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

Response:
Name: Magic Scimitar
Level: 1
School: Conjuration
Classes: Bard, Cleric, Paladin, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 10 Minutes
Components: S
Description: A spell to summon magical blades for a time.
When you cast this spell, a spectral scimitar appears in each of your hands. If you are holding an item, you have one scimitar in a scabbard. These scimitars count as magical for the purposes of overcoming resistance and immunity. You are proficient with these scimitars.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the scimitars conjured by this spell become more powerful. They gain a +1 bonus to attack and damage rolls with a spell slot of 3rd or 4th level; a +2 bonus with a spell slot of 5th or 6th level; a +3 bonus with a spell slot of 7th or 8th level; or a +4 bonus with a 9th level spell slot


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

Response:
Name: Magic Speed
Level: 3
School: Conjuration
Classes: Paladin, Ranger, Sorcerer
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V
Description: You move in the blink of an eye, literally, you can blink up to twice your movement speed. You may only blink to places you can see or have seen. You may not blink into another creature's hex.


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

Response:
Name: Magic Staff
Level: 6
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 8 Hours
Components: V, S
Description: You touch a nonmagical staff. Until the spell ends, that staff becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. Additionally, a creature which is wielding the staff gains a +1 bonus to spell attack rolls. As part of the casting of this spell, you can cast a cantrip you know and up to two spells of 3rd-level or lower which you are normally able to cast. Instead of the normal effect of each spell, the spell is imbued in the staff. A creature which is wielding the staff can cast a cantrip which is imbued in the staff from the staff at will, and it can cast a spell of 1st level or higher which is imbued in the staff once during the duration of the spell, even if the creature is normally unable to cast spells. The creature uses your spellcasting ability modifier and saving throw DC in place of its own, if any. If a spell which requires material components is imbued in the staff, those material components are expended once by you when you cast the spell - the wielder of the staff does not have to provide them again.
This spell immediately ends if you cast it again before its duration ends.


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

Response:
Name: Magic Strike
Level: 1
School: Evocation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You cloak your hand in a vibrant aura that almost magnetizes it to your target. One target of your choice that you can reach takes 2d6 + 2 force damage without fail. This damage can be negated by effects that block magic missile, such as the shield spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell pushes the target back 5 feet for each level above 1st and deals an additional 1d6+1 force damage for every other level above 1st.


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

Response:
Name: Magic Talisman
Level: 6
School: Transmutation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 8 Hours
Components: V, S
Description: You touch a nonmagical piece of jewelry, such as a ring, an amulet, or a bracelet. For the duration, a creature gains a +2 bonus to AC and saving throws while wearing the object you touched. This spell immediately ends if you cast it again before its duration ends


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

Response:
Name: Magic Vestment
Level: 3
School: Transmutation
Classes: Cleric, Paladin, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: You touch a suit of nonmagical armor or a nonmagical shield. For the duration, that armor or shield becomes a magic item that provides a +1 bonus to the wearer's or wielder's AC.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher, the bonus increases to +2. When you use a spell slot of 7th level or higher, the bonus increases to +3


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

Response:
Name: Magic Warhead
Level: 3
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You create one large glowing dart of magical force. The dart hits a creature of your choice that you can see within range, dealing 2d6 force damage and 2d6 thunder damage without fail. The dart then explodes: each creature within 30 feet of the target must make a Dexterity saving throw, taking the same damage on a failed save.
Any effect that would stop a magic missile also stops a magic warhead.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it deals an additional 1d6 force damage and 1d6 thunder damage for each slot level above 3rd


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

Response:
Name: Magic Warship
Level: 8
School: Transmutation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Minute
Range: 30 Feet
Duration: 8 Hours
Components: V, S
Description: You enchant a nonmagical watergoing vessel within range. For the duration, it becomes immune to fire damage as well as nonmagical bludgeoning, piercing, and slashing damage. In addition, on your turn you can move the ship up to 120 feet in any horizontal direction. The movement speed provided by this spell is independent of the ship's normal means of propulsion, and it is unaffected by nonmagical weather conditions or rough waters. Any siege weapons mounted on or built into the ship become magic weapons with a +2 bonus to attack rolls which deal an additional 11 (2d10) force damage on a hit. This spell immediately ends if you cast it again before its duration ends


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

Response:
Name: Magical Blade
Level: 0
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Minute
Components: V, S, M
Material cost: A bladed or pointed weapon
Description: You mutter a quick phrase and thrust your blade into the air, coating it in magic energy which helps bypass physical barriers, causing it to become magical for the duration. It sheds bright light of a colour of your choosing for 15 feet and dim light for another 15 feet.
Casting this spell again causes its effect to end on any weapons you previously casted it upon.
At Higher Levels. The enchantment of this spell increases in potency as you reach higher levels, granting the enchanted weapon a +1 bonus to attack and damage rolls for the duration at 5th level. This bonus increases again at 11th level (+2) and 17th level (+3).


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

Response:
Name: Magical Deflect
Level: 1
School: Abjuration Casting Time:1 Bonus Actionrange:Selfcomponents:V, Sduration:1 Roundyou Weave A Magical Barrier, Which Soaks Up Most Of The Effort From Spells. Until The Start Of Your Next Turn, You Take 7 Less Damage From Spells, After Resistance And Vunerability.At Higher Levels. When Cast At 2Nd Level Or Higher, The Damage Reduction Increases By 7 For Every Level Above 1St.Back To Main Page → 5E Homebrew → Spells → Bardback To Main Page → 5E Homebrew → Spells → Sorcererback To Main Page → 5E Homebrew → Spells → Warlockback To Main Page → 5E Homebrew → Spells → Wizard
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Round
Components: V, S
Description: You weave a magical barrier, which soaks up most of the effort from spells. Until the start of your next turn, you take 7 less damage from spells, after resistance and vunerability.
At Higher Levels. When cast at 2nd level or higher, the damage reduction increases by 7 for every level above 1st


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

Response:
Name: Magical Spell Tinkering
Level: 1
School: Transmutation (Ritual)
Classes: Artificer
Casting time: 1 Action
Range: Touch
Duration: Indefinitely
Components: V, M
Material cost: A Tiny nonmagical object and the materials for the spell tingkered
Description: You have gained inspiration from your exploration of Magical Tinkering, you can now imbue spells into an object.To use this spell, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and imbue within it a 1st level spell you have prepared, using up another spell slot as if you're casting the spell in addition to the slot you consumed casting this spell. The object now has 1 charge of that spell. Anyone holding the object may use his/her action to cast the spell as if you are casting it, using your spellcasting ability. A gem simply lose its magic and turn into a mundane gem after use, any other mundane item would dissolve into dust after the magic within is exhausted. This counts as active magical tinkering and is subjected to its limits.
At Higher Levels. When you cast this spell using a spell slot of 2th level or higher you may tinker and imbue a spell of equivalent level to the spell slots used to cast Magical Spell Tinkering, consuming the required slot.


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

Response:
Name: Magma Storm
Level: 6
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, Up To 10 Minute
Components: V, S
Description: You create an up to 20-foot-radius, up to 30-foot-tall cylinder of storming magma and flames centered on a point on the ground that you can see within range. Any creature starting its turn in the cylinder or that moves into the cylinder must make a Strength saving throw. On a failed save, a creature takes 5d10 fire damage and is restrained as long as it is in the cylinder. On a successful save, it takes half as much damage and isn’t restrained by this spell. A creature restrained by this spell can use its action to make a Strength saving throw. On a success, it’s not restrained anymore.
As a bonus action, you can move the cylinder up to 30 feet.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.


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

Response:
Name: Magnesis
Level: 1
School: Transmutation
Classes: Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 10 Minutes
Components: S, M
Material cost: a metal object
Description: You gain control of one object that is made mostly or entirely of metal in range that you can see, and does not exceed 10 feet in any dimension. If the object is worn or carried by a creature, that creature can make a Strength saving throw to break your control over the object, ending the spell on a success. At the end of each of that creature's turns, it can make a new Strength saving throw, to end the spell on a success.
The controlled object moves up to 30 feet vertically, horizontally, or in any direction you choose. You can only move an object vertically if it weighs 500 pounds or less (including any weight the object is bearing), and can only move an object horizontally if it weighs 2000 pounds or less. You cannot move an object if your weight is on it. For the duration, you can use an action to move the controlled object an additional 30 feet in any direction.
Whenever you move the controlled object, you can attempt to strike a creature with it. To do so you must make a ranged spell attack against that creature, and on a success hit the creature for 1d6 bludgeoning damage (or another damage type appropriate to the object).
When your concentration ends outside of your turn while it is suspended, the object drops slowly and harmlessly to the ground. During your turn, you can choose to end your concentration and drop the suspended object violently as an attack. You must make a ranged spell attack to hit a specific object or creature with the violently dropped object. If you succeed on the attack to hit a creature, the object inflicts bludgeoning damage equal to 1d6 if it fell at least 10 feet, plus an additional 1d6 for each 10 feet it fell after that. For example, an iron shield that fell a full 60 feet would inflict 6d6 bludgeoning damage.
If a construct is targeted by this spell, they must make a strength saving throw or be paralyzed for 1 round.
If the object moves beyond the range of this spell, your concentration ends. You can easily discern if you are close to the maximum range of this spell


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

Response:
Name: Magnet Orb
Level: 1
School: Conjuration
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 small nugget of iron
Description: You conjure an orb that pulls foes towards it.
You create a magical orb of iron at a point of your choice within range. The orb is 3 feet in diameter, and floats 2 feet above the ground. Each creature that starts its turn within 20 feet of the orb must succeed on a Constitution saving throw or be pulled 10 feet towards the orb. Any creature within 20 feet of the orb must spend 2 feet of Movement for every 1 foot it moves when moving away from the orb. Any creature that touches the orb must make a Strength saving throw or take 1d10 lightning damage. Unattended inanimate objects that weigh 5 pounds or less within 20 feet of the orb are also pulled towards it at a rate of 10 feet per round. The caster cannot be affected by the orb's effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum range that the orb's pulling can reach increases by 10 feet for each slot level above 1st


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

Response:
Name: Magnetic Field
Level: 6
School: Transmutation
Classes: Wizard, Sorcerer, Warlock
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a small magnet, or a pinch of iron filings
Description: For the duration, you can manipulate nearby magnetic fields to create a variety of powerful effects.
You use magnetic force to steer blades and arrows past you, giving you +2 AC against metal weapons. Additionally you can attempt to catch a metal projectile with magnetism: you can use your reaction to deflect or catch the missile when you are hit by a ranged metal weapon attack. When you do so, the damage you take from the attack is reduced by 2 d10 + your spellcasting ability modifier. If you reduce the damage to 0, you can catch the missile in a magnetic field. If you catch a missile in this way, you can make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and you add your spellcasting ability modifier to the attack and damage rolls for the attack.
When you cast the spell and as your action on each turn until the spell ends, you can produce one of the following effects:
Attract. Unattended metal objects in a 30-foot sphere—including weapons, armor, and anything made primarily out of metal—are pulled violently toward you, stopping just short of your space and falling harmlessly to the ground. Loose objects weighing more than 500 pounds are not affected.
A creature in the area wearing metal armor, wielding a metal weapon, or holding a metal object must succeed on a Strength save or be dragged 5 feet closer to you in a straight line. A creature can drop a metal object it's holding as a free action to avoid the effect if it's not wearing metal armor. Creatures that fail their saves by 5 or more are pulled an additional 5 feet closer for every increment of 5 by which they failed their saves. Moving away from you counts as difficult terrain.
Repel. This functions identically to the attract effect, except creatures and objects are pushed away from you in a 30-foot sphere. You can instead choose to focus your magnetic power into a 60-foot line; in this case the magnetic field is much stronger, and affected creatures and objects up to 1000 pounds move away from you at 30 feet per round. Creatures must succeed on a Strength check against your spell save DC to move towards you along the line, and doing so counts as difficult terrain.
Disarm. You can focus your magnetic power down to affect a single metal object, disarming a creature within 30 feet. Make a spellcasting ability check against a creature’s Strength check; if you succeed, the opponent’s weapon or an item of equipment not secured to their person is pulled from their grasp. If you have a free hand, the item is pulled into your grasp


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

Response:
Name: Magnetism
Level: 1
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: copper wire coiled around a small magnet
Description: You activate a magnetic field which allows you to lift and manipulate up to 500 lbs of metal within 30 feet of you. You can move the metal at a speed of up to 30 feet per round, if you attempt to crush a creature using this they must succeed a dexterity saving throw or take 1d10 bludgeoning damage per 100 lbs. Attempting to restrain a creature using this will require them to succeed a strength saving throw equal to 10+ your spellcasting modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher you may lift an additional 50 lbs of metal


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

Response:
Name: Magnetize
Level: 0
School: Transmutation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: V, S
Description: You hold your hands outstretched and project an area of intense magnetism that allows you to move metal objects. Choose any number of objects entirely within the spell's range that are partially or entirely made from metal and that weigh 15 pounds or less. If the object isn't being worn or carried, you automatically move it up to 15 feet in any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 15 feet in any direction but not beyond the range of this spell.
Once the metal is moved it is no longer magnetized.


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

Response:
Name: Magnokinesis
Level: 2
School: Transmutation (Ritual)
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: Small Magnet
Description: You gain control over one metal (made mostly or entirely of metal) object that weighs up to 2000 pounds or multiple objects (up to 4 objects) with maximum of 500 pounds combined weight. If the object is worn or carried by a creature they can make a Strength saving throw to attempt to break your control over the object, on a success the spell ends. The DC is your spell save DC. The object can also be manipulated to restrain a creature. Attempting to restrain a creature will require them to make a Strength saving throw equal to your spell save DC. On a success they are unaffected, on a failure they are restrained. On their next turn they can attempt to break free by making another Strength saving throw.
The controlled object/s can move 30 feet in any direction. You can only move an object vertically if it weighs 500 pounds or less. You can use an action to move the object/s an additional 30 ft in any direction. Whenever you move the controlled object/s you can attempt to attack a creature with it. You must make a ranged spell attack against the creature and on a success hit the creature for 1d6 damage per object (damage type depends on type of object used). If you have controlled multiple weapons (swords, axes, maces, etc) they will deal 1d8 damage per weapon used. If it is a singular object weighing 500 pounds or more you can attempt to crush the creature, they must succeed a Dexterity saving throw or take 1d4 damage per 100 pounds. The DC is your spell save DC. During your turn you can also choose to drop the object as an attack, the object must be at a height of at least 10 ft in order to deal any damage. You must make a ranged spell attack to hit them, on a success the object inflicts 1d4 bludgeoning damage for every 10 ft it falls. For example an anvil that falls 50 ft would deal 5d4 bludgeoning damage. The spell can only be cast as a ritual outside of combat.
At Higher Levels. The range of the spell increases to 90 ft at 3rd level, and to 120 ft at 5th level. The maximum weight you can lift increases by 50 pounds for each level after 3rd level. At 4th level your control over these objects is stronger, when you restrain a creature they have disadvantage when trying to break free, and disadvantage when they try to break your control over an object they are carrying


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

Response:
Name: Major Inventory
Level: 6
School: Divination (Ritual)
Classes: Bard, Cleric, Paladin, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A square piece of paper or parchment, with a grid of blue and red lines on ones side, folded into a little triangle
Description: You target a non-magical container of which you have line of sight with at least one of it's contents within range. It can be a bottle, bag, cask, pitcher, barrel, basket, bucket, pot, pouch, chest, sack, or room made of any material as long as it can fit within a 20 foot cube. Really anything that isn't alive or magical but contains things that are not part of itself can be considered a container.
You instantly become aware of every item and it's quantity that the container holds.
If there is any item you have never encountered before, you are aware of it's approximate shape and size, but not it's name or purpose.
You become aware of which is the most valuable item and it's approximate market value.
If any item is magical, you detect which items are magical as if seen with the detect magic spell.
If there are containers within the container you are targeting you become aware of the contents and it's quantities unless the inner container is sealed, locked or magically protected against divination or the container is a magical item itself.
You do not become aware of the exact position of individual items inside the container.
Any knowledge you gain by this spell stays fresh and clear for a number of minutes equal to your intelligence score times three.


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

Response:
Name: Major Mark
Level: 7
School: Evocation
Classes: Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a fire ruby worth at least 500 gp
Description: As an action, you point to a creature you can see in range, mutter arcane words, and trace a certain sigil described by this spell. As long as you concentrate, up to 10 minutes, the target gains the benefits of the sigil you chose. The sigil is visible over the target's head while you cast the spell.
Assassin's Mark: This sigil consists of a diagonal cross and a water droplet encircled by two thin circles. When you choose this sigil, every time the target rolls a damage die from a weapon, those dice are exploding, up to 7 explosions each. Additionally, you or the target can expend a bonus action to grant it advantage on its next attack roll against a creature with a lower initiative than it.
Evoker's Mark: This sigil consists of a flame, water droplet, snowflake, and wispy lines. When you choose this sigil, every time the target rolls an acid, cold, fire, lightning, or thunder damage, those dice are exploding, up to 7 explosions each.
Gravekeeper's Mark: This sigil consists of an X, the top left end of which is tipped with a curved line, and the bottom right end of which is tipped with a ū-like symbol. When you choose this sigil, every time the target rolls a necrotic or poison damage die, that die is exploding, up to 7 explosions each. In addition, the target gains resistance to and advantage against saving throws involving necrotic damage, and it cannot be raised as undead as long as this spell is active.
Lunatic's Mark: This sigil consists of two small spheres with dots in their centers. When you choose this sigil, every time the target rolls a psychic damage die, that die is exploding, up to 7 explosions each. In addition, the target has advantage on saving throws to resist being charmed and frightened.
Keeper's Mark: This sigil consists of an upside down triangle containing a simplistic bird. When you choose this sigil, every time a damage die is rolled at maximum value against the target, it gains +1 to is AC, up to +5 total. Additionally, the target can expend one of these bonuses to AC to negate all damage done by a single attack.
Shaman's Mark: This sigil consists of a leaf and water droplet, under which lies a sideways humanoid palm. When you choose this sigil, every time the target rolls a healing die, those dice are exploding, up to 3 explosions each. Each time the target heals or is healed, add a number of temporary hit points equal to your spellcasting modifier to the target and any other affected party. Additionally, the target can simulate Spare the Dying at will.


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

Response:
Name: Major Polymorph
Level: 6
School: Transmutation
Classes: Bard, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a piece of a caterpillar cocoon and a ruby worth at least 100 gp
Description: This spell transforms you into a new form.
The transformation lasts for the duration, or until you drop to 0 hit points or die. The new form can be any beast, dragon, elemental, giant, monstrosity, ooze, or plant whose challenge rating is equal to or less than your current level. Your game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. You retain your alignment and personality.
You assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You are limited in the actions you can perform by nature of your new form, and you can't speak, cast spells, or take any other action that requires hands or speech unless your new form is naturally capable of doing so.
If the new form doesn't wield equipment then your gear melds into the new form. You can't activate, use wield, or otherwise benefit from any of your equipment. If the new form is one that normally wields equipment then your gear transforms into the new form's standard equipment, as determined by the DM.


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

Response:
Name: Major Stasis
Level: 4
School: Transmutation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You point at a creature or object within range that weighs 2,000 pounds or less and cause it to become stopped in time. An unwilling creature can make a Wisdom saving throw when targeted and at the end of each of its turns while affected; on a success, the spell ends.
For the duration, the target is frozen in place and cannot move of its own volition, becoming paralyzed if it is a creature. Another creature can move the target by using an action to make a Strength (Athletics) check against your spell save DC, moving the target up to 5 feet on a success.
The target is immune to all damage for the duration; keep track of the amount of damage it is subjected to. When the spell ends, choose a direction. The target is flung in that direction a number of feet equal to twice the damage dealt to it while stopped in time, stopping early if it impacts against a solid surface. A creature or unsecured object in the target's path must make a Dexterity saving throw to avoid being hit by the target. On a failed save, both the target and the creature or object hit take 4d4 bludgeoning damage for every 10 feet the target was flung, and a hit creature is knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the weight limit increases by 4,000 pounds for each slot level above 4th.


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

Response:
Name: Majority World
Level: 9
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: A gem-encrusted golden apple worth at least 10,000gp
Description: Target a number of creatures that you can see up to your spellcasting ability modifier. When you cast Majority World and at the start of your turn, you may select one of the following effects from both the Hostile and Friendly charts, provided you have at least one of each currently under the effects. The chosen effect affects all targets of the appropriate type until the start of your next turn. Hostile targets may make a Charisma saving throw to resist the effect for the round.
Friendly
Attack: Targets gain a bonus to their attack equal to your spellcasting modifier.
Defense: Targets gain resistance to all damage, and immunity to critical hits.
Damage: If a target would roll a damage die, they may choose to take the maximum damage instead.
Healing: Targets regain HP equal to your spellcasting modifier at the start of their turn.
Utility: Targets gain immunity to the Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, and Stunned conditions.
Movement: Targets speed doubles, they ignore difficult terrain, and they gain a swim speed equal to their walking speed.
Ability: Targets add your spellcasting modifier to their saving throws and ability checks.
Hostile
Attack: Targets subtract a number equal to your spellcasting modifier when they make an attack.
Defense: Targets gain resistance to a damage type if they were immune, take normal damage if they were resistant, and are vulnerable to damage they would previously take normally.
Damage: If a target would roll a damage dice, it must take the minimum number possible.
Healing: Targets cannot gain HP.
Movement: Targets speed is halved and cannot be increased.
Ability: Targets subtract your spellcasting modifier from saving throws and ability checks they make


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

Response:
Name: Makankōsappō
Level: 4
School: Evocation (Ritual)
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (120 Feet Line)
Duration: Instantaneous
Components: V, S
Description: You hold your index and middle finger against your forehead and start charging energy at the tip. Afterwards you point the tip of those 2 fingers anywhere and a beam of light shoots out in a straight line that pierces every nonmagical obstacle and every creature that is not magically protected (i.e Shield). Every creature pierced by the beam of light takes 6d8 radiant damage and 2d12 piercing damage. The beam does not pierce obstacles like Wind Wall or Wall of Fire.
When casting this spell as a ritual, charging energy takes 10 minutes and the beam of light deals 20d8 radiant damage instead and pierces through any obstacle including magical barriers. Taking damage while charging interrupts the casting process and the spell fizzles.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radiant damage increases by 1d8 for each slot level above the 4th.


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

Response:
Name: Malcador’s Fallen Star
Level: 9
School: Evocation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Sight
Duration: Instantaneous
Components: V, S, M
Material cost: a small stone from the original meteor, which the spell consumes
Description: Named after its discoverer, this accursed star brought death to all who saw it, including the great astrologist himself.
After 1d10 rounds from casting the spell, the meteor will fall on the chosen target, location, or point. Each creature within 300-foot-radius sphere centered on a point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 15d10 fire damage and 15d10 bludgeoning damage on a failed save, or half as much damage on a successful one.
The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried


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

Response:
Name: Man's Best Fiend
Level: 1
School: Necromancy (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Hour(10 Minutes If Already Active)
Range: 10 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a small amount of charcoal, one skull or head of any type or size rating, that is destroyed during the ritual.
Description: You gain service of a unique fiendish familiar that takes the form you choose among this list:
floating skull, shadow, Imp, Homunculus, Awakened Shrub, Cat, Rat, Raven, Pseudodragon, Spider, or Crawling Claw.
Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. You can make your familiar attack or defend without having to spend action or bonus action. While your familiar is within 100 feet of you, you can communicate with it telepathically. When the familiar drops to 0 hit points or is dismissed forever, it explodes, dealing 1d6 radiant damage to everything within 30 feet, and leaving behind a pile of cinders. Dismissing it forever also causes 1d8 necrotic damage to the caster, from any distance - this effect does not occur if it drops to 0hp via other means.
As an action, you can see through your familiar's eyes and hear what it hears, gaining any special senses the familiar has. During this time, your own body is deaf and blind, though it can still move normally. If you are knocked unconscious while this effect is active, it does not end.
As an action, you can temporarily dismiss your familiar. It enters your shadow, where it awaits your summons. As an action, while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
At Higher Levels. when you cast this spell at 2nd level you can summon a Will-o'-wisp or a death dog, when you cast this at 3nd you can summon a Hell Hound. To change the from you will have to spend a spell slot of the right level so going from hellhound to cat you would only need a 1st but going from cat to death dog you would need to use a 2nd level slot


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

Response:
Name: Mana Shield
Level: 1
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a pearl worth at least 100 gp
Description: You create a protective sphere of magical force around a willing creature you can see within range. The targeted creature gains temporary hit points equal to 1d10 + your spellcasting modifier. If the targeted creature would take an amount of damage that exceeds their current temporary hit points, they instead lose all temporary hit points and take no damage, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell grants an additional 1d10 temporary hit points for each slot level above 1st


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

Response:
Name: Mana Shield, Variant
Level: 0
School: Abjuration
Classes: Wizard
Casting time: 1 Action
Range: Self (5-Foot Cube)
Duration: Duration: Concentration, Up To 1 Round
Components: S, M
Material cost: a cube made out of wood, metal or stone
Description: Create a shield of energy that covers a 5-foot cube around the caster. Creatures inside the shield are considered to have half-cover.
In addition, any hostile creature that attempts to enter the area inside the shield must succeed on a Strength saving throw, or it can't pass through, being unable to try again until the start of its next turn.


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

Response:
Name: Mana Siphon
Level: 3
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You raise your hand, projecting your open palm forward, sucking the reserves of mana from inside your enemy. Force the target to make a saving throw using its Spellcasting ability. On a failed save, the target loses a number of spell slots equal to 1d4, and you regain the same amount. You can't regain more spell slots than your maximum using this feature, and the spell slot must be of 2nd-level or lower.


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

Response:
Name: Manic Manacles
Level: 0
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 40 Feet
Duration: Concentration, Up To 1 Minute
Components: V, M
Material cost: a piece of iron
Description: You cause heavy black chains to encircle a creature you can see within range. The target must make a Dexterity saving throw. If the target fails, it is restrained by heavy black chains until the spell ends.
The target can use its action to make a Strength check against your spell save DC. On a success, it frees itself from the chains


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

Response:
Name: Manipulate Hearing
Level: 0
School: Illusion
Classes: Bard, Cleric, Warlock, Wizard
Casting time: 1 Reaction, When You Notice One Or Multiple Creature Listening To A Sound You Can Hear
Range: 90 Feet
Duration: Instantaneous
Components: S, M
Material cost: a sliver of jade
Description: You use illusory audio to manipulate what a creature believes it has heard. The creature affected must make an Intelligence saving throw. On a fail, you control what the creature hears to the extent that it keeps the same volume. This change in sound only affects the listener and does not change the actual sound made (manipulate hearing cannot affect the verbal component of a spell).
At Higher Levels. This spell’s number of targets increases by 1 when you reach 5th level (2), 11th level (3), and 17th level (4).


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

Response:
Name: Manipulate Snow and Ice
Level: 0
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You choose a portion of snow or ice that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You can excavate snow and ice, reshaping it, move it along the surface, freezing it, condensing it into snow and deposit it up to 5 feet away. This movement doesn’t involve enough force to cause damage.
You cause shapes, colors, or both to appear on the ice or snow, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If the ice or snow you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
One Medium or smaller creature standing on snow that you choose must succeed on a Strength saving throw or have its movement speed reduced by 20 feet. Alternatively, one medium or smaller creature standing at snow must make a Strength saving throw, or be throw on the ground, knocked prone.
If you cast this spell multiple times, you can have no more than two 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: Mansión
Level: 4
School: Conjuration
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: Instant
Range: 5 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: an eviction notice, a planar map to the mansión, and a silver key worth at least 500 gp
Description: The mansión is a 260-by-340-foot "building" that takes on whatever appearance you choose. Within the mansión there are the following resources: 5 rooms with their respective "magical" bathrooms, closets, beds and a small herb garden that is replenished daily and provides basic sustenance for a day for 5 creatures, a kitchen, a library room and a training camp among the following; a blacksmith shop, a workshop, an alchemy laboratory, a herbalist's corner, a large hall in the center of the mansión and a personal office.
Finally, you may force any creature of your choice from your mansión, and they may not return until designated otherwise by you.
At Higher Levels. By casting a spell slot of level 5 or higher, the mansion gains the ability to protect itself from climatic changes around it, except for extreme heat and cold. You can also control the climate and vegetation of the mansion at your will, as long as you you are in it. When casting a Spell slot of level 6 or higher, the mansion gains a maximum levitation height of up to 5,000 feet and a flight speed of 100 feet. By casting a spell slot of level 7 or higher, you can make the mansion double in size, obtaining these resources: a small safe in which you can place any object as if it were a pocket dimension, objects cannot exceed the medium size, you also get several servants who cannot fight and cannot be harmed, they can only do very basic things like cooking and cleaning and maintaining the mansion, you also get a small farm with 3 stables, a mill and several houses of your choice. When casting a spell slot of level 8 or higher, the owner of the mansion can choose to create a small portal, after meditating for 1 hour, into which only those he decides will enter, teleporting themselves to the mansion. When casting a 9th level spell slot, the mansion produces, once a day, a golden apple from a Great tree with golden leaves located in the center of the mansion, this fruit is known as: "the primal fruit." Anyone who eats this fruit will automatically be enveloped by a celestial aura, thus turning its consumer into an immortal being capable of overcoming the effects of old age and in turn recovering all of their spell slots, if they have any, it also counts as if had taken a prolonged rest and any illnesses or harmful magical or non-magical effects on him will be nullified in this way. (at DM's discretion) The primordial fruit can only be plucked from the tree by the owner of the mansion and by a person whom he decides. You cannot have more than one mansion at a time.


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

Response:
Name: Mantle of Command
Level: 4
School: Enchantment
Classes: Bard, Paladin, Warlock
Casting time: 1 Action
Range: Self (15 Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A crown, scepter or standard worth at least 200 GP, or a magic weapon worth at least 1 sp
Description: Upon casting this spell, you and every creature of your choice within range gains 20 temporary hit points that last for the duration of the spell, or until they are reduced to 0. In addition, while the spell is active, every creature of your choice within this aura also adds 1d6 to the total of their attack rolls and saving throws.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the area of effect increases by 5 feet for every level of spell slot above 4th. For example, if cast as a 7th level spell, the area of effect is 30 feet


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

Response:
Name: Manus Semoto
Level: 1
School: Evocation
Classes: Warlock
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a pinch of charcoal dust sprinkled with marrow
Description: Three translucent limbs of magical force originate from your sternum. Each limb hits a creature of your choice that you can see within range. A limb deals 1d8 force damage to its target. The limbs all strike simultaneously, and you can direct them to hit one creature or several.
After (2) consecutive hits on a single target, you may then move the target 5 feet closer or further to you.
Every (2) consecutive hits afterwards adds an additional 5 feet you may move your target.
Moving a target in or out of another creature's range does not provoke attacks of opportunity.
At Higher Levels: For each level this spell is cast above 1st grants an additional (2) limbs to strike targets


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

Response:
Name: Mark
Level: 1
School: Abjuration (Ritual)
Classes: Wizard, Bard, Sorcerer, Warlock
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: some ink
Description: You touch something that you own and mark it. A small mark or image of your choice appears on the item wherever you desire. The mark can not be similar to something that already indicates a particular person or organization if you are not a part of it, such as a Noble signet or a Royal seal. You are instinctively aware of where the mark is if it is within 30ft. If a creature touches the mark they learn the chosen name and a single distinct identifying feature of the item's owner that may be decided while casting. You cannot lie about your name or the identifying feature while casting this spell, but you can use a nickname as long as it is a known one.
If the item is removed from your possession from where or with whom you left it, you are alerted to it's new position once a minute for 10 minutes as long as it remains on the same plane as the mark's owner. You can additionally cast this spell on yourself to manually trigger the tracking effect on your marked items. Casting this as a ritual on yourself allows you to hold the tracking for up to an hour with concentration, and reduces the delay between location alerts to 6 seconds. The tracking effect does not have any visible effects unless Detect Magic or a similar spell is used.
You can pass ownership and the effects of this spell onto a willing creature that you can touch by casting the spell a second time on an item that already has a mark. They may choose a new mark, but a miniature version of the caster's mark will appear beside the new mark. The miniature mark retains only the name of the owner, and the manual tracking ability with a limited range of a mile.
A creature can have their mark on as many items as their level with the full tracking effect. They may additionally mark as many items equal to twice their level without the automatic tracking effect, and an additional amount of items equal to their three times their level with no tracking effect. If the owner of the mark does not know this spell, their limits are halved. These lists are not inclusive of each other and are based on the owner of the item rather than the caster.
The spell ends and the mark is erased if the item moves more than a mile from mark's owner for longer than a week. The separation time for an item granted to someone else is only a day. The mark may be forcibly removed with Dispel Magic or if it enters an anti-magic field. It can also be willingly dispelled by the caster with an action. There is no other way to remove the mark


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

Response:
Name: Mark of Nirvana
Level: 9
School: Enchantment
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: S, M
Material cost: a dewy lotus blossom, which the spell consumes
Description: You touch a creature and grant it the will to become enlightened. For the duration, the target has proficiency in all saving throws, makes Perception and Persuasion checks with advantage, and suffers disadvantage on Deception checks. Additionally, a creature of good or lawful alignment that deals damage to the target with an attack or spell takes 1d10 psychic damage.
When you cast this spell, the target chooses a number of spells of 3rd level or below equal to your spellcasting ability modifier; these must be divination or abjuration spells from the wizard spell list. For the duration, the target can cast these spells at will, without expending spell slots or requiring material components. The target uses Wisdom as its spellcasting ability when casting spells this way.
Finally, the target can use an action to cast raise dead without expending a spell slot or requiring material components; if it does so, it takes 5d10 necrotic damage and the spell ends.


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

Response:
Name: Mark of Syrix
Level: 5
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: a volcanic rock
Description: A creature within range you choose has a Mark of Syrix placed on them. Any time the targeted creature takes fire damage, the Mark deals 6d8 fire damage to that creature. This damage can only be dealt per round a number of times equal to the level this spell was casted at. As a bonus action and at any time, you can destroy a Mark of Syrix on any creature within range, dealing an amount of fire damage to the creature equal to the fire damage it has already taken this round. Marks of Syrix fade off of targeted creatures 1 minute after being casted.
At Higher Levels. When you cast this spell using a spell slot of 7 or higher, cast an additional mark of Syrix for every two levels above 5th


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

Response:
Name: Marty’s Miraculous Self Improvement
Level: 4
School: Transmutation
Classes: Artificer, Bard, Wizard
Casting time: 1 Minute
Range: Self
Duration: 1 Hour
Components: V, S, M
Material cost: a self-help book
Description: You train rapidly, enhancing your physical capabilities in seconds. Choose two; Strength, Dexterity, or Constitution. Those scores increase by 2, to a maximum of 18, for the duration of the spell.
At Higher Levels. When cast at 6th level or higher, the bonus increases by 1 for every two levels above 4th


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

Response:
Name: Marvin's Gutterball
Level: 5
School: Conjuration
Classes: Artificer, Wizard
Casting time: 1 Action
Range: 600 Feet
Duration: Instantaneous
Components: V, S
Description: You conjure a massive iron ball, filled with flechettes and explosives. Choose a spot within range. The ball travels at a rate of 50 feet a round, moving at the start of your turn, and can either go over cover, or if the structure has less that 15 hitpoints, travel directly through it.
When it hits it's intended location or strikes something with 15 or more hitpoints, the ball explodes. Everything within a 40 foot radius of the ball must make a Dexterity saving throw or take 5d6 fire and 5d6 piercing damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the ball's travel speed increases by 10 feet, and the piercing damage increases by 1d6, for every level above 5th.


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

Response:
Name: Mass Arcane Cure
Level: 5
School: Evocation
Classes: Bard, Cleric, Paladin
Casting time: 1 Bonus Action
Range: 20 Feet
Duration: Instantaneous
Components: V
Description: With the power of the arcane arts of a Magister you can heal and replenish the energy of your allies.
Up to six creatures of your choice that you can see within range regain hit points equal to 1d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Additionally, you can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the healing increases by 1d6 for each slot level above 5th


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

Response:
Name: Mass Blade Bane
Level: 8
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Choose up to twelve creatures of your choice that you can see within range, and choose one of the following damage types: bludgeoning, piercing, or slashing. Each target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn an affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Additionally, the target loses any resistance to that damage type until the spell ends


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

Response:
Name: Mass Blood Transfusion
Level: 3
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V
Description: You cause your blood to flow to wounded creatures in the area, mending their wounds. Choose up to six creatures inside the area and spend a hit die for each creature chosen. Each creature regain hit points equal the number rolled on the hit die + your Spellcasting ability.


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

Response:
Name: Mass Disintegrate
Level: 9
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (30 Foot Cone)
Duration: Instantaneous
Components: V, S, M
Material cost: a lodestone and a pinch of rust powder
Description: A blast of green light erupts from your outstretched hand. Each creature in a 30-foot cone must make a Constitution saving throw. A target takes 20d6 + 40 force damage on a failed saving throw, or half as much on a successful one. The target is disintegrated if this damage leaves it with 0 hit points.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
This spell automatically disintegrates all Medium or smaller nonmagical objects or creations of magical force. Magic items are unaffected by this spell unless worn by a creature reduced to 0 hp.
Targets that are completely obstructed by objects which are not disintegrated are unaffected by the spell.


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

Response:
Name: Mass Exsanguination
Level: 6
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet, 10 Feet Cube
Duration: 1 Minute, Concentration
Components: None
Description: Drain the life from your enemies
A vortex of spirits begin to draw blood of everyone in the area of the spell. Everyone within the area must pass a Constitution saving throw or their Constitution ability score decreases by 1d4. Creatures without blood are not affected by this spell. A creature that passes the saving throw cannot be affected for the rest of the spell's duration


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

Response:
Name: Mass Harm
Level: 9
School: Necromancy
Classes: Cleric
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: A flood of negative energy flows from you into creatures around you. All creatures of your choice within range must make a Constitution saving throw. On a failed save, it takes 20d6 necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. On a successful save, a creature takes half as much damage, and its hit point maximum is not reduced. Damage from this spell cannot reduce a target's current or maximum hit points below 1.


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

Response:
Name: Mass Immolation
Level: 9
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute.
Components: V, S
Description: Choose up to twelve creatures you can see within range. Each target must make a Dexterity saving throw. A target takes 16d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, a target also burns for the spell's duration. A burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, a target repeats the saving throw. It takes 8d6 fire damage on a failed save, and the spell ends on that creature on a successful one. These magical flames can't be extinguished by nonmagical means.
If damage from this spell kills a target, the target is turned to ash


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

Response:
Name: Mass Inflict Wounds
Level: 5
School: Necromancy
Classes: Cleric
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: A wave of negative energy washes out from a point you choose within range. Each creature within a 30-foot radius of that point must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, this spell's damage increases by 1d8 for every level after 5th.


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

Response:
Name: Mass Mental Binding
Level: 3
School: Enchantment
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A link of chain
Description: Up to 4 creatures of your choice that you can see within range perceives everything as closing in and confining it if this spell affects it. The targets must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
At Higher Levels. Increase number of creatures targeted is increased by 2 per spell level higher than 4th


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

Response:
Name: Mass Mind Wipe
Level: 6
School: Enchantment
Classes: Bard, Wizard
Casting time: 1 Action
Range: 40 Feet
Duration: Instantaneous
Components: S
Description: Choose two targets within range. Each target must make an Intelligence saving throw. On a success, this target knows you tried to wipe their memory and become aggressively hostile to you, even willing to rile up others to kill you. On a failure, you wipe up to 2 hours of the target's memory. Targets whose minds are wiped will not know that you wiped their memory, and may not be hostile if they were in the time that was erased.
At Higher Levels: When this spell is cast using a 7th level or higher spell slot, you may target an additional creature for each level above 6th


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

Response:
Name: Mass Transcription
Level: 5
School: Transmutation (Ritual)
Classes: Artificer, Bard, Cleric, Wizard
Casting time: 10 Minutes
Range: 15 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a writing implement and several bottles of ink, the ink of which is consumed as part of casting this spell
Description: You flawlessly copy the contents of a book you can see within range into another, blank book within range. During the transcription process, you can decide to have the contents translated into a language of your choice. You must be fluent in the source and destination language if you do so.
This spell can copy the contents of a spellbook, creating a second spellbook. However, using the spell in this manner incurs an additional material cost: 25 gold pieces worth of rare inks is consumed per the spell level of each copied spell in the spellbook. Additionally, the spell can only copy spells of a level equal to or lower than the level this spell is cast at. If a copied spell is of a higher level than this spell is cast at, the spell is not transcribed and the pages in the new spellbook that would contain it are left blank.
At Higher Levels. The amount of books that can be transcribed or copied by this spell increases for each spell slot above 6th. Refer to how it increases according to the table below.

Spell Level

Books Transcribed

6th

Up to 5

7th

Up to 10

8th

Up to 50

9th

Up to 100
See Also[edit]
transcription


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

Response:
Name: Mass Traumatic Teleport
Level: 9
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V
Description: You attempt to instantly transport up to eight creatures within range into one or more solid objects you can see within 500 feet of you. Each object that you use as a destination for a creature must be the same size as that creature or larger. Each creature must make a Constitution saving throw. On a failed save, it partially teleports into the object, takes 6d10 force damage, and is restrained. On a successful save, a creature takes 3d10 force damage but is neither teleported nor restrained.
A creature restrained by this spell may make a Strength save at the end of each of its turns. Once it successfully makes the Strength save three times, it is no longer restrained and shunted into the nearest empty, unoccupied space


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

Response:
Name: Massage
Level: 0
School: Conjuration
Classes: Bard, Sorcerer
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: Choose a creature you can see within range. Magic, nonharmful hands begin to gently and benevolently massage the creature. To the creature, this touch feels not invasive, but inherently welcome, relaxing, and stress-relieving. This spell generally affects any living creature with familiar musculature, including all beasts, humanoids, and giants, but may not affect unusual creatures who would never gain any benefit from a massage, as your DM decides.
For the duration, when a Charisma (Persuasion) check is made to convince or persuade the target, it must make a Wisdom saving throw. Any creature that is openly hostile, or has been harmed by you or your associates, automatically succeeds on this saving throw. On a failure, that Charisma (Persuasion) check is made with advantage, but only if the persuasion is done in a calm and gentle manner


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

Response:
Name: Massive Magic Missile
Level: 5
School: Evocation
Classes: Cleric, Paladin, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A 20 gp diamond
Description: You create nine glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force, thunder, cold, Lightning, fire, radiant, necrotic, poison or acid damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates three more dart for each slot above 5th.


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

Response:
Name: Master's Touch
Level: 1
School: Divination (Ritual)
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Hour (See Description.)
Components: V, M
Material cost: see description.
Description: A willing target becomes proficient with one piece of equipment that you are both touching when you whisper magical words containing condensed knowledge of its use. This proficiency lasts for one hour, until it is dispelled, or until the target is no longer within five feet of the equipment. To bestow proficiency, you must either be proficient yourself, in which case this spell has no material component, or you must channel the knowledge and abilities of those who have come before you, using some symbol of achievement, such as a mortarboard hat, a guild badge, or a certificate of proficiency, as a material component.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the proficiency granted by this spell lasts 8 hours and is not terminated when the target is no longer within five feet of the equipment. When you cast this spell using a spell slot of 3rd level or higher, the proficiency granted by this spell lasts until the target completes a long rest. When you cast this spell using a spell slot of 9th level, the proficiency granted by this spell lasts until dispelled.

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

Response:
Name: Materialize Trap
Level: 3
School: Conjuration
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 25 Feet
Duration: 24 Hours
Components: V, S, M
Material cost: Ritualistic chalk worth at least 50gp, which the spell consumes
Description: You conjure a special glyph in your hand (or within your spell focus) before throwing it out to a point within range. The glyph transforms into a trap of your choice from the list below. It will not target or be triggered by you or any number of creatures that you choose when you cast the spell. The trap that this spell conjures becomes inert when the duration of the spell ends.
The traps that this spell can summon are as follows:
Adomorn's barrier
Autonomous sentry
Enchanted sentry (This trap can't have a spell prepared that you don't know)
Morbid cage
Noxious fume puffer
Portable pit
Spike trap
Spiked barricade
If you cast this spell on the same spot using the same type of trap every day for 30 days, it lasts until dispelled.


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

Response:
Name: Maxwell's Marvelous Mantle
Level: 3
School: Abjuration
Classes: Artificer, Wizard
Casting time: 1 Minute
Range: Touch
Duration: 8 Hours
Components: V, S, M
Material cost: a small silver hood worth 50 gp
Description: A willing creature you touch is surrounded by a shimmering ethereal mantle that places a protective barrier between it and the elements. For the duration of the spell, they gain the following benefits:
The target automatically succeeds on saving throws made against the effects of extreme cold[1] and extreme heat[2].
The target and any objects it is wearing or carrying are kept magically dry and unsoiled by substances such as blood, dirt, grease, grime, mud, or oil.
Choose any damage types other than psychic. When the target takes damage of one of those types from an external source, that damage is reduced by an amount equal to your spellcasting ability modifier (minimum of 1). This reduction applies before any resistances.
If the target takes 5 or more damage of a type reduced by this spell (after applying all reductions and resistances) during a single turn, the mantle is broken and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage reduction granted by the spell increases by 1 and the damage threshold required to break the mantle increases by 5 for each spell level above 3rd. Alternatively, you can choose to target one additional creature for each spell level above 3rd. All targets must be touching when you cast this spell.


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

Response:
Name: Maya's Symphony
Level: 9
School: Evocation
Classes: Bard
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V
Description: An eerie music begins to play, summoning a spirit that protects and heals allies. When you cast this spell, mist coalesces into the form of a humanoid woman. She hovers above you. At the start of each of your turns while this spell is active, she casts mass cure wounds as a 6th-level spell on allies of your choosing. Also, creatures have disadvantage on attack rolls against allies within 60 feet of her, and allies have advantage on saving throws within the same range. When this spell ends, she fades into mist that cannot be dispersed. It stays for 24 hours and obscures the view of creatures hostile to you


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

Response:
Name: Medusa's Gaze
Level: 4
School: Transmutation
Classes: Druid, Ranger, Warlock
Casting time: 1 Action
Range: Self (30Ft Cone)
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: snake skin
Description: As an action, you cause your eyes to glow a sickening green in a 30ft cone. Any creature that is facing you when the cone first becomes active, or starts its turn in the cone, must make a Constitution saving throw. On a failure, the creature's speed is halved. On a second failure, their legs turn to stone and are considered restrained. On a third failure, the creature becomes completely petrified, which can be cured with Greater Restoration. An affected creature may repeat the saving throw at the end of each turn if they are not fully petrified. If a creature fails its saving throw by 6 or more, they are instantly petrified.
Unless surprised, a creature can choose to avert their gaze at the beginning of their turn or immediately make the save again. If they do so, they cannot see you and must repeat the saving throw if they choose to do something that would make them meet your gaze once more. This includes making an attack against a creature, if they are both in the cone and the one attacking is facing you.
At the end of your turn, you must designate where you are facing and where the cone is aimed. If you are hit by an attack or spell, you can use your reaction, after rolling to maintain concentration, to face the creature the damage originated from, forcing them to repeat the saving throw if they are not averting their gaze. The sweep from turning your head does not affect creatures in terms of repeating the save.
On subsequent turns after casting this spell, you can use your action to force a creature you can touch to make the saving throw.
If you see yourself reflected on a polished surface within 30ft and in an area of bright light, you are instantly petrified.


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

Response:
Name: Megascale Flight
Level: 8
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 8 Hours
Components: V, S
Description: You touch a willing creature. The target gains a flying speed of 600 feet for the duration. While the spell lasts, the creature can spend 1 minute, during which it can take no actions besides the Dash action, to fully power its flight. While the creature is flying at full power, it can reach speeds equivalent to approximately 5 times the speed of sound (1 mile/second) in the atmosphere, or 1 light-year per hour in vacuum. In this state, the only actions the can take are the dash action or to return to combat speed, which it can do as an action.
When the spell ends, the target falls if it is still aloft, unless it can stop the fall. Once the target has a minute or less of the spell remaining, it is mentally notified of how much time is remaining via a 60-second countdown


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

Response:
Name: Megaton Punch
Level: 0
School: Evocation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You coat your fist in pure magic as you wind up a haymaker. Make a melee spell attack against a creature. On hit, the target takes 1d10 force damage, and if the creature is Large or smaller, you push the creature up to 10 feet away from you in a straight line.
This spell's damage increases by 1d10 when you reach 5th (2d10), 11th (3d10), and 17th level (4d10).


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

Response:
Name: Melody of Lasting
Level: 3
School: Enchantment (Ritual)
Classes: Bard, Cleric
Casting time: 1 Minute
Range: Self (60-Foot Radius)
Duration: Concentration, Up To 8 Hours
Components: V, S, M
Material cost: An instrument, three other willing creatures
Description: You and three or more willing creatures within range begin an infectious song that compels nearby creatures to be impenetrable to anything that may wear them down. When you cast this spell, each creature of your choice within range is cured of one level of exhaustion, as well as the incapacitated, paralyzed, and stunned conditions.
Until the spell ends, all creatures within range are immune to the effects of exhaustion, and have doubled travelling speed. Any creature that is incapcatitated, fatigued, paralyzed, stunned, or unconscious has the effects of those conditions suppressed for the duration.


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

Response:
Name: Memory Graft
Level: 1
School: Enchantment
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: S, M
Material cost: needle, and 5 sp of thread
Description: You enchant a short 3 second memory and magically graft it onto the mind of one creature within range. If the creature passes a Wisdom saving throw, the new memory will not enter their mind.
The needle and thread are consumed during the casting of the spell.
Undead and creatures immune to being charmed aren't affected by this spell.


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

Response:
Name: Mending Sinews
Level: 4
School: Evocation
Classes: Cleric, Druid
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Minute
Components: V, S
Description: A creature of your choice that you can see within range regains hit points equal to 1d4 + half your spellcasting ability modifier rounded up. For the duration, at the start of each of the target's turns it again regains hit points equal to 1d4 + half your spellcasting ability modifier rounded up. This spell has no effect on undead or constructs. This spell ends if the target drops to 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 6th or higher, you can target one additional creature with this spell, and when you cast this spell using a spell slot of 8th or higher, you may target two additional creatures with this spell


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

Response:
Name: Mental Bindings
Level: 1
School: Enchantment
Classes: Cleric, Druid, Paladin, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A link of chain
Description: A creature of your choice that you can see within range perceives everything as closing in and confining it if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.


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

Response:
Name: Mental Shred
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: 1 Round
Components: S, M
Material cost: a melee weapon worth at least 1 sp
Description: You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then your weapon cleaves into the mind of your foe to wear it down and disorient them with psionic fury. On a hit, you have advantage to hit them with your next attack. Also, if the target tries to cast a spell, use a magical effect, or make an Intelligence, Wisdom, or Charisma check, that target will take 1d8 psychic damage.
At Higher Levels. At 5th level, you deal an extra 1d8 psychic damage on a hit and an extra 1d8 psychic damage when they cast a spell, use a magical effect, or make an Intelligence, Wisdom, or Charisma check. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and 17th level (3d8 and 4d8).


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

Response:
Name: Mergewall
Level: 7
School: Transmutation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a golden scepter worth at least 50,000 rupees
Description: Designate a creature in range that is within 5 feet of a flat vertical surface at least as wide and tall as the creature. The target "merges" into that wall, appearing on its surface as a crude painting of itself. If there are multiple suitable walls near the target, you choose which wall the target merges into. An unwilling creature is afforded a Charisma saving throw to resist this effect, preventing the effect and ending the spell on a success. If the target was affected by this spell within the past 24 hours, it automatically succeeds on this saving throw.
While it is merged with the wall, the target has immunity to all damage other than psychic.
An unwilling target is unable to move while merged, and is effectively petrified for the spell's duration. At the end of each of its turns, it can make a new saving throw, ending the spell on a success, and unmerging from the wall.
A willing target can move along the wall's surface by expending movement as normal, but is only able to move laterally, and only if there is a section of contiguous flat wall for it to move into. While merged, a willing creature can take the Dash action, but otherwise cannot attack, cast spells, or use any other actions. For the duration, the target can still use a bonus action on each of its turns to remove itself from the wall, or use its bonus action to merge again with any suitable wall it is touching.
If at any point the wall merged with the target is destroyed, this spell ends, the target unmerges with the destroyed wall, and the target takes 21 (6d6) force damage.
If at any point the target unmerges from a wall but there is no available open space at the point at which it unmerges, the creature takes 7 (2d6) force damage and teleports to the nearest available unoccupied space.
At Higher Levels. When you cast this spell using a spell slot of 8th or higher, it gains an additional benefit. If you target an unwilling creature and successfully concentrate on the spell for its entire duration, the effect becomes permanent on that creature


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

Response:
Name: Merrow's Song
Level: 2
School: Abjuration
Classes: Bard
Casting time: 1 Action
Range: Self (15 Ft. Cone)
Duration: Instantaneous
Components: V, S
Description: You unleash the voice of the great singers of the ocean. Any creatures of your choice within a 15 ft. cone must attempt a Charisma saving throw. On a failure, they take 1d4 thunder damage and 1d4 psychic damage, and are stunned until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 and the range increases by 5 ft. for each slot level above 3rd.


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

Response:
Name: Merruns Perfect Lock
Level: 7
School: Conjuration
Classes: Wizard
Casting time: 1 Minute
Range: Touch
Duration: Permanent
Components: V, S
Material cost: M if the first extra effect is used, then a chain of at least 20 feet
Description: You touch a medium or smaller object within range for the whole casting time and at the end sent it to a extradimensional space. As an action anytime later you can open a portal to that dimension and call the object out of there in a free hand or in a free space within 10 feet of you. When you touch the object you can send it back as an action You can also choose any of the following additional propaties:
-The object is within the pocket dimension restrained by the enchanted chain. A creature other than you that tries to break this chain has to make a DC 30 strength check. When you touch it or summon it the chains move aside and the object is loose. When you return it to the dimension the chains restrain it again.
-You give the object the properties of an Immovable Rod for everyone except you, but without a button. Only you can move it normal.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the size of the object increases by one for each slot level above 7th.


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

Response:
Name: Mesmerize
Level: 2
School: Enchantment
Classes: Wizard
Casting time: 1 Action
Range: Self (15-Foot Cone)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a small glass prism
Description: You focus on up to three creatures in the spell's area through a small glass prism and attempt to enthrall them. Each creature must make a Wisdom saving throw. On a failure, they are charmed by you and are friendly to you and your companions. You have advantage on Charisma checks to interact with these creatures during the spell, and if you or your companions act hostile towards them, the spell ends. Creatures you are fighting when you cast the spell have advantage on the saving throw


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

Response:
Name: Message Connected
Level: 4
School: Evocation
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action Per Object
Range: From One Object To Another
Duration: Until One Of The Objects Breaks
Components: V, S, M
Material cost: a short piece of fine copper wire and any two small objects
Description: You take two objects that turn magic no bigger than your hand that allow you to send a short message of thirty words and see the perspective from the other object about 5 feet every 1 minute limited to the speech and sight capabilities of who is trying to communicate, creatures or souls hears the message if they are nearby and have an intelligence score of at least 1. If the bearer is a soul, it must have been linked to the created object in life to be able to have it in death by consuming a corresponding spell space or in some way to be linked.
Objects allow communication at any distance and even to other planes of existence, but if the target is on a different plane than yours or is a soul, there is a 5 percent chance that the communication failed, for the other object Another creature or soul is activated, it must spend a spell space of lvl4 or higher for the first time and while these are active, none can regenerate the spell space spent, to recover it the object must be broken and thus end communication. You can have as many pairs of active items as you want to sacrifice spells.


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

Response:
Name: Message to the Masses
Level: 3
School: Enchantment
Classes: Artificer, Bard, Wizard
Casting time: 1 Action
Range: 1 Mile
Duration: Instantaneous
Components: V, S
Description: Form a sentence of 20 words or less. The sentence is beamed into the mind of every creature in range in one language they understand, so long as they know a language and have an Intelligence score of 4 or higher. You may choose any number of creatures for this spell to not affect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range increases by 1 mile for every level above 3rd


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

Response:
Name: Metabolic Boost
Level: 0
School: Transmutation
Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, S
Description: You touch a willing or unconscious creature that is missing hit points and magically stimulate its natural healing ability. If the target has unspent hit dice, it can expend a single hit die as if it were regaining hit points, gaining a number of temporary hit points equal to the amount rolled instead. This spell has no effect on undead or constructs.
If the spell reaches the end of its duration while the target still has these temporary hit points, the temporary hit points vanish and the target regains an amount of hit points equal to the temporary hit points they had remaining. The spell ends early if the target loses the temporary hit points before then.
The amount of hit dice that the target can expend with this spell increases to up to 2 when you reach 5th level, up to 3 when you reach 11th level, and up to 4 when you reach 17th level.


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

Response:
Name: Metabolic Control
Level: 2
School: Transmutation
Classes: Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Up To 8 Hours
Components: V
Description: Target creature has the ability to greatly control their bodies metabolism. During the duration of this spell the target may enter a state of torpor where they do not need to eat, drink, or breathe. Furthermore the target is immune to non-extreme heat and cold, and the effects of poison are delayed until no longer in this state. While in the state of torpor the creature behaves as if under three levels of exhaustion, that is their speed is halved and they have disadvantage on ability checks, saving throws, and attacks. The target may at any time spend 5 minutes to end the torpor.
If the target takes a long rest while this spell is active the duration of this spell is extended for the duration of the long rest.
While not in a state of torpor the target may enter into an energized state for 1 minute where they ignore all effects of exhaustion, speed is increased by 50%, and have advantage to all Strength and Dexterity checks and saving throws. After which this spell ends and the target gains one level of exhaustion and is paralyzed for a minute.
This spell cannot be cast on a target that already has 4 or more levels of exhaustion.
At Higher Levels. When you cast this spell using a spell slot of 3th level or higher the duration of the spell is increased by 4 hours and the duration of the energized state increases by 1 minute for each slot level above 2nd


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

Response:
Name: Metal to Wood
Level: 7
School: Transmutation
Classes: Druid
Casting time: 1 Action
Range: 300Ft
Duration: Instantanous
Components: V, S, M
Material cost: piece of wood and metal
Description: As an action, this spell allows you to convert all metal objects into wood. If any of the objects that this spell is targeting are magical, they are unaffected. If a creature is wielding or carrying an item being targeted, they make the Constitution saving throw at advantage. Any other nonmagical object made of metal within a 40ft radius is affected by this spell. Artifacts are immune to this spell.
Weapons converted from metal to wood take a -2 penalty on attack and damage rolls. The AC of metal armor converted from metal to wood is reduced by 2. Weapons changed by this spell and break on any natural attack roll of 1 or 2 and armor changed by this spell loses an additional point of AC when struck by a critical hit. When the AC of armor is reduced to 10, it is destroyed.
Only a Wish or Miracle spell can undo this transformation


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

Response:
Name: Metaphysical Smite
Level: 1
School: Evocation
Classes: Paladin
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: S
Description: You pour your own raw, destructive willpower into your weapon. As part of the action you use to cast this spell, you must attack a creature or the spell fails. your attack deals an extra 1d6 psychic damage.
Additionally, if the target is a living creature or undead with an Intelligence score of 7 or higher, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
This spell has no effect and deals no damage if the target is a construct or an undead with an Intelligence score of 6 or lower.
At Higher Levels. When this spell is cast with a spell slot of 2nd level or higher, increase the damage by 1d6 for each level above 1st. For example, if cast as a 3rd level spell, this spell would deal 3d6 psychic damage. Additionally, if cast at 4th level or higher, the target creature has disadvantage on its saving throw against this spell


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

Response:
Name: Meteoric Barrage
Level: 3
School: Evocation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A tiny shard of meteorite
Description: You summon five meteoric embers and hurl them toward your foes. For each ember, make a ranged spell attack against a target within range. On a hit, the target takes 1d10 fire damage. A flammable object struck by this spell ignites if it isn't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon an additional meteoric ember for every slot level above 3rd.


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

Response:
Name: Miasma of Death
Level: 9
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 300 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a piece of rotting flesh that wieghs at least half a pound
Description: You point at a location within range and create a cloud of horrid decay which rises from the location and spreads to an area up to 50 feet. The cloud spreads around corners. When a living creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make Constitution saving throw, taking 12d12 necrotic damage on a failed save, or half as much damage on a successful one. The cloud's area is heavily obscured and is difficult terrain


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

Response:
Name: Miasma of Death, Variant
Level: 9
School: Necromancy
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (30-Foot Radius)
Duration: Instantaneous
Components: V, S
Description: You raise your arms and utter a word of power that compels creatures within range to perish. A creature within range must make a Constitution saving throw or take 10d10 necrotic damage. If a creature fails the save by 10 or more and has 50 hit points or fewer, it dies. On a successful save a creature takes half as much damage. A creature reduced to 0 hit points by this spell dies regards of if they pass their save or not


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

Response:
Name: Microcosm
Level: 9
School: Illusion
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 75 Feet
Duration: Until Dispelled
Components: V, S
Description: You warp the consciousness and senses of one or more creatures, sending the victim(s) into a catatonic state. Creatures within 15 feet of a point you choose within range are affected in ascending order of their current hit points. Microcosm can affect a total of 300 hit points of creatures.
Starting with the creature that has the lowest current hit points, the senses of each creature affected are pinched off from the real world. The victim's senses are all completely fabricated from within its own mind, though it may not realize this. In reality, the subject sprawls limply, drooling and mewling, and eventually dies of thirst and starvation without care. The subject lives within its own made-up world until the time of its actual death. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Casting microcosm a second time on an affected creature turns its sensory pathways outward once more, and returns the creature to the real world. Otherwise, only a wish spell or divine intervention can undo the mental crosswiring done by this spell.
Undead and creatures immune to being charmed aren't affected by this spell.


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

Response:
Name: Midas' Touch
Level: 9
School: Transmutation
Classes: Wizard
Casting time: 10 Minute
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a single tear from a celestial, consumed by the spell
Description: Accomplishing what alchemists have strived to reach for centuries, you have finally learned how to turn any material into gold.
Touch one object. You turn up to 1 cubic foot of it into pure gold.


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

Response:
Name: Might of Annam
Level: 1
School: Transmutation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (10-Foot Line)
Duration: Duration: Instantaneous
Components: V, S
Description: You briefly cause one of your limbs to swell several times its size, allowing for you to make a single, powerful strike. This strike fills a 5 ft. wide, 10 ft. long line, and forces creatures in the area must make a Strength saving throw. On a failure, they take 2d12 bludgeoning damage, and are knocked back 5 ft., while on a success they take half damage and are not moved.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12, and the line made by the strike increases by 5 ft. in length for each slot level above the 1st. Additionally, the width of the line, and the amount of feet the creature is knocked back also increases by 5 ft. for every two slots above 1st.


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

Response:
Name: Mika's Existential Dread
Level: 1
School: Enchantment
Classes: Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Round
Components: V, S
Description: You create a lingering sense of psychological trauma in one creature that you can see within range. That creature must make a Wisdom saving throw. On a failed save, it takes 2d4 psychic damage and becomes stunned with fear until the end of your next turn. During this time, any spells you cast that target it and have a verbal component deal an additional 2d4 psychic damage to it as you weave cynical suppositions into your incantations.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 1 minute. At the end of each of its turns, the target can remake the saving throw, ending the effect on itself on a success.
In addition, the initial and subsequent damage each increase by 1d4 for each slot level above 1st.