation
Classes: Bard, Wizard
Casting time: 1 Minute
Range: —
Duration: Instantaneous
Components: V, S, M
Material cost: a timepiece worth at least 5,000 gp
Description: You invoke one of the ultimate forbidden transmutations: Meddling with the timepiece of the universe itself.
When you cast this spell, time accelerates rapidly for all the worlds and the planes, before returning to normal at your choice of the next dawn or dusk. All creatures, deities, and objects everywhere are aware of the time skip.


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

Response:
Name: Time Stop Variant
Level: 3
School: Transmutation
Classes: Wizard
Casting time: 1 Reaction, When You Are Targeted For An Attack Or Are Forced To Make A Saving Throw Against A Damaging Spell.
Range: Self
Duration: Instantaneous
Components: V, M
Material cost: A stopwatch worth 300 Gp
Description: You briefly stop the flow of time for everyone but yourself. No time passes for other creatures. You take no damage from the attack or spell, you can also move 15 feet and take 1 action, if you make an attack you make it at advantage. After which time starts again.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher when you use your action to attack it deals an additional 1d6 force damage for every level past 3rd.


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

Response:
Name: Time Stride
Level: 1
School: Transmutation
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Round
Components: S
Description: You freeze time for a few seconds: Just long enough to give you an edge. Your movement speed increases by 10 feet until the end of your turn, and you can take the Dash action as a bonus action. In addition, you can't be targeted by opportunity attacks until the start of your next turn.


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

Response:
Name: Time Trap
Level: 5
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 10 Minute
Components: V, S
Description: Raising your hand and pointing an open palm at a target in range you mutter the Astral words for Time, Stop, and Trap as a dome of Astral Energy forms around your target, time within the dome has stopped flowing.
The hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the sphere cuts through a creature’s space when it appears, the creature is pushed to one side of the sphere (your choice which side).
All enemy creatures within the sphere must make a Wisdom saving throw, on a failure the creature is stunned. The creatures may make another save at the start of each turn it is trapped in the sphere. The sphere is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. On success they may just walk through the wall


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

Response:
Name: Time Walk
Level: 7
School: Divination (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 30 Minutes
Range: 60 Feet
Duration: Concentration, Up To 30 Minutes
Components: V, S, M
Material cost: A time piece worth at least 10gp, which the spell consumes
Description: You infuse a time piece with magic and cause it to break, allowing you and one willing creature of your choice within range to go back in time. When cast, the affected creatures may travel to any point in time within the past year and observe events around where the spell was cast as they happened then. You and your companions may choose to view these events in real time, sped up or slowed down, or even pause and rewind, so you may go back and mull the events over in close scrutiny. However, regardless of how you or your companions engage with the past using your senses, you cannot change any events that have already happened.
You and any creatures affected by this spell disappear from the present time for as long as they remain in the past. You or any affected creature returns to the present whenever you use an action to do so for the duration of the spell, when the spell ends, or when you exit the radius of the spell.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you may target an additional two creatures and the range of the spell increases by 30 feet for every level above 7th.


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

Response:
Name: Timeless Transfer
Level: 7
School: Conjuration
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 160 Feet
Duration: Instantaneous
Components: V
Description: You teleport yourself to an unoccupied space you can see within range. Immediately after you teleport, each creature within 10 feet of you must make an Intelligence saving throw. On a failed save, a target takes 8d10 psychic damage and it is paralyzed until the end of its next turn. On a successful save, a target takes half as much damage and suffers none of the spell’s other effects


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

Response:
Name: To Ashes
Level: 6
School: Evocation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S
Description: Closing your eyes and reaching a hand forward towards a target within range you mutter the Astral words for Time, Accelerate, and End as dark blue light beams out of your hand towards the target
Dexterity or Constitution save (your choice) on a failed save the target takes d4 Psychic damage equal to your casters level and deal an additional 20 acid damage. For example, if your level 11, then you deal 11d4 psychic damage + 20 acid damage. If you are multiclassing this would be your overall level for example if you are a Multiclass (Level 10)(Level 5) Then you would be dealing 15d4 psychic damage + 20 acid damage.
If this brings the target to 0 Hit points they are disintegrated and turned into ash. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine grey dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the additional Acid damage increases by 5 and the psychic damage increases by 1d4 for each spell slot above 6t


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

Response:
Name: Tormenting Image
Level: 2
School: Illusion
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a shard of a mirror
Description: You create a horrible illusion that is mentally taxing to look at within a 10 foot square in range. Things like rapid flashing lights, impossible geometry, or otherwise cruel pictures are viable. If a creature starts their turn within range of the spell, and are able to see it, they must make a Constitution saving throw or take 2d6 psychic damage, or half as much on a success.
At Higher Levels. When cast at 3rd level or higher, the range increases by 20 feet, and it deals 1d6 more psychic damage for every level above 2nd.


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

Response:
Name: Tornado
Level: 8
School: Conjuration
Classes: Druid, Sorcerer, Wizard
Casting time: Instantaneous
Range: 100 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a piece of silver wool worth 1,000 gp
Description: You conjure an spiraling cylinder of wind in range, which has a 20 foot radius and 40 foot height. This cylinder becomes difficult terrain for the duration, even for flying creatures. Unattended objects in this cylinder that are Large or smaller are pulled towards the center. A creature that starts its turn in the cylinder must succeed on a Strength save or be pulled to the center of the cylinder, and be restrained while it remains in the center.
All creatures inside the cylinder take damage when this spell is cast, and again at the start of each of your turns. The damage inflicted depends on how many objects and creatures are in the cylinder itself.
Cumulative damage:
Small or Medium: +1d6 bludgeoning
Large: +2d6 bludgeoning
Huge: +3d6 bludgeoning
Unattended Weapons or Ammunition: +1d6 of its respective damage (bludgeoning, piercing, or slashing)
So, for example, three Medium creatures and two spent arrows inside the cylinder would cause this spell to inflict 3d6 bludgeoning and 2d6 piercing to all targets in the cylinder. If one of the Medium creatures escaped on its turn, the bludgeoning damage would decrease to 2d6 at the start of your next turn.
A DM may determine that some creatures or objects inflict other forms of damage. A fire elemental for example may inflict fire damage instead of bludgeoning damage.
Regardless of how many objects are in the cylinder, the damage a creature takes at one time from this spell cannot exceed 12d6.
While an affected target is able to take actions, it can attempt to escape the center of the cylinder and thus remove its restrained condition. Any action that doesn't require movement but moves the creature, such as the misty step spell, automatically succeeds in removing the target. A creature can attempt a more mundane escape by succeeding on a Strength saving throw at any point during its turn.
At Higher Levels. When you cast this spell using a 9th level spell slot, it affects creatures Huge creatures and objects


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

Response:
Name: Toshaka's Gift
Level: 2
School: Transmutation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: 1 Hour
Components: V, S, M
Material cost: a small rock
Description: The stone used in the spell develops a dim blue glow, as you infuse it with a spell. Choose one 1st level spell with a casting time of 1 action that you can cast. This spell and the chosen spell must be on the same spell list, and not require material components with a cost. While holding the stone, a creature can cast this spell once, as if they were you. The spell then ends, and the stone becomes nonmagical.
At Higher Levels. When cast at 3rd level or higher, you may imbue a spell of one level higher, for every level above 2nd.


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

Response:
Name: Touch of Annihilation
Level: 0
School: Transmutation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: A purple aura springs from your hand and you make a melee spell attack against the target. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. On a hit the creature targeted by this spell must make a Constitution saving throw. On a failed save, the target takes 1d10 force damage. On a successful save the target suffers no damage. If the target is a construct it is disintegrated if this damage leaves it with 0 hit points.
At Higher Levels. The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).


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

Response:
Name: Touch of the Void
Level: 8
School: Transmutation
Classes: Cleric, Druid, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: A piece of black cloth
Description: Channeling your power, you thrust yourself backwards in time to before the formation of the universe and absorb the pure energy that was present, giving yourself significant abilities before coming back to the present. For the duration, you gain the following effects:
Your speed is increased by an amount equal to half of your walking speed, rounded up.
Your gain a +3 bonus to your AC.
You have advantage on all ability checks and saving throws except for Constitution saving throws made to maintain concentration, on which you instead suffer a -2 penalty.
Any time you deal damage with a spell or attack, you can add an amount of additional damage equal to half of the base damage dealt, rounded up.
When the spell ends, you gain 2 levels of exhaustion.


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

Response:
Name: Touch of Unlife
Level: 1
School: Necromancy
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You touch an undead creature and concentrate raw unholy energies into them, bolstering their life force. The target regains 2d6 hit points.
If the target is not an undead, it instead must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount healed/damage dealt increases by 1d6 for every level above 1st.


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

Response:
Name: Touch Wind
Level: 0
School: Transmutation
Classes: Druid, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You seize the air and compel it to create one of the following effects at a point you can see within range.
One Medium or smaller creature you choose must succeed on a Strength saving throw or be pushed up to 5 feet in a direction of your choice. A flying creature has disadvantage on this saving throw.
A small gust of air moves one unattended object that weighs no more than 5 pounds. The object is pushed up to 10 feet in any direction. It isn’t pushed with enough force to cause damage.
You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze


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

Response:
Name: Touched by Love
Level: 0
School: Enchantment
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V
Description: Target one humanoid within range, who must make a Charisma saving throw, or become madly in love (charmed) with the first person they see, for one hour. This person cannot be the spell caster, or anyone the target has never met or heard of. Upon a successful saving throw the target becomes aware that you tried to cast this spell.


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

Response:
Name: Touched by the Sun
Level: 4
School: Evocation
Classes: Cleric, Paladin, Sorcerer
Casting time: 1 Action
Range: Self (10-Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: S
Description: You use the power of the sun to heal and protect yourself. For the duration, you regain hit points equal to the maximum number rolled on your hit dice. All creatures within 10 feet of the caster take 2d10 radiant damage if they move into or start their turn inside the radius. When inside the radius, creatures other than the caster must make a Charisma saving throw at the beginning of their turn. On a fail, the target is stunned by the light and cannot move. On a success, the target can move 5 ft outside the radius. The target can repeat this saving throw at the beginning of their next turn.
You can use this spell only if you are in direct sunlight. While concentrating, you cannot move, take actions, bonus actions, reactions or cast spells other than concentrating on the spell or ending concentration as an action. If you get hit by an attack, you immediately lose concentration.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by one minute. For every two levels over 4th, the radiant damage increases by 2d10.


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

Response:
Name: Toxic Cloud
Level: 1
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: Self (10-Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: a leaf
Description: You create a cloud of poisonous smoke that lasts for the duration. A creature that ends its turn completely within the cloud must succeed on a Constitution saving throw or take 1d10 poison damage and become stunned until the start of its next turn.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses the cloud after 1 round.
At Higher Levels. When you cast this spell using a spell slot of 2 or higher, the damage increases by 1d10 for each slot level above 1st.


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

Response:
Name: Toxic Fumes
Level: 4
School: Necromancy
Classes: Sorcerer
Casting time: 2 Actions
Range: 50Ft
Duration: 3 Of The Users Turns
Components: V, S, M
Material cost: vial of any poison(consumed)
Description: Create a cloud of gas (15ft by 15ft) centered on a enemy creature within range. each creature which starts its turn within the cloud must make a Constitution saving throw, or be poisoned. The poison the creature is infected with has the same effects as the vial of poison used to cast this spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, expand the clouds size by 5ft in whichever direction you chose for every 2 levels above 3rd level