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

Response:
Name: Inflict Positive Energy
Level: 1
School: Necromancy
Classes: Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: Channeling the raw, unfettered potency of the positive energy plane, you inflict grievous harm upon a creature's life force. Make a melee spell attack against a creature you can reach, dealing 5d4 radiant damage on a hit. A creature that dies outright from this damage becomes disintegrated. Evil creatures do not benefit from resistance or immunity to damage dealt by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.


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

Response:
Name: Inquisitor's Strike
Level: 0
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 5 Feet
Duration: Instantaneous
Components: V, M
Material cost: a weapon
Description: As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and takes an additional 1d4 radiant damage and must make a Wisdom saving throw. On a failed saving throw the target has disadvantage on all Deception and Stealth checks until the start of your next turn. If the target is an undead or fiend, the radiant damage is increased to 1d8 and it has disadvantage on the saving throw.
This spell's damage increases by 1d4, or 1d8 for fiends and undead, when you reach 5th level (2d4, 2d8 for fiends and undead), 11th level (3d4, 3d8 for fiends and undead), and 17th level (4d4, 4d8 for fiends and undead)


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

Response:
Name: Inspire Survival Instinct
Level: 0
School: Necromancy
Classes: Bard, Cleric, Druid
Casting time: 1 Reaction
Range: 30 Feet
Duration: 3 Turns
Components: V, S
Description: As a reaction to the death of a creature, you give three death saves to a creature within 30 ft that you can see that does not normally get death saves. It suddenly has zero hit points and three death saves just like any character. This spell has no affect on creatures that already get death saves.


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

Response:
Name: Instant Audience
Level: 4
School: Illusion
Classes: Bard, Cleric, Wizard
Casting time: 1 Action
Range: Self (60-Foot Radius)
Duration: 4 Hours
Components: V, S, M
Material cost: a small collection of various items such as buttons and coins, and a live mouse, which vanishes for the duration of the spell but reappears, unharmed, when the spell is over
Description: You conjure an semi-real audience. Every minute for the next five minutes, 1d4 people will enter the area as if just coming in from the outside (they do not poof into existence). They appear to be a mix of people appropriate for the circumstances and location. When it’s appropriate, they will applaud, chit-chat, and eat available snacks. If it’s appropriate for the circumstances, they may flirt or act as bullies. They do not talk about themselves at all, as they have no history or true knowledge beyond trivia you yourself might know. Nor do they leave the area. When the spell’s duration ends, or you dismiss the spell, the audience members leave in the same way they came in. The members of the audience do not fight in any manner. They have an AC of 10 and 1 hp, and will instantly vanish if harmed in any manner


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

Response:
Name: Instant Dash
Level: 7
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: —
Range: Self
Duration: Instantaneous
Components: S
Description: You temporarily cause time to freeze, allowing you to instantaneously and immediately move up to your walking speed.
You can cast this spell at any time, as it takes no action at all to cast.


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

Response:
Name: Instant Strike
Level: 7
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: —
Range: Touch
Duration: Instantaneous
Components: S, M
Material cost: a melee weapon worth at least 1 sp
Description: You temporarily cause time to freeze and brandish the weapon used in the spell's casting, allowing you to instantly make a melee weapon attack against a target you can reach. On a hit, the target suffers the weapon's normal effects, and takes an additional 3d8 force damage.
You can cast this spell at any time, as it takes no action at all to cast.


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

Response:
Name: Instil Pain
Level: 0
School: Evocation
Classes: Sorcerer
Casting time: 1 Bonus Action
Range: 50 Ft
Duration: Instantaneous
Components: V, S
Description: One creature of your choice that is within 50 feet of you, aware of you and frightened of
you takes 1d8 psychic damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th
level (3d8), and 17th level (4d8)


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

Response:
Name: Instill Madness
Level: 3
School: Enchantment
Classes: Sorcerer, Warlock
Casting time: 1 Action
Range: 120 Ft
Duration: Special
Components: V, S
Description: One creature of your choice within range, that is aware of you and frightened of you, must succeed on a Wisdom saving throw against your spell save DC. On a failure, the creature must roll on the d100 short-term madness table.
The effect lasts for 1d10 minutes. You cannot cast this on a creature already suffering madness.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd


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

Response:
Name: Instrument of Life
Level: 4
School: Evocation
Classes: Bard
Casting time: Instant
Range: Self (15 Foot Cube)
Duration: Instantaneous
Components: V, S
Description: When you cast the spell, a melodic tune sings out that is heavenly to your allies ears but ghastly to enemies. When casted, allied creatures within the 15 foot cube heal 2d4. However, when enemy creatures hears this tune, they must make a Wisdom saving throw otherwise take 2d4 thunder damage and become deaf until their next turn..
At Higher Levels. When you cast this spell using a spell slot of 5 or higher, you gain 1d4 per spell slot for damage as well as health gained back


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

Response:
Name: Intensify Emotions
Level: 3
School: Enchantment
Classes: Bard, Sorcerer
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a bit of chocolate
Description: You attempt to create strong emotions in a group of people.
Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, whatever emotion that creature is feeling at that moment is significantly increased in intensity. Angry individuals will become furious, possibly writhing or attacking at random; comfortable creatures will fall into paralyzing ecstasy; joyful creatures will become energized and may begin laughing uncontrollably; and sad or malcontent creatures will become overwhelmed with grief or depression.
When the spell ends, all intensified emotions vanish instantly, leaving most of the affected creatures in a brief state of whiplash. In combat, when the spell ends, all affected creatures are incapacitated until the end of their next turn.


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

Response:
Name: Interference Field
Level: 6
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (40-Foot Radius) Or 120 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: A crystal vessel filled with finely ground flail snail shell dust suspended in elemental quintessence, worth 2500 gp
Description: A sphere of disruptive magic originates from you in a 40-foot radius for the duration. This magic interferes with spellcasting in the area. Any creature that attempts to cast a spell while in this spells area must succeed on a spellcasting ability check against your spell save DC. On a failure, the spell slot used to cast the spell is wasted and the creature takes an amount of psychic damage equal to 1 + the failed spell's level.
The field also intereferes with creatures' concentration on spells. If a creature other than you within the spell's area makes an ability check or saving throw to maintain concentration on a spell, they have disadvantage on the check.
You can use a bonus action to detach the field from you, reducing its radius in half but allowing you to move its origin to any point within 120 feet of you. You can continue to use your bonus action to move it on each subsequent turn or recenter it on you, increasing its radius back to default.
At Higher Levels. This spell uses  Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points.
The default 6th-level Power Point allocation of this spell is Radius 2, Range 3, Damage 0, Duration 1, Concentration Killer 0.

—Power Point Cost—

0
1
2
3
4
5
6
7
8
9

Radius 🔗
20 ft.
30 ft.
40 ft.
50 ft.
60 ft.
70 ft.
80 ft.
90 ft.
100 ft.
110 ft.

Range 🔗
30 ft.
60 ft.
90 ft.
120 ft.
150 ft.
—
300 ft.
—
600 ft.
—

Psychic Damage 🔗
1 + the spell's level
1d4 + the spell's level
—
1d6 + the spell's level
—
1d8 + the spell's level
—
1d10 + the spell's level
—
1d12 + the spell's level

Duration
Up to 1 minute
Up to 10 minutes
—
Up to 1 hour
—
Up to 8 hours
—
—
Up to 24 hours
—

Concentration Killer
✗
✗
✗
✓
—
—
—
—
—
—
Concentration Killer. By allocating power points into this attribute, the spell's interference becomes quite vicious. Whenever a creature other than you that is concentrating on a spell enters the field for the first time on a turn or starts its turn there, it takes 1 + the concentrated spell's level psychic damage.


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

Response:
Name: Internal Flame
Level: 2
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Minute, Concentration
Components: None
Material cost: glob of wax, piece of tinder
Description: Target one creature within range. Flames spring to life in their stomach, causing extreme pain and discomfort. The target takes 2d6 fire damage at the end of their next turn. You may use a bonus action on each of your turns for the duration to rekindle the flames, renewing the effect. The target has disadvantage on concentration checks until the spell ends. When the target takes damage from this spell, it must make a save against your save DC. On a success, it takes half damage. On a failure, it takes the full damage and falls prone. This effect ends without being triggered if another creature uses their action to give the target the heimlich and quench the flames, requiring a strength check against your spell save DC minus 5, or if the creature receives healing from any source before the end of its turn. This spell may also be used to summon a flame inside an inanimate object, such as a lantern or tankard of ale, in which case you may target a number of containers equal to the level of the spell slot expended to cast this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 per spell slot above second level.


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

Response:
Name: Intimidating Presence
Level: 1
School: Enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 10 Minutes
Components: S
Description: You enchant your presence with an intimidating glare. Select up to three humanoids within range who will be affected. Affected creatures must pass a Wisdom saving throw before willingly moving towards you. You gain advantage in Intimidation checks against affected creatures.
Undead and creatures immune to being charmed aren't affected by this spell
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can select an additional target for your spell.


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

Response:
Name: Inversion
Level: 1
School: Transmutation (Ritual)
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: Self
Duration: Instantaneous
Components: V, S
Description: When you cast this spell on yourself, you focus and reverse one non-instantaneous spell effect currently being cast on you when you finish casting. Damaging spells are ended, while spells with non-damaging effects return to their caster and effect them. If the effect would stop them from casting spells, the spell effect also ends without doing anything. The caster becomes aware of this change, and if they have control over the spell they can end it on their turn as normal, but can't put it back on their original target unless that spell explicitly says it can. The caster doesn't have to be a creature, so this spell can work for potions, items, locations (But not planar effects), and traps as well, though only those that could reasonably affect the original caster and aren't themselves instantaneous (You can use it on periodically occurring effects, such as those that happen when you spend an amount of time in a location). This spell cannot invert spell effects cast at a higher level than it, but if you cast it at higher level, you can potentially affect those spells.
At Higher Levels. When you cast this spell using a spell slot of level 2, you can affect one additional creature within 30 feet of you as if they cast the spell on themselves (Spells that affect a location can be inverted throughout that location, not simply within 30 feet of the caster). When you cast this spell using a spell slot of 3 or higher, you can affect twice the amount of additional creatures as with the next lower level of the spell


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

Response:
Name: Investiture of Acid
Level: 6
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: Until the spell ends, your body emits a green mist and you gain the following benefits:
You become immune to acid and poison damage.
If a creature makes a melee attack against you, it must make a Constitution saving throw, taking 2d6 acid damage and becoming poisoned on a failed save.
You may use an action to launch a ball of corrosive energy. Make a ranged spell attack against one creature within 90 feet, dealing 1d8 acid damage on a hit.


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

Response:
Name: Investiture of Green
Level: 6
School: Transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: Until the spell ends, bits of soil, grass, leaves, and vines spread across your body, and you gain the following benefits:
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You can use your action to cause lashing weeds and vines to sprout from the ground in a 15-foot square starting from a point within 60 feet of you. Each creature in the area must make a Strength saving throw or be restrained by the plants. A creature restrained by this effect can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
You can move across difficult terrain made of vegetation without spending extra movement, and you are unaffected by plants that are magically created or manipulated to impede movement, such those created by the entangle spell. You can also pass through plants as if they were air without disturbing them or taking damage from them if they have thorns, spines, or a similar hazard, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, the spell ends, and you are stunned until the end of your next turn


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

Response:
Name: Investiture of Light
Level: 6
School: Transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: You wreathe yourself in shining, yellow-white light, casting bright light in a 60-ft. radius and dim light for an additional 30 ft. for the spell's duration. This light is sunlight. Until the spell ends, you gain the following benefits:
You are immune to radiant damage and have resistance to psychic damage.
Areas of magical darkness created by spells 6th level or lower within 60 ft. of you are dispelled. Creatures cannot activate effects that create areas of magical darkness while they are within 60 ft. of you.
You can use your action to hurl a bolt of light that is 15 ft. long and 5 ft. wide extending from yourself in a direction you choose. Every creature in that area must make a Dexterity saving throw. Oozes and undead have disadvantage on this saving throw. A creature takes 4d6 radiant damage, or half as much on a successful one. A creature that fails its saving throw against this effect is blinded until the start of your next turn.


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

Response:
Name: Investiture of Poison
Level: 6
School: Transmutation
Classes: Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: You can use an action to hurl a bolt of toxic energy, Make a ranged spell attack against a creature within range. On a hit, the target takes 2d4 poison damage and must succeed on a Constitution saving throw or be poisoned until the end of its next turn.
Toxic gas emanates from your body, anyone within a 10-foot radius of you at the end of their turn must make Constitution save or take 2d6 poison damage, half on a success.
You gain immunity to poison damage and resistance to necrotic damage


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

Response:
Name: Investiture of Sand
Level: 6
School: Transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: Until the spell ends, sand whirls a round you, and you gain the following benefits:
Ranged weapon attacks made against you have disadvantage on the attack roll.
You can move across difficult terrain created by dirt or sand without spending extra movement. Your vision is unobscured by dirt or sand, and you can breathe dirt or sand as if it were air. You can walk on quicksand as if were solid ground. You are immune to damage from spells that create sand or dirt which deal damage, such as the sandblast spell.
You can use your action to create a line of sand 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is blinded and unable to speak until the end of your next turn. On a successful save, a creature takes half damage and isn't blinded or unable to speak


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

Response:
Name: Investiture of Sand, Variant
Level: 6
School: Transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: Swirling sand surrounds you and you gain the following benefits:
Ranged attacks directed towards you have disadvantage.
Any creature that moves within 5 feet of you for the first time in their turn or ends their turn there take 1d10 slashing damage.
Any creature that ends their turn within 15 feet of you must make a Constitution saving throw with advantage. If they fail, they become blinded. If they are within 10 feet of you, it’s a normal saving throw. If they are within 5 feet of you, it is with disadvantage. If they become blinded, they cannot attempt to become un-blinded until they are more than 15 feet away from you. They can then attempt another Constitution Saving throw to undo the blindness.
You can use your action to create a circle of quicksand that has a radius of 15 feet that is within 60 feet of you. Any creatures inside of the circle must make a Dexterity saving throw, or become restrained. The area acts like the spell quicksand


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

Response:
Name: Investiture of Water
Level: 6
School: Transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: Until the spell ends, water swirls across your body, and you gain the following benefits:
You are immune to acid damage, and you have resistance to fire damage.
You have a swim speed of 90 feet, and you can walk on liquid as if you were under the effects of a water walk spell. You can breathe water as if it was air.
You can use your action to create a high-pressure blast of water 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Strength saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from you and knocked prone


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

Response:
Name: Invincibility
Level: 9
School: Abjuration
Classes: Cleric, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Until the spell ends, you are immune to all damage, you cannot die, and you automatically succeed on saving throws.


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

Response:
Name: Invisibility Purge
Level: 3
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V, S
Description: You surround yourself with a sphere of power with a radius of 15ft that negates all forms of invisibility. Creatures that succeed a Wisdom saving throw against your spell DC prevents this spell from effecting that creature.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, increase the radius by 5ft per spell level


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

Response:
Name: Invisibility to Undead
Level: 1
School: Illusion
Classes: Cleric
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Minute
Components: V, S, M
Material cost: holy symbol
Description: You touch a creature. Until the spell ends, undead with an Intelligence of 6 or lower treat the affected creature as being invisible, and will not become hostile toward it until they see it.
The spell ends if the affected creature attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the illusion affects the minds of smarter undead. The maximum Intelligence score this spell can affect increases by 2 for every slot level above 1st


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

Response:
Name: Invocation of Ate, Lord of the East
Level: 9
School: Evocation
Classes: Druid, Wizard
Casting time: 1 Action
Range: Self (60-Foot Cone)
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: All creatures in a 60-foot cone must make a Dexterity saving throw the first time on a turn that it enters the area, including when this spell is cast. A creature takes 10d10 thunder damage on a failed save, or half as much damage on a successful one. In addition, a Huge or smaller creature that fails the save must succeed on a Strength saving throw or become restrained until the spell ends. You may change the direction of the cone as a bonus action.
A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained and is hurled 3d6 × 10 feet away from the affected area in a random direction.


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

Response:
Name: Invocation of Gedula, Lord of the South
Level: 9
School: Evocation
Classes: Druid
Casting time: 1 Action
Range: Self (120 Ft. Cone)
Duration: Instantaneous
Components: V, S
Description: The blazing winds of Gedula's brilliance envelop everything in your path. Every creature within range must make a Constitution saving throw. The cone spreads around corners. A creature takes 42d6 fire 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: Invocation of Markt, Lord of the North
Level: 9
School: Evocation
Classes: Druid
Casting time: 1 Action
Range: Self (30-Foot Radius)
Duration: Concentration, 1 Minute
Components: V, S
Description: You commune with the master of gravity, imbuing yourself with a fragment of his raw power. As an action or bonus action, you may release a blast of gravity. Every creature within a 30-foot radius of you must attempt a Strength saving throw. On a failure, they take 4d6 force damage and become paralyzed until the end of your next turn. On a success, they take half as much damage and become prone. If used as action, this has the Recharge (5-6) feature. If used as a bonus action, it has the Recharge (6) feature.


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

Response:
Name: Invocation of Ve, Lord of the West
Level: 9
School: Conjuration
Classes: Druid
Casting time: 1 Action
Range: Self (60 Ft. Radius)
Duration: Concentration, 1 Hour
Components: V, S
Description: Communing with the one whose name trembles even the water spirits who caper beneath the waves. As a bonus action, all creatures of your choice within a 60 ft. radius must attempt a Wisdom saving throw as their airways slowly fill with water. On a failure, they immediately begin suffocating. On a success, they must hold their breath to avoid suffocating.


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

Response:
Name: Invoke Boargeist
Level: 4
School: Conjuration
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V, S, M
Material cost: direct or reflected moonlight, which is required to cast the spell
Description: You cry skyward as a cloud of blue energy encircles your body. For 1 minute, the ethereal head and massive tusks of a crazed wild boar outline your own head heavily enough that others perceive it as replacing your head, and you gain several attributes of Wereboar Lycanthropy.
Charge: If you move at least half your base walking speed straight toward a target and then hit it with the ethereal tusks on the same turn, the target takes an extra 2d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spellcasting save DC or be knocked prone.
Relentless: The first time you would take 20 + your caster level + your spellcasting modifier damage or less that would reduce you to 0 or negative hit points, you are instead reduced to 1 hit point.
Frightening Appearance: You have advantage on Charisma (Intimidation) checks against creatures that are not Lycanthropes and that are Medium or smaller.
Moonblood Weakness: You gain vulnerability to weapons and ammunition that are made of or coated by silver.
Tusks: You make a melee weapon attack using an action with your Strength modifier. This attack deals 2d6 + your spellcasting modifier slashing damage.
Wereboar Fortitude: You gain resistance to all nonmagical weapons that are not silvered


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

Response:
Name: Invoke Scarecrow
Level: 3
School: Enchantment
Classes: Druid, Ranger
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: some straw
Description: You enchant yourself with the powers of a scarecrow and gain it's terrifying powers. For the duration of the spell, you benefit from the following.
Terrifying Aura. You emit the scarecrows terrifying aura constantly through magic. When a creature enters or starts its turn within 30 feet of you, they must make a Wisdom save, or become frightened of you until the end of their turn. A creature with a Wisdom score of 14 or higher has advantage on the saving throw, and those with a score below 8 automatically fail.
Tireless Plantkeeper. Just like a scarecrow you are now a tireless worker that stops at almost nothing. You are immune to the poisoned and paralyzed conditions, and automatically succeed on saves against effects which would put you to sleep.


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

Response:
Name: Invoke Wolfgeist
Level: 3
School: Conjuration
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V, S, M
Material cost: direct or reflected moonlight, which is required to cast the spell
Description: You cry skyward as a cloud of blue energy encircles your body. For 1 minute, the ethereal head and forelimbs of a savage wolf outline your own head and arms, and you gain several attributes of Werewolf Lycanthropy.
Bite: You make a melee weapon attack using an action with your Strength modifier. This attack deals 1d8 piercing damage.
Claw: You make a melee weapon attack using an action or bonus action with your choice of Dexterity or Strength modifier. This attack deals 2d4 slashing damage.
Frightening Appearance: You have advantage on Charisma (Intimidation) checks against creatures that are not Lycanthropes and that are Medium or smaller.
Keen Hearing and Smell: You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Moonblood Weakness: You gain vulnerability to weapons and ammunition that are made of or coated by silvered.
Werewolf Fortitude: You gain resistance to all nonmagical weapons that are not silvered


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

Response:
Name: Irascible Spear
Level: 6
School: Illusion
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a leaden needle and a small string of black yarn
Description: You pull shadows together and create a polearm wreathed in the darkness. The Irascible Spear created with this spell has the reach, thrown (range of 30 ft. / 60 ft.), two-handed, and finesse properties. You are considered proficient with the Irascible Spear even if you lack proficiency with an appropriate weapon type. Roll 1d8 when you cast this spell; the result determines the damage type this weapon deals for the duration.

Caption text

1d8
Damage Type of Attacks

1
Psychic

2-3
Poison

4-5
Acid

6-7
Necrotic

8
Force
The presence of the Irascible Spear turns bright light within 5 feet of it into nonmagical darkness, and in a 30 foot radius of it bright light turns into dim light, and dim light turns into nonmagical darkness.
When you hit with an attack with this weapon, you deal 5d8 damage plus your spellcasting ability modifier. If the Irascible Spear leaves your grasp before the spell ends, you can use a bonus action to recall it to your hand and deal 1d8 damage to any creature that is within 5 feet of you.


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

Response:
Name: Iridescent Ray
Level: 0
School: Evocation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (50-Foot Cone)
Duration: Instantaneous
Components: V, S, M
Material cost: any faceted gem or glass
Description: You Scatter rays of light that scorch enemies. This spell cast 1d20 light rays, not exceeding 1 per character level
You direct each of the rays of light to strike a target though no two rays can hit the same target in a single casting. They each deal 1d4 -1 radiant damage
The number of light rays that can hit a single target increases to 2 at 5th level, 3 at 11th level, and 4 at 17th leve


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

Response:
Name: Iron Flesh
Level: 5
School: Abjuration
Classes: Druid, Ranger
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: iron statue of yourself worth at least 100 gp
Description: This spell turns your flesh to an iron-like substance for protection. For the duration, you have resistance to nonmagical bludgeoning, piercing and slashing damage. In addition, your AC can't be less than 18, regardless of what armor you are wearing.
However, the heft of the iron increases your current carrying weight by 50 pounds, which can potentially cause you to become encumbered or heavily encumbered. As long as your carrying weight exceeds your carrying capacity due to this spell, your movement speed drops to 5 feet.


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

Response:
Name: Iron Maiden
Level: 5
School: Conjuration
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Duration: Instantaneous
Components: V, S, M
Material cost: a iron nail
Description: You summon an iron maiden around one target Small or Medium. The target must succeed an Agility saving throw or the doors slam shut around them, dealing 7d8 piercing damage. If the target has blood, they suffers an additional 2 piercing damage at the start of each turn, until it receives healing.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th and you can use the spell on targets of Large size.


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

Response:
Name: Ironwood
Level: 6
School: Transmutation
Classes: Druid
Casting time: 1 Hour
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: wood weighing as much as the intended item and shaped into the object
Description: Ironwood is a spell used to created a magical metal like substance from normal wood. While remaining natural wood in almost every way, ironwood is as strong and heavy as metal. Spells that affect metal do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with wood shape or woodworking tools, you can fashion wooden items that function as their metallic counterparts. Thus, wooden plate armor and wooden swords can be created as durable as their metallic counterparts. These items are freely useable by druids. If the ironwood objects are under the effect of an antimagic field or are dispelled via dispel magic, they are considered normal wood objects


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

Response:
Name: Isaac's Missile Swarm
Level: 3
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Round
Range: Self (See Text)
Duration: Instantaneous
Components: V, S, M
Material cost: A clear prism or a sapphire, with each option costing 25gp (not consumed when the spell is cast)
Description: You create ten glowing darts of magical force that fly unerringly towards potential targets within a 20ft radius. A dart deals 1d6 force damage to its target. If there are more creatures than missiles, the caster must choose which targets are affected, with no target being affected by more than 1 missile. The darts all strike simultaneously, and will be distributed evenly among the potential targets until there are fewer missiles than targets, at which point the previous rule applies with the remaining missiles.
A creature affected by the Shield spell or wearing a Brooch of Shielding is immune to damage from Isaac's missile storm. Similar resistances and immunities to Magic Missile apply to this spell in the same manner.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell creates three more darts and the spread range increases by 5ft for each 2 spell levels above 3rd


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

Response:
Name: Item box
Level: 0
School: Conjuration
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Minute.
Range: 1 Foot
Duration: 1 Round
Components: V, S
Description: This spell opens a hole in space that is connected to a small pocket dimension that can store objects like a bag of holding. The item box has an opening roughly 2 feet in diameter and cannot be turned inside out. You can retrieve or store and item with every casting of this spell and you always know the contents of the item box. Items remain in the pocket dimension even after the spell is dismissed and they are lost when you die. This item box can only store up to 10 items and the total weight of the items can be no more than 250 pounds. If you attempt to go over this weight limit the items within are lost.


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

Response:
Name: Ivote's Delivery Service
Level: 0
School: Conjuration
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Instantaneous
Components: S
Description: You touch a nonmagical object that weighs 10 pounds or less and cause it to move towards a location of your choice. The target location must be known to you, and it must be on the same plane of existence as you. The item begins hovering just above the ground towards the target location, moving 20 feet per round and flying over barriers up to 5 feet tall or pits up to 10 feet wide. This spell moves the object along the most direct route, attempting to find a path around obstacles and hazards. When the object reaches its destination or spends more than 1 hour unable to make progress, the spell ends.


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

Response:
Name: Jalthier's Impending Boom
Level: 4
School: Evocation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Varies
Components: V, S, M
Material cost: a potato wrapped in metal foil sprinkled with an explosive alchemical compound worth at least 50 gp, consumed as part of casting this spell
Description: “

"Turn your parties' lunch into a fun AND deadly game!"

”

—Jalthier Azimandeus
Declare a duration between 5 rounds and 1 minute. You touch the material component used as part of casting this spell and transform it into a fiery sticky bomb which will detonate at the end of the declared duration. As part of the same action used to cast this spell, you may attempt to plant this bomb onto a creature or solid surface you can touch within 5 feet of you. The creature must make a Dexterity saving throw. If it fails, you plant the bomb on it. If it succeeds, the bomb is now planted on you.
The creature with the bomb planted on it takes 1d8 fire damage at the start of each of its turns. It can use an action to attempt to pass the bomb to another creature it can touch within 5 feet. The recipient creature must make a Dexterity saving throw, avoiding the bomb being planted on it on a success.
At the start of the final round of the spell's declared duration, roll a d20 + your spellcasting ability modifier. The bomb explodes on that count in the initiative order, losing initiative ties. All creatures within a 10-foot radius of the exploding bomb must make a Dexterity saving throw, taking 10d6 fire damage on a failure, or half as much on a success. The creature with the bomb planted on it automatically fails the saving throw.
Casting this spell to make another bomb while the current bomb is still active causes the new bomb to immediately explode. Casting dispel magic on the bomb, regardless if successful or not, has a 33% chance of causing the bomb to immediately detonate.
At Higher Levels. This spell uses  Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points. You may link two eligible attributes.

—Power Point Cost—

0
1
2
3
4
5
6
7
8
9

Contact Fire Damage 🔗
None
1d8
2d8
3d8
4d8
5d8
6d8
—
—
—

Explosion Damage 🔗
7d6
8d6
9d6
10d6
11d6
12d6
13d6
14d6
15d6
16d6

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

Min. and Max. Duration 🔗
5 rounds/1 minute
—
4 rounds/10 minutes
—
3 rounds/1 hour
2 rounds/8 hours
2 rounds/24 hours
—
—
—

Roulette
No
1 in 10
1 in 6
50/50
—
—
—
—
—
—

Initial Plant Range
Touch
15 ft.*
30 ft.*
60 ft.*
—
—
—
—
—
—
*You launch the bomb. If the creature succeeds the Dexterity saving throw, the bomb becomes planted on the first solid surface it lands on.
Roulette. If power points are allocated to this attribute, roulette mode is engaged. Roll the bomb's initiative early. Each round on that count in initiative it has a chance to explode as indicated on the table. If the bomb reaches the end of its elapsed duration without exploding, the spell ends and it becomes a normal potato again.
If the bomb's duration is longer than 1 minute, you can have the explosion chance occur in intervals of minutes or hours. This must be declared along with the duration.


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

Response:
Name: Jolt Cadaver
Level: 0
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: You compel a dead or undead creature in range to perform a sudden, jerking motion. If the target is undead, it makes a Charisma saving throw, and on a success is unaffected by this spell for the next 24 hours.
The motion performed must be simple, momentary, devoid of intelligence or magic, cannot reach beyond 5 feet, and must mimic an action the creature could have performed in life. The motion can otherwise be any you choose. Possibilities include compelling a severed arm to point in a given direction, causing a recently-slain soldier to sloppily swipe at an adjacent creature, or forcing a zombie to drop prone. If you compel the target to make an attack, it uses your melee spell attack roll, and deals no more than 1d8 bludgeoning, piercing, or slashing damage. For any motion that would require a Strength check, the target uses your casting ability in place of Strength.
Any motion caused by this spell does not consume any action, reaction, or movement the target would otherwise be afforded.
The damage caused by this spell increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


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

Response:
Name: Judgment
Level: 5
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You cause a ray of magical light to strike a creature within range, leaving it extremely vulnerable to magic. The target must make a Wisdom saving throw. On a failed save, it takes 4d10 + 10 radiant damage and has disadvantage on saving throws made against spells and other magical effects for 1 minute. On a successful save, the target takes half as much damage and doesn't suffer the additional effect


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

Response:
Name: Jumpstart
Level: 4
School: Necromancy
Classes: Artificer, Cleric, Druid, Paladin, Warlock, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: V, S
Description: You point your finger at a willing creature within range and compel it to die instantly, channeling the energies of both light and dark simultaneously.
At the beginning of your next turn, that creature is forcibly brought back from the dead, regaining all of its hit points. The act of dunking a soul into the ethereal and yanking it back is, unsurprisingly, very traumatizing, and inflicts a level of exhaustion on the affected creature.
This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may target one additional creature for every two levels above 4th.


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

Response:
Name: Kaleido Star Cannon
Level: 3
School: Evocation
Classes: Artificer, Druid, Paladin, Sorcerer, Warlock
Casting time: 1 Full Action
Range: 360 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: Prism and diamond dust for a cost of no less than 100gp
Description: With enormous concentration you evoke the immense power of the stars, that power that gives off a remarkable heat, that power that the cosmos gives off, that destructive power. The star is concentrated and pressed in such a way that it becomes the size of a fist, then several rings, 3 feet in size, are created in front of you in the predetermined direction.
Finally you discharge a very powerful beam of energy shiny 360 feet from you that invests everything (if multiple enemies are in the trajectory, they suffer the spell that suffers no disadvantages from cover), anyone within range makes a Dexterity saving throw. A creature that fails the save takes 8d4 radiant damage + 8d4 fire damage + 10 force damage, or takes only half as much damage on a successful one.


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

Response:
Name: Kamikaze
Level: 9
School: Conjuration
Classes: Cleric, Druid, Sorcerer, Wizard
Casting time: 3 Rounds
Range: 1000 Ft
Duration: Instantaneous
Components: V, S
Description: A sudden and very strong god-like wind appears that is 250 feet wide and moves quickly, destroying or uplifting practically everything in its path; however you can choose any amount of creatures to be spared. Any creatures subject to the spell must make a dexterity saving throw. On a failure, the creature takes 8d6 Radiant damage and 8d6 wind damage and is blown 100 feet opposite to the direction of the wind, creatures that are gargantuan or larger are not blown away, on a success, the creature only takes half damage and is blown only half as far. If a ship is affected by the spell it is moved a number of feet equal to 2,000 divided by the ships weight in tons and it must roll a 1d8, on a roll of 8, the ship capsizes, Airships are exempt from the roll.
You can also choose to cast this with the help of multiple spellcasters, for each spellcaster aiding you in casting the spell, the damage increases by 4d6 Radiant damage and 4d6 wind damage, the range increases by 500 feet and the wind's width increases by 150 feet, the amount of feet blown is increased by 50 feet, the distance the ships are blown away by increases by 1000 feet. The spellcaster(s) do not need to have this spell prepared or even have access to this spell, all they need is an available 9th level slot which is consumed by the spell.


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

Response:
Name: Karno's Instant Pie
Level: 1
School: Conjuration
Classes: Bard
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: S
Description: You summon a freshly made pie into your free hand. The pie is 10 inches in diameter and is perfectly edible.
You may choose the variety of pie when casting, and may roll a spellcasting ability checks for pie quality (on a scale of 1-30) should you so choose. If you have proficiency with cook's utensils, you may make this check with advantage.
The pie may also be used as a weapon in combat. For you, it counts as a simple melee weapon with which you are proficient. It has the thrown property (range 10/30) and you can use your spellcasting ability instead of Strength for the attack roll. If your attack hits a creature, the pie deals 1d4 psychic damage. You do not add an ability modifier to this damage. If the creature is Large or smaller and can see, that creature is also blinded for 1 minute, or until the creature uses its action to wipe it's face clean.


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

Response:
Name: Kaunan the Fire Rune
Level: 1
School: Conjuration
Classes: Artificer, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Self, Touch, 120 Feet, Surface (15-Foot Cube), Etc.
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A handheld object with the "Kaunan" Rune written on it
Description: When Kaunan the fire Rune is cast on a surface, it lasts for the duration. If a creature comes near it before the duration is over, it explodes dealing 2d12 fire damage in a 10 ft radius and this can be cast on the ground, trees, shields, structures and even arrows. All creatures in range must make a Dexterity saving throw, taking half damage on a success.
When cast on a weapon, it deals an additional 1d8 fire damage per attack and treats the weapon as magical.
When cast on an allies armor it then gives them fire resistance and deals 1d8 fire damage to any creature that attacks them.
The reversal of this rune can quench a fire in a surface or act as a curse on a creature's weapon dealing 1d8 fire damage to them per attack or giving them fire vulnerability and dealing 1d8 fire damage to all nearby creatures.
At Higher Levels. When you cast this spell using a spell slot of 2th level or higher, increase the amount of dice used for each effect by 1 for every spell level above 1st.


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

Response:
Name: Keen Cut
Level: 0
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Cone)
Duration: Instantaneous
Components: V, S
Description: A horizontal arc of psychic energy manifests in front of you, cutting through all in your path. Each creature within a 5-foot cone must make a Dexterity saving throw. A creature takes 1d6 psychic damage on a failed save, or half as much damage on a successful one.
The arc cuts through any wooden nonmagical objects that aren't being worn or carried.
At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Its range also increases by 5 feet when you reach 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet).


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

Response:
Name: Kelpie's Poison
Level: 3
School: Abjuration
Classes: Druid, Ranger
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: V, S
Description: Your tongue temporarily becomes that of a kelpie, lashing out your target. Make a spell attack against one Small or smaller object, or one creature of your choice. On a hit, a creature takes 1d8 poison damage, and is paralyzed until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 5th.


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

Response:
Name: Kerrhylon’s Magic Missile
Level: 5
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: “Kerrhylon Sora-Ghesh, the dragonborn woman who reinvented the wheel of the magical world.” -inscription on her gravestone, at the Sin Leatram Universal College of Arcane Knowledge.
You create three large glowing missiles of powerful magical force. Each missile hits a creature of your choice that you can see within range. A missile deals 1d12 + 1 force damage to its target. The missiles all strike simultaneously, and you can direct them to hit one creature or several. These missiles can only be blocked by the shield spell if the caster rolls a successful saving throw against your Spell Save DC. This saving throw uses their spellcasting modifier.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, each missile's damage damage increases by 1d12 per slot level above 5th.


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

Response:
Name: Kinetic Fusillade
Level: 4
School: Conjuration
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (60-Foot Cone)
Duration: Instantaneous
Components: V, S, M
Material cost: a pinch of gunpowder, which the spell consumes, and six small metal tubes
Description: You conjure an unbroken stream of metal flechettes, which fly from your hand faster than the eye can track. Roll a d20 and add 40; the total represents the amount of piercing damage you can do with this spell. Each creature in a 60-foot cone must make a Dexterity saving throw. You then allocate the total damage as you wish between all creatures which fail this save; you may deal the full amount to a single creature, spread it evenly between each target, or any other combination. If all creatures in this area succeed on their saving throw, you deal no damage and the spell slot is wasted.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, add 10 damage to the damage total for each slot level above 4th.


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

Response:
Name: Kinetic Garrote
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: S
Description: You create and attack with a garrote made out of force. The garrote is a simple weapon which deals 1d6 force damage and has the finesse, special and two-handed properties. As part of the action used to cast this spell, you must make a melee attack with the garrote against one creature no more than one size category larger than you and against which you have advantage. On a hit, the target suffers the attack's normal effects, is grappled by you and is unable to speak until the grappled condition ends. You must keep two hands on the garrote at all times to maintain the grapple and you may use your attack bonus with the garrote in place of your Strength (Athletics) to maintain the grapple.
On subsequent turns, you may use your action to make an attack with the garrote against the grappled creature without releasing the grapple. Attacks made in this way have advantage against the grappled creature.
The garrote's damage increases by 1d6 when you reach 5th (2d6), 11th (3d6), and 17th level (4d6)


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

Response:
Name: Kinetic Redistribution
Level: 5
School: Abjuration
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V, S
Description: A magical barrier envelops your body, which can redistribute impacts. Until the spell ends, you gain one of the following benefits, which you can change as a bonus action.
Guard. Your armor class increases by 2, and when you are hit by an attack, the damage is halved, and an equal amount is added to the damage pool.
Attack. As an action(or as part of the bonus action used to change bonuses), you can make a melee spell attack against a creature within 5 feet of you. On a hit, they take 2d6 force damage, and you can expend any amount from the damage pool to add to the damage of this attack(maximum 10).
At Higher Levels. When cast at 6th level or higher, the damage increases by 1d6, and the maximum amount added to damage increases by 10, for every level above 5th


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

Response:
Name: Kinetic Throw
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S
Description: You manipulate the power of force to toss your target. Make a melee spell attack against a target up to one size category larger than you. On a hit, the target is thrown up to 10 feet from you in any direction and knocked prone. If the target is thrown into a space occupied by another creature, that creature must succeed on a Dexterity saving throw or be knocked prone.
This spell deals an additional 1d6 force damage to the target and the distance you can throw the target increases by 5 feet when you reach 5th level (1d6, 15 feet), 11th level (2d6, 20 feet), and 17th level (3d6, 25 feet). You can choose not to deal the additional force damage


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

Response:
Name: King Crimson
Level: 6
School: Transmutation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: a lock of pink hair
Description: You create a rip in the very fabric of time and travel through it. As an action, you cast this spell in order to enter a distorted space beyond and enter at a point 6 seconds later. You will appear at a point within twice your movement speed, not impeded by any effects that might slow your movement speed or affected by any spells, attacks, or actions that would have been made against you that round. These attacks, spells, or actions are still done, but simply fail. In addition, creatures within 200 feet of you must make a Wisdom saving throw or be unaware of the time skip. Creatures further than 200 feet away from you fail this save automatically. You may also perform one action whilst in the skip at the cost of half the movement the skip allows you. You may use a mundane object, take the attack action against a creature, drink a health potion, or any other action at the DMs discretion. However, you may not cast spells during the time skip.


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

Response:
Name: Kira's Explosive Touch
Level: 2
School: Transmutation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: S, M
Material cost: A semiprecious stone worth at least 10 gp
Description: You touch up to three Tiny nonmagical objects, imbuing them with explosive power. You can use a bonus action before the spell ends to detonate one of the affected items, forcing each creature within a 5-foot sphere centered on the item to succeed on a Dexterity saving throw or take 2d6 fire damage, or half as much damage on a successful one. The detonated item is then destroyed.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional object for each slot level above 2nd.


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

Response:
Name: Kiss of the Petals
Level: 1
School: Evocation
Classes: Bard, Druid
Casting time: 1 Action
Range: Self (15-Foot Cone)
Duration: Instantaneous
Components: V, S, M
Material cost: a handful of petals from a pretty flower
Description: You fire a colorful blast of projectiles from your hand which resemble glowing flower petals. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 radiant damage on a failed save, or half as much damage on a successful one.
The projectiles created by this spell cause no pain at all. Although they cause damage, the hit point loss inflicted by this spell represents a sensation of euphoria that saps the strength from a creature's body, and as such is wholly nonlethal: A creature reduced to 0 hit points by this spell falls unconscious, rendering them stable and at no risk of dying.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


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

Response:
Name: Knee-Jerk
Level: 0
School: Enchantment
Classes: Bard
Casting time: 1 Reaction
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: This spell can only be cast as a reaction to an attempted Dexterity check or Dexterity saving throw.
You point at a creature within range that you can see clearly, sending whispered harassment to its mind. The creature visually becomes uncomfortable and is forced it to experience a slight muscle spasm, the nature of which depends on its environment. It must make a Wisdom saving throw, suffering a -2 penalty to Dexterity checks and saving throws for one minute on a failure.
You can not compel any specific actions, nor can the spasm cause damage if it strikes another creature.


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

Response:
Name: Know Direction
Level: 0
School: Divination
Classes: Bard, Druid, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: a map and a crystal
Description: You instantly know the direction of north from your current position. The spell is effective in any environment in which "north" exists, but it may not work in extraplanar settings, or other locations without planetary magnetic poles


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

Response:
Name: Know the True Form
Level: 4
School: Divination
Classes: Druid, Ranger
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V
Description: One creature you touch gains the ability to see the original form of any creature that has changed its shape or had its shape changed by another effect, such as through shapeshifting, polymorphing, or transformation via lycanthropy.
This does not grant the ability to see through illusions


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

Response:
Name: Know Thy Foe
Level: 1
School: Divination
Classes: Bard, Cleric, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a pearl figurine
Description: Choose one creature you can see within range. You learn which of the target's ability scores has the greatest value (the DM is not obligated to tell you the actual value). You also learn the name of one of the creature's traits or attacks, chosen by the DM


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

Response:
Name: Kraken's Tentacle
Level: 8
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: 300 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You conjure a kraken's tentacle that sprouts from the surface of a body of liquid in an unoccupied 10-by-10 foot space of your choice that you can see within range. When you cast this spell, you can direct the tentacle to lash out at a creature or object within 60 feet of it that you can see. The target must succeed on a Dexterity saving throw or take 10d6 bludgeoning damage and be pulled 40 feet directly towards the tentacle. If the target is Large or smaller, it is also restrained. A creature restrained by the tentacle can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. A restrained creature moves with the tentacle. The tentacle deals double damage to objects and structures.
Until the spell ends, as a bonus action you can move the tentacle up to 60 feet and direct it to take one of the following actions.
Fling. A creature or object restrained by the tentacle is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone.
Lash. If the tentacle is not currently restraining a creature, it can lash out at a creature within 60 feet of it that you can see.
The tentacle can be damaged and thus destroyed. It has AC 18 and 120 hit points, and it is immune to lightning damage, psychic damage, water damage, and bludgeoning, piercing, or slashing damage from non-magical attacks


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

Response:
Name: Kunai of Ice
Level: 2
School: Evocation
Classes: Ranger, Sorcerer
Casting time: 1 Reaction Which You Take In Response To Attacked By A Creature Within 60 Feet Of You That You Can See.
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: 10 or more throwing knifes or kunais
Description: You imbue ten daggers with freezing energy, holding them, prepared to throw back against your foes. Make a ranged spell attack against a creature within range. On a success, you deal 1d4 piercing damage + 1d6 cold damage.
A creature hit by the frost kunai must succeed on a Strength saving throw, or be restrained by the ice. A creature restrained by the ice can use its action to make a Strength check against your spell save DC. On a success, the effect ends and the creature's movement speed is reduced in 10 feet for the next minute.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, roll an additional 1d6 cold damage for each slot level above 2nd.


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

Response:
Name: Label
Level: 0
School: Illusion
Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Until Dispelled
Components: V, S
Description: Write, Move, Remove, or Rewrite a small permanent magical label on an object:
Write - a label that can be seen by any spell caster on an item. The label can be in any mundane language that the caster knows. The label may be up to 64 characters including spaces and punctuation, and must have at least 3 visible characters. The language must have a known alphabet or syllabary to write with. The label itself can not be considered an item or an object, and can not be targeted with anything except an illusion or an abjuration spell. An object may have more than one label.
Move - a label from one item to another. The caster must touch both objects simultaneously.
Remove - a label (you may also use any abjuration spell that can target it).
Rewrite - a label (you may also use any illusion spell that can target it).
Read - Any creature that can cast spells can see the label, and read it if they know the written language. Creatures with spell like abilities (such as gnomes, dragons, dragonborne, drow etc.) can so this too. Paladins, rangers, and other classes that start without casting spells can only see the label when they reach a level where they can start casting spells. The label can not be seen if the item itself is invisible or hidden in some way.


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

Response:
Name: Label, Variant
Level: 0
School: Illusion
Classes: Artificer, Bard, Cleric, Wizard
Casting time: 1 Action
Range: Touch
Duration: Until Dispelled
Components: V, S
Description: Write, Move, Remove, or Rewrite a small permanent magical label on an object:
Write - a label that can be seen by any creature capable of using spells or spell-like abilities. The label can be in any language that the caster knows. The language must have a known alphabet or other writing system to write with. The label itself is simply an aura designated to the item, and is not itself considered an item or an object. A label can, however, be targeted with any spell which could target an item (so long as the effect of said spell could reasonably apply to an intangible label).
Move - a label from one item to another. The caster must touch both objects simultaneously.
Remove - a label from an item.
Rewrite - a label on an item.
Any creature that can cast spells or use spell-like abilities can see the label and read it, as long as they know the written language. They must touch the item in order to do so. Furthermore, a nonmagical creature can see this label if they are under the effect of a magic item which allows them to see magical auras, magically hidden objects, or objects on the ethereal plane.
When writing or rewriting a label at lower levels, the character limit (including spaces and punctuation) is 24. At 5th level, it increases to 36; at 11th, it becomes 48; and at 17th, it becomes 60.


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

Response:
Name: Laborer's Bane
Level: 4
School: Conjuration
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 50 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You quickly construct a structure, part of a structure, or an object in a 20 foot square within range.
The materials required to make this must be within 30 feet of the square, and cannot be manipulated in any way by the spell, other than moving and bending bendable items(thin metal pipes for example). Materials must be loose in order to be used(trees rooted in the ground, and bricks still attached to houses cannot be used).
You must concentrate for the full minute, or else the creation falls apart.
Any creature that takes up the space the structure would is harmlessly pushed out of the way, into the next closest square.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the size of the square is increased by 10 feet for every level above 4th.


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

Response:
Name: Lady of the Deep Water's Torrent
Level: 6
School: Abjuration
Classes: Cleric, Druid
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Minute (Concentration)
Components: V, S
Description: By communing with a minor goddess of water, you create an up to 180 ft. long, 60 ft. wide, 10 ft. tall torrent of water in one direction of your choice starting from one location that is within range. Any creatures in this area must attempt a Strength saving throw. On a failure, they take 3d6 bludgeoning damage and are moved 60 ft. in the direction the water flows away from its source. On a success, they take half as much damage, and are moved half as far. A creature may choose to halve the damage they take by automatically failing the saving throw.


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

Response:
Name: Lake of Fire
Level: 8
School: Evocation
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Round
Range: 500 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You create a lava lake centered on a point within range. This point cannot be within 60 feet of you. The lake is 120 feet by 120 feet, circular, and each creature that enters the lake or starts it's turn there must succeed on a Dexterity saving throw or take 10d10 fire damage. A creature can take this damage no more than once per round.
At Higher Levels. When you cast this spell using 9th-level slot, the damage increases to 11d10.


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

Response:
Name: Lambent Lance
Level: 0
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You hurl a spear of light at a target creature within range. Make a ranged spell attack. On a hit, the target takes 1d6 radiant damage and begins to glow, shedding bright light in a 5 foot radius and dim light for an additional 5 feet. This light makes it impossible for the affected creature to benefit from being invisible and persists until the beginning of your next turn.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


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

Response:
Name: Lances of Condemnation
Level: 4
School: Conjuration
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You create three lances of light in the air, and launch them at any creatures or objects you can see in range. You can launch them at one target or several. For each lance, the target must take a Dexterity saving throw. For every failed save, the target takes 2d6 piercing damage, and suffers disadvantage on the next attack roll or Dexterity saving throw it makes.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one extra lance for each spell slot above 4th


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

Response:
Name: Landscape of Fear
Level: 6
School: Illusion
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: spider's web and a humanoid tooth
Description: You transform an area of 60-foot cube in range into the worst nightmare of all creatures in the area. Masses of tentacles, running rivers of molten steel and waterfalls of blood, hills made of flesh with a plethora of mouths and eyes, this nightmarish environment is the sum of the worst fears of the target. Each creature affected will perceive the environment in a different manner.
Each creature within the area must make a Wisdom saving throw. On a failed save, the creature is frightened and it must roll a die, adopting a random act while acting in despair, acting as if it was under the effect of the confusion spell for the duration of the spell. In addition, at the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d8 psychic damage. On a successful save, the spell ends.
Creatures outside the area or unaffected by the spell can see only a faint mist enveloping the area it


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

Response:
Name: Lanky's Long Arm
Level: 5
School: Conjuration
Classes: Warlock, Wizard
Casting time: 1 Action,
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a doll with long limbs
Description: The eyes of the doll flare up, as an unknown being from the great beyond bursts from the ground and surrounds your body. You gain the following benefits.
Your armor class increases by 1.
You can use your spellcasting modifier in place of Strength, and your carry weight triples.
As an action, you can swing the massive spirit's fists at a creature within 20 feet of you. Make a melee spell attack, dealing 2d8 force damage on a hit. When you do hit, you can also incur one of the following effects.
Pull. You may attempt to grapple the target you hit, using your to hit bonus for spell attacks inplace of your Athletics modifier. On a success, you can move them up to 20 feet within your range, as they are suspended in your grasp.
Push. They are moved 30 feet back. Alternatively, you can forgoe dealing damage with the attack to push them twice as far.


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

Response:
Name: Last Laugh
Level: 7
School: Enchantment
Classes: Bard, Warlock
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Your enemy dies of its own laughter. Choose a humanoid you can see within range. It must succeed on a Wisdom saving throw or begin laughing insanely. At the start of each of its turns, it takes 6d10 psychic damage and must repeat the saving throw, ending the spell on a success. After three failed saving throws, the target drops to 0 hit points


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

Response:
Name: Last Stand
Level: 5
School: Necromancy
Classes: Paladin
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V
Description: You allow a deceased creature within range one last chance at battle. That creature is resurrected with 1 hit point and 8d6 temporary hit points. These temporary hit points last for the duration, and so long as they remain, the creature gains the following benefits:
• Whenever the creature deals damage using a spell or successfully hits with a weapon attack, they deal an additional 1d10 radiant damage.
•The creature is resistant to bludgeoning, piercing, and slashing damage from non-magical weapons.
•The creature can make one weapon attack as a bonus action.
When the creature loses all of these temporary hit points, they will die at the end of your next turn and cannot be resurrected by this spell again until they are resurrected by other means.


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

Response:
Name: Last Words
Level: 1
School: Evocation
Classes: Artificer, Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, Which You Take When You Are Brought Down To 0 Hit Points
Range: Self (20-Foot Radius)
Duration: Instantaneous
Components: V
Description: You infuse your last words with destructive magic, causing everything around you to be blasted away with forceful energy. All creatures within 20 feet of you when you cast this spell must make a Strength saving throw. On a failure, a creature takes 3d10 force damage and is knocked 10 ft. away, landing prone. On a success, a creature takes half damage, gets knocked half the distance, and doesn’t land prone. After using this, you instantly gain one failed death save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 and the range increases by 5 feet for each level above 2nd. If a spell slot of 6th level or higher is used, you instead gain two failed death saves.


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

Response:
Name: Laughing Skull
Level: 1
School: Necromancy (Ritual)
Classes: Cleric, Warlock, Wizard
Casting time: 10 Minutes
Range: Touch
Duration: Until Dispeled
Components: V, S, M
Material cost:  human skulls, chalk and magical mushrooms
Description: You reanimate a fraction of life from one human skull. The skull’s eyes glow red and it starts laughing and jumping uncontrollably, it can be heard from at least 100 feet in open spaces, and double that distance in enclosed ones. It’s voice may sound similar to how it sounded in life, but, besides that the reanimated skull shares nothing in common with it’s past self. The skull is considered an undead, has an AC of 15, 5 HP and no movement speed (can only hop or hoover in its own space). Any creature other than you that can see or hear the skull are affected by the following:
• If the creature is frightened, it is also frightened by the skull.
• Have disadvantage on Constitution saving throws to maintain concentration on a spell.
• If it tries to take a short rest, it must first succeed in a wisdom saving throw. On a failed save, the creature cannot take a short rest while hearing a laughing skull for the next 24 hours. On a success, the creature is immune to these effects for the next 24 hours.
• If it tries to take a long rest, it must succeed in a wisdom saving throw. On a failed save, the creature spent the full duration of a long rest with insomnia, and can’t receive any benefits from this rest, it gains a level of exhaustion and has nightmares for the next 1d6 days. On a success, the creature is immune to these effects for the next 24 hours.
When you cast this spell, any Laughing skulls previously created by you that are still alive is destroyed. As an action, You may touch a living Laughing skull and either make it rest, turning it indistinguishable from a normal skull and ceasing all it’s effects, or awaken it, making it return to its original state.
At Higher Levels. Given that you have enough human skulls, When you cast this spell using a spell slot of 2nd level or higher you create one extra skull for every spell slot level above first.


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

Response:
Name: Launch Bolt
Level: 0
School: Transmutation
Classes: Wizard, Sorcerer
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a crossbow bolt
Description: A crossbow bolt you touch flies towards a target. You make a ranged spell attack at a creature or object with a normal range of 80 feet and a maximum range of 320 feet. On a hit, the target takes 1d8 piercing damage. The attack is only considered to be an attack with a magical weapon if the bolt is a magical weapon.
When you reach 5th level, a nonmagical bolt you touch with this spell is considered to be a piece of magic ammunition for the duration of the spell. It has a +1 bonus to attack and damage rolls, which increases to +2 at 11th level and +3 at 17th level


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

Response:
Name: Lava Burst
Level: 4
School: Evocation
Classes: Druid
Casting time: 1 Bonus Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S
Description: Make a ranged spell attack against a creature or object within range. On a hit, the target takes 4d8 fire damage. If the target has taken fire damage within the last round, the spell is considered a critical on hit.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the Fire damage increases by 1d8 for each spell slot level above 4th, and the amount of rounds for the critical benefit increases by 1 round for each spell slot level above 4t


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

Response:
Name: Lava Line
Level: 4
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: an ember or fragment of igneous rock
Description: Select up to four 5-foot adjacent cubes of ground in range that you can see. The ground of these cubes must be nonmagical, and comprised of common materials such as dirt, stone, grass, clay, or wood. The material of the ground in these cubes transmutes into small pockets of hot lava for the duration. The pockets extend downwards 5 feet. Any creatures or objects not worn by a creature which fall into this lava take 6d6 when they fall into it, and again at the end of each of their turns they remain within it. Items worn by a creature are not set on fire. The pockets of lava count as difficult terrain.
Any creature which is above one of the 5-foot squares transmuted to lava is afforded a Dexterity saving throw. On a success, it moves to the nearest safe ground, but its speed is reduced by that much on its next turn. On a failure, the creature falls into the lava and takes damage as noted.
When your concentration ends, the cubes of lava become black igneous rock, and from this point act as normal terrain. Any caught in a the lava when it cools must make a Dexterity save, or take 1d6 bludgeoning damage and be thrown five feet in a random direction.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can select one additional 5-foot cube for each level above 4th. Instead of adding two of these additional cubes, you can instead choose for existing cubes to deepen by 5 feet (to 10 feet if you forgo two cubes, or to 15 feet if you forgo four cubes)


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

Response:
Name: Lazarus Pit
Level: 8
School: Conjuration
Classes: Bard, Cleric, Sorcerer, Wizard
Casting time: 1 Minute
Range: 60 Feet
Duration: 24 Hours
Components: V, S, M
Material cost: A drop of blood, a potion of healing, and a powdered emerald worth at least 1000 gp, which are consumed
Description: You pour the drop of blood and the powdered emerald in the potion of healing and throw the mixture to an area within the range of the spell. In the center of the area a 30 foot by 30 foot pit appears in the ground. The pit is full of a green, glowing liquid. If one were to drink the liquid it would taste like a combination of blood, vinegar, and tea, though it would have no effect. Strangely the liquid can be breathed as if it were air. The pool is warm and comforting.
While in the pit a creature heals 10 hit points at the start of its turn. As well, while in the pit a creature automatically stabilizes if it is at or reduced to 0 hit points. Each hour in the pit a creature regains 600 hit points, though it cannot exceed its maximum hit points. Each hour in the pit a creatures level of exhaustion is reduced by 1. Each hour in the pit a creature can choose one of the following affects:
End one effect reducing one ability score.
End one effect reducing its hit point maximum.
End one of the following conditions: Blinded, Deafened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned, or Unconscious.
End all curses effecting it as well as attunement to items associated with the curse.
Cure one poison or disease effecting it.
Regain half of its expended hit dice.
Regenerate a single severed limb or injured body part.
As well, for each hour in the pit any creature that is at or above half its maximum age regains its youth, making it physically 10 years younger. Effectively, a creatures maximum age is increased by 10 for each hour spent in the Lazarus Pit.
If the body of a creature that has died within 24 hours is placed in the pit it is considered to be under the effects of the Gentle Repose spell. As well, after 24 hours of being in the pit the creature is resurrected with 1 hit point. If the creature has been dead for more than 24 hours the Lazarus Pit has no effect on it.
The Lazarus Pit has no effect on Undead or Constructs.
If this spell is cast on the same area every day for a year the Lazarus Pit becomes permanent.


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

Response:
Name: Leafify
Level: 4
School: Transmutation
Classes: Artificer, Bard, Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Until Dispelled Or Until Destroyed
Components: V, S, M
Material cost: a golden bell worth 10 gp which is consumed by the spell
Description: You touch a Large or smaller object that weighs up to 500 pounds, transforming it into a Tiny green leaf that weighs 1⁄4 pounds. As part of the action used to cast this spell, you can move the object to a pocket or other easily-accessible container on your person. The leaf is a magical item, and can be detected with effects such as detect magic.
This spell cannot affect an object that is inherently part of a Huge or larger structure unless the object is first separated from that structure.
Any creature holding the Tiny leaf can use its action to deliberately toss the leaf onto the ground in an unoccupied space adjacent to the creature, causing the leaf to revert to its previous form and end the spell. The leaf will not transform if the unoccupied space is not large enough to hold it, or the ground is not strong enough to sustain its weight.
If the leaf is damaged or destroyed (burned, ripped, crumbled, sliced, etc) then the leaf will fall and upon hitting the ground it will turn back into the original object. The object maintains any damage it took. (if the leaf is ripped in half then so will the object. If the leaf is burned and turned to ash then it does not change back and that object is permanently destroyed) Objects that are destroyed can be put back together if they are not reduced to ash. Objects that are destroyed and put back together lose any magical properties they once had unless they are restored by using magic. The wish spell can bring back objects that are turned to as


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

Response:
Name: Lee's Fume Punch
Level: 1
School: Evocation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (30 Foot Line)
Duration: Instantaneous
Components: S
Description: You take a stance and punch forward, creating a 5 foot wide blast of flame along a 30 foot line from your position. All enemies in the spell's path must make a Dexterity saving throw, taking 2d8 fire damage on a failed save, or half as much on a success.
In addition, you may push back creatures that failed the saving throw up to 10 feet away from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it deals an additional 1d6 fire damage and shoots 10 feet farther for every level above 1st.
Elemental Discipline. A Way of the Four Elements monk may expend 2 ki points to cast this spell if they know the Sweeping Cinder Strike discipline.


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

Response:
Name: Lengthen Gladius
Level: 0
School: Transmutation
Classes: Bard, Warlock, Sorcerer
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: a Shortsword
Description: Back in the Ancient Roman times, they would usually fight with a spear, sword, and shield. Some got bored with the constant switching weapons and came up with a life hack: using magic to elongate their swords into spears.
One nonmagical shortsword you are holding transmutes into a long javelin. This weapon has the normal statistics of a javelin with the addition of the reach property. It reverts back to a shortsword if you drop it, after you make a ranged attack with it, or you end the effect with a bonus action


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

Response:
Name: Leomund's Shield
Level: 1
School: Abjuration
Classes: Cleric, Druid, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Hour
Components: V, S
Description: A shield that defends the user from harsh elements and the small inconveniences of life.
When the spell is cast, an invisible bubble with a 5 foot diameter surrounds the caster, which protects them from minor threats and elemental harm, i.e. rain, fog clouds, dust storms, cold winds etc.
This spell also increases the caster's AC by 1 against nonmagical ranged attacks, such as thrown stones or arrows.
This spell is dispelled when hit by elements of high mass, such as tidal waves or catapulted stone.
At Higher Levels. When you cast this spell using a spell slot of 2 or higher, the diameter of the bubble increases by 5 feet for each slot level above 1st, to a maximum of 20 feet


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

Response:
Name: Leomund's Trap
Level: 2
School: Illusion
Classes: Druid, Ranger, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Until Dispelled
Components: V, S, M
Material cost: a small mechanism, and a piece of iron pyrite and metal filings, which are consumed by the spell
Description: You place a false trap which is covered with an illusion to make it look like any sort of trap you like. Anyone searching for traps, either mundanely or magically, will find it. It has no actual effect, whether it is deliberately or accidentally sprung


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

Response:
Name: Leonardo's Everflowing Chalice of Missiles
Level: 3
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Ft.
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You channel your inner arcane energy into a brilliant display of light that leaves a shimmering 5 ft. pool of radiance on the floor within 60 ft. of you. This pool disappears if you move more than 60 ft. away from it. Upon casting this spell, the pool summons four magic missiles that seek random enemy targets within 60 ft. of it. The missiles behave as per the magic missile spell, dealing 1d4+1 force damage.
As a bonus action on each subsequent turn, you can choose to channel your inner energy on the pool to summon two additional missiles and choose who those missiles strike.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates one more missile for each slot level above 3rd


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

Response:
Name: Leonardo's Imploding Shell
Level: 1
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Round
Components: V, S, M
Material cost: a small purple feather
Description: A creature in range you can see is encased in a purple sphere of armor, granting it a +3 bonus to its AC. At the start of your next turn, the shield implodes. The target loses the extra AC and the implosion deals 3d6 + 1 force damage to the target.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, the bonus to AC increases by 1 for every two slot levels above 1st


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

Response:
Name: Leonardo's Magic Card
Level: 0
School: Transmutation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 90Ft
Duration: Instantaneous
Components: V, S, M
Material cost: a playing card that is consumed on use
Description: A magic card is enchanted and thrown towards an enemy. Make a ranged spell attack against the target. On a hit, the target takes 1d6 slashing damage and the card is lodged in them. At the start of that creature's next turn, the card explodes, and the target must succeed on a Dexterity saving throw or take an additional 1d6 force damage.
This spell's initial and later damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)


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

Response:
Name: Leonardo's Projected Force
Level: 3
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Minute
Components: V, S
Description: You create four balls of force that circle your person. As a bonus action on each of your turns for the duration, you can hurl one of the balls at a creature or object in range at which point it disappears. Make a ranged spell attack against the target. On a hit, the target takes 2d6 + 1 force damage.
If you are attacked in melee whilst there are balls circling you, the attacker must make a Dexterity save or be hit by one of the balls for 2d6 + 1 damage. The ball then disappears.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create one additional ball for each slot level above 3rd


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

Response:
Name: Leonardo's Pulsing Shield
Level: 2
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (15-Foot Sphere)
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a piece of cured leather
Description: You cause force energy to radiate from yourself, causing you to gain a +2 bonus to AC for the duration. The energy pulsates from you and lashes around. Up to two creatures of your choice within 15 feet of you gain a +1 bonus to AC while they remain in range. During your turn, you can change which two creatures gain this benefit


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

Response:
Name: Leonardo's Splinter Armor
Level: 2
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S, M
Material cost: a piece of cured leather
Description: You touch a willing creature and a protective magical force surrounds it until the spell ends. The target gains +1 AC and any successful melee attack made against the target causes the shell to splinter, dealing 1d6 force damage to the attacker. The spell ends if you dismiss the spell as a bonus action


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

Response:
Name: Leonardo's Splinter Shell
Level: 1
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60Ft
Duration: N/A
Components: V, S, M
Material cost: a rock
Description: A small purple shell flings its way towards a target. Make a ranged spell attack against the target. On a hit, the target takes 2d10 force damage and the shell splinters on impact. All creatures within 5 feet of the target take 1d6 piercing damage from the splinter shards.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the piercing damage increases by 1d6 for each slot level above first


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

Response:
Name: Lesser Animate Dead
Level: 1
School: Necromancy
Classes: Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a drop of blood, a piece of flesh, and a pinch of bone dust
Description: This spell creates a temporary undead servant. Choose a pile of bones, a corpse or a severed hand of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones, a zombie if you chose a corpse or a crawling claw if you chose a severed hand (the GM has the creature's game statistics). A skeleton or zombie zombie remains for 1 minute, while a crawling claw remains for 1 day. When this time expires, the creature is destroyed.
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate two additional undead creatures for each slot above 1st. Each of the creatures must come from a different corpse, pile of bones or severed hand. These undead also last for the same duration as they normally would.