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

Response:
Name: Mind Blast
Level: 4
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: Instantaneous
Components: S
Description: You emit a psionic blast in a 5-foot radius around yourself. Creatures of your choice within range must make an Intelligence saving throw. On a failed save, a creature takes 8d4 psychic damage and is stunned until the end of your next turn. On a successful save, a creature takes half as much damage and is not stunned.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 and the range increases by 5 feet for each slot level above 4th.


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

Response:
Name: Mind Control
Level: 7
School: Enchantment
Classes: Wizard
Casting time: Instantaneous
Range: 100 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: A tiara of metal and magically infused crystals, worth at least 1000 gp
Description: You can try to control the mind of target within range. The target must make a Wisdom saving throw. On a failure, you take total control over the mind of your target, making him nothing more than a mindless puppet. On a success, the target resists your efforts to mind control it, and you can’t attempt to do it again for 24 hours. For the duration, the target is considered stunned, only acting under your commands. You can use your action to command the the creature. The target then use its reaction to take one of the following actions: Dash, Disengage, Dodge or Help action, an Object Interaction or a single attack.
You can, as an action, deepen your control over the target. While doing so, you see through the target's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own Senses. While in this state, you can choose to either take an action from your's or from your target position, using any ability or trait containing in its statblock, but using your proficiency bonus. Movements, bonus actions and reactions are taken independently for you and for the mind controlled target.
When controlling the mind of a creature with a different type of yours, the target can make the saving throw with advantage.
When this spell finishes, you suffer one level of exhaustion, due to the tiring nature of controlling two minds at the same time.


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

Response:
Name: Mind Flay
Level: 0
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 120 Feet
Duration: Duration: Extent Of Shadow Form
Components: V
Description: As an action on your turn, you may channel a set of mind bending waves at your Psychic Link. Your target must make a WIS saving throw. On a fail, your Psychic Link takes 4d4 psychic damage and you are granted the opportunity to expend a spell slot of any level to impose a stack of Mental Agony. On a success, your Psychic Link takes half damage. Repeat this sequence up to a total of 3 times for every cast of Mind Flay. Each stack of Mental Agony remains on your Psychic Link for the duration of your concentration while in Shadow Form, and increases each Mind Flay damage roll by 1d4 psychic damage per stack.


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

Response:
Name: Mind Fog
Level: 5
School: Enchantment
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: You fill a 20-foot-radius sphere centered on a point within range with a thin, otherworldly fog bank that weakens the mental resistance of those caught in it. The fog spreads around corners, and its area is lightly obscured. The fog lingers in the air for the duration.
When a creature enters the fog for the first time on a turn or starts its turn there, the creature must succeed on a Intelligence saving throw or suffer disadvantage on Intelligence and Wisdom checks and Intelligence and Wisdom saving throws until it leaves the fog.
A moderate wind (at least 10 miles per hour) disperses the fog bank after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.


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

Response:
Name: Mind Kill
Level: 6
School: Necromancy
Classes: Warlock
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, S, M
Material cost: A drop of blood, and rubies worth at least 250 gp, which the spell consumes
Description: Scrambles minds.
The target must make an Intelligence saving throw, or take 5d12 psychic damage, and become incapacitated for the duration of the spell. Targets also become affected by confusion; re-roll if you get a 6. Up to 10 creatures may be effected at a time. Casting on an 11th target snaps the 1st target back to reality. Undead and constructs are immune to this spell


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

Response:
Name: Mind Pain
Level: 3
School: Enchantment
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: an onyx worth at least 150 gp
Description: A bolt hits a creature in range, and great pain takes over the targets mind. The target must make a Intelligence saving throw. On a failed save, it takes 6d6 psychic damage and falls prone. If the target succeeds on its saving throw, it takes half as much damage and isn't knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher the target takes an additional 1d6 damage for each slot level above 3rd


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

Response:
Name: Mind Scour
Level: 9
School: Enchantment
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 180 Ft.
Duration: Instantaneous
Components: V, S
Description: One creature of your choice within range must make a Wisdom saving throw. On a failure, you enter the mind of that creature and learn everything that that creature knows. You can add, modify, or erase memories as you see fit and alter emotions, opinions, and even alignment. When you are done, you can leave the creature insane or seemingly unaffected, without any memory of the intrusion. The effects of this spell can be undone only by a wish spell or divine intervention.


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

Response:
Name: Mind Spike, Variant
Level: 1
School: Abjuration
Classes: Wizard
Casting time: 1 Reaction, Which You Take When A Friendly Creature Within 10 Feet Of You Is Targeted By An Attack.
Range: 10 Feet
Duration: Instantaneous
Components: S
Description: You attempt to interrupt an attack by psionically piercing through the mind of the attacker.
The target must succeed on an Intelligence saving throw or gain disadvantage on the triggering attack and become vulnerable to psychic damage until the end of your next turn


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

Response:
Name: Mind Steal
Level: 9
School: Abjuration (Ritual)
Classes: Druid, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Up To 24 Hour
Components: V
Description: You take over a humanoid's mind. The creature must make a Wisdom saving throw against your spell save DC. If the humanoid fails the save, you hijack the creature's mind. They can repeat the save every time they take damage and every hour


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

Response:
Name: Mind Switch
Level: 6
School: Enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: You attempt to take control of a nearby living creature, forcing your mind and soul into its body, and its into yours. Choose one creature within range whose challenge rating (or level, if it doesn't have a challenge rating) is less than or equal to your level. That creature makes a Wisdom saving throw. On a failure, your mind possesses the creature's body, and its mind takes over your body. You can call on rudimentary or instinctive knowledge of the target creature, but not acquired or learned knowledge.
You and the target creature each retain your Intelligence, Wisdom, and Charisma scores, hit points, Hit Dice, languages (you do not retain the ability to speak if your new body lacks that capability), proficiencies, class features, and legendary and lair actions (if any). You and the target creature otherwise gain the statistics of your new bodies. Any features which require a certain body part which your new body lacks may be unusable while under the effect of this spell, but you still technically retain that feature.
If you or the target creature are targeted by dispel magic or a similar spell, the spell ends for both of you. The spell immediately ends for both you and the target creature if either of you enters an antimagic field or dead magic zone.
When this spell ends, each participant's mind returns to its original body. If either body dies, the other participant also dies when this spell ends. If one participant's body becomes petrified, imprisoned by imprisonment or a similar effect, or otherwise incapacitated, the other participant will be incapacitated in that way when this spell ends.


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

Response:
Name: Mind Trauma
Level: 3
School: Necromancy
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: A tiny skull of a beast that you must crush in order to do the spell
Description: While casting the spell, you crush the skull, releasing an aura of psychic trauma that affects a creature you can see within range. The target experiences vivid hallucinations, being frozen by their most horrific fears. The target must make a Wisdom saving throw. On a failed save, the target takes 2d10 psychic damage and is frightened, for the duration of the spell. While frightened, the target also has its movement speed reduced to 0. On a successful save, the target takes half damage and suffer no additional effect.
After the spell ends, the target vaguely remembers what traumatized them but does not recall the specific details or visuals.


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

Response:
Name: Mind Wipe
Level: 3
School: Enchantment
Classes: Bard, Wizard
Casting time: 1 Action
Range: 30 Feet, Single Target
Duration: Instantaneous
Components: S
Description: The caster wipes the target’s memory of the past 10 minutes on the target's unsuccessful Wisdom save. Targets whose minds are wiped will not know that you wiped their memory, and may not be hostile if they were in the time that was erased. On a successful save, the target's mind is not wiped and may realize what you did if they pass an additional Wisdom save. At this point they may turn hostile.
When this spell is cast at 4th level or higher the length of time forgotten increases. At level 4 the time is 1 hour. At level 5 the time is 3 hours. At level 6 the time is 1 day. At level 7 the time is 7 days. At level 8 the time is one month. At level nine the time is one year


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

Response:
Name: Mindshriek
Level: 1
School: Evocation
Classes: Sorcerer, Warlock
Casting time: 1 Action
Range: 90 Feet
Duration: 1 Minute
Components: S
Description: Using diabolical eldritch powers, you reach your voice into the minds of your foes and issue forth a soul-splitting scream.
Target up to three creatures that you can see. Each target must make a wisdom saving throw, taking 1d8 psychic damage on a failure, or half as much damage on a success. Creatures affected by this spell must repeat the saving throw at the beginning of each of their turns, ending its effects on a success, or taking a further 1d8 psychic damage on a failure.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, this spell deals an extra 1d8 psychic damage for each level after first


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

Response:
Name: Miniature Fabricate
Level: 1
School: Transmutation
Classes: Artificer
Casting time: 1 Minute
Range: 20 Feet
Duration: Instantaneous
Components: V, S
Description: Choose raw materials you can see within range. You attempt to fabricate a tiny object given a sufficient quantity of the raw material. Using tinkerer's tools, roll as if you were going to use the tinkerer's tools for a check. You may use your spellcasting modifier instead of dexterity. Add any additional modifiers or advantages as if you were using those tinkerer's tools normally (this includes the bonus granted by armor of tools, and by tool expertise)(or advantage if you have a set of masterwork tools). If you roll a natural 1, the spell fails. If you roll higher than that, you can combine two materials to form an alloy (such as bronze from copper and tin). If the total of your roll passes a check of 10, you can create a simple part (such as a nut, bolt, or gear). If you pass a check of 15, you can create a small system, containing multiple small parts (an example of this would be a scissor jack, or something similar). If you pass a check of 20, you can create a number of small systems that would fit inside a 1 foot x 1 foot x 1 foot area (using this, you could also make a large amounts of gears or similar objects that would fit inside this area).
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the area by 6 inches on each side for each level above 1.


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

Response:
Name: Miniaturize
Level: 3
School: Transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute.
Components: V, S, M
Material cost: A handful of jeweled scarab beetles worth at least 100 gp
Description: Touch one creature. An unwilling one may make a Charisma saving throw to ignore the effects of this spell. Their size is reduced to Tiny, as is everything they are holding and wearing. They, and everything that shrunk with them, return to their normal size after the spell ends.
At Higher Levels. When cast at 4th level or higher, you can touch two additional creatures for every level above 3rd


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

Response:
Name: Minor Animate
Level: 0
School: Necromancy
Classes: Bard, Cleric, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: 8 Hours
Components: V, S
Description: You animate up to 5 Tiny or smaller dead creatures, such as birds or rats, in a 5 foot radius around you; these creatures stay close and follow you when not given a command. You can issue one command to them as a bonus action on each of your turns. The commands you can give them are as follows:
Move: They move up to 20 feet as a group. This can be used along side one other command. At 5th level this becomes 30 feet.
Attack: Make a ranged spell attack against one creature within 30 feet. This deals 1d4 Necrotic damage. When you do so, you lose one of the animated creatures created by this spell; whether or not the attack landed. When you use this command you can add more objects, each adding a +1 to the damage, causing you to lose them as well. At 11th level the damage becomes 2d4.
Glow: The tiny objects begin to swarm and start to emit dim light in a 15ft radius. At 5th level the radius is increased to 25ft.
Flash: Cause one of the creatures to burst into light. One creature you choose must make a Constitution save or be blinded for one turn. This command destroys the undead used.
Carry: Your animated creatures can lift or drag up to 1lb each, if they possess a flying speed they cannot fly and carry at the same time unless more than one creature is used in the carry command.
Decay: Your animated creatures frenzy around a medium or smaller corpse causing it to rapidly decompose, doing so provides the creatures with nutrients and sustains them. They last up to an additional 3 hours and you may add your spell casting modifier to all values of the above commands (excluding this one).
This spell ends if you cast it again.
At Higher Levels. The amount of creatures that can be animated by this cantrip increases by 5 when you reach 5th, 11th, and 17th level


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

Response:
Name: Minor Arcane Turret
Level: 0
School: Conjuration
Classes: Artificer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: As an action, choose one small object within range that is not being worn or carried. That object then becomes an arcane turret. You choose which type of turret is summoned when you cast this spell. As a bonus action, you can cause all turrets to activate, the effect depending on which type of turret you summon. The turret lasts for 1 minute, whenever it takes at least 10 damage in one turn, or until you dispel it as a bonus action. You can only have 1 turret active at a time. When the turret is dispelled or otherwise removed, the object returns to normal.
Force Crossbow: A dart of magic is shot out from the turret. Choose a target within 30ft of the turret, then make a ranged spell attack originating from the turret. On a hit, the creature takes 1d4 force damage.
Spinning Whips: A wheel of sharp whips spins around very quickly. Each creature within 5ft of the turret must succeed on a dexterity saving throw or take 1d4 slashing damage. This attack can also be activated as a reaction when a creature first moves within 5ft of the turret.
Minelayer: A small magical mine is launched to an open area to act as a trap. Choose an unoccupied space within 15ft of the turret. Whenever a creature moves into that space, they must succeed on a dexterity saving throw or take 1d4 fire damage and have their movespeed reduced by 10ft until the end of their turn. Only 3 mines per turret can be active. All mines disappear after 1 minute.
Floodlight: An intense flash of light fills an area. Creatures in a 15ft cone must succeed on a constitution saving throw or take 1d4 radiant damage and be blinded until the end of their turn. Creatures that don't rely on sight automatically pass the save. This attack causes bright light within the area, and dim light an additional 15ft.
At Higher Levels. The damage and maximum amount of turrets increase as you level up. At 5th level, the damage becomes 2d4, at 10th level you can have a maximum of 2 turrets, and at 15th level the damage becomes 3d4.


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

Response:
Name: Minor Blood Infusion
Level: 0
School: Necromancy
Classes: Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S, M
Material cost: a drop of your blood
Description: You touch a creature that is at 0 hit points and lose 1 hit point. That creature regains 1 hit point.


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

Response:
Name: Minor Blood Orb
Level: 0
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Material cost: a drop of your own blood
Description: You turn your blood into an orb of necrotic energy, which you hurl against a creature within range. You lose 1 hit die and make a ranged spell attack against the target. On a hit, the target takes necrotic damage equal to number rolled on the hit die + your spellcasting ability modifier, plus an additional 1d10 necrotic damage if the creature is below its maximum number of hit points.
This additional damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).


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

Response:
Name: Minor Distortion
Level: 1
School: Conjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction
Range: Self
Duration: Instant
Components: V, S
Description: As a reaction to yourself taking damage, roll 1d4. This is how much damage you can ignore from the attack, applied before resistances or vulnerabilities are calculated. This does not negate negative effects associated with the attack unless it completely ignores the damage dealt. In order to make use of this effect, you must be aware of the attack coming before it connects, be it by sight, hearing, smell, etc. This can be used as often as your Constitution modifier per long rest
Leveling. The number of dice rolled for this spell are 2d4 at Level 5, 3d4 at Level 11, and 4d4 at Level 17.


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

Response:
Name: Minor Fabricate
Level: 2
School: Transmutation (Ritual)
Classes: Artificer, Cleric, Sorcerer, Warlock, Wizard
Casting time: 10 Minutes
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: Choose raw materials that you can see within range. You can fabricate a Medium or smaller object (all contained within a 5ft cube), given a sufficient quantity of raw material. The quality of objects made by the spell is commensurate with the quality of the raw materials.
Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.


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

Response:
Name: Minor Implosion
Level: 0
School: Evocation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: The caster touches or even grazes his target by uttering the incantation which boils down to a word. The target must succeed on a Constitution saving throw or take 1d8 force damage. Any target that cannot resist this spell (objects, unconscious creatures, etc.) take double the damage.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


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

Response:
Name: Minor Inconvenience
Level: 0
School: Enchantment
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You cast a minor spell to slightly inconvenience a single creature that you can see. When you cast this spell, one of the following happens.
You make the creature stumble – not enough that they trip or are slowed, but enough that others notice.
You make the creature accidentally bite their tongue or the inside of their cheek.
You make the creature temporarily forget one word and have it be on the tip of their tongue. They will remember it after one minute.
If the creature is eating or drinking, you make them get their food or drink on their clothes.
You make a small rock appear in their shoe.
You magically summon a harmless fly to buzz around the creature’s head. No matter how hard the creature tries, it cannot kill the fly. After one minute, the fly disappears.


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

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


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

Response:
Name: Minor Mark
Level: 4
School: Evocation (Ritual)
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a fire ruby worth at least 100 gp
Description: You point to a creature you can see within range, mutter arcane words, and trace a certain sigil described by this spell. For the duration, the sigil is visible dimly glowing above the target, and the target gains certain benefits depending on the sigil chosen, as detailed below. When the target rolls the highest number possible on a damage die under certain conditions specified by the sigil, that die "explodes": the target can roll that die a second time and add either or both rolls to the damage total. The additional dice rolled can also "explode", but the target cannot add more than 4 dice to a single damage roll this way.
Alchemist's Mark: This sigil consists of a rectangle filled with several small circles, resembling a bubbling container. When you choose this sigil, every time the target rolls acid or poison damage dice, those dice can explode. Additionally, the target has resistance to poison damage and cannot be poisoned.
Angel's Mark: This sigil consists of a inverted triangle radiating six wavy lines with a smaller circle above, resembling a winged figure with a halo. When you choose this sigil, every time the target rolls radiant damage dice, those dice can explode. In addition, the target has advantage on saving throws to avoid taking radiant damage.
Soldier's Mark: This sigil consists of a semicircle with a line through it and an inverted cruciform, resembling a bow and sword. When you choose this sigil, every time the target rolls bludgeoning, piercing, or slashing damage dice for a weapon attack, those dice can explode.
Tempest's Mark: This sigil consists of a rough ellipse over several jagged lines, resembling a storm cloud. When you choose this sigil, every time the target rolls a lightning or thunder damage die, those dice can explode. Additionally, the target has advantage on ability checks and saving throws made to swim or to avoid being moved by wind or water.
Thief's Mark: This sigil consists of an acute triangle with a line coming out of the base and a teardrop, resembling a dagger and pouch. When you choose this sigil, every time the target scores a critical hit on an attack roll, the damage dice for that attack can explode. Additionally, the target can use a bonus action to take the Dash, Disengage, or Hide action.
At Higher Levels. When you cast this spell using a spell slot of 7th level, the limit on additional dice added to damage rolls increases to 7.


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

Response:
Name: Minor Polymorph
Level: 2
School: Transmutation
Classes: Bard, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: half of a caterpillar cocoon
Description: This spell transforms you into a new form.
The transformation lasts for the duration, or until you drop to 0 hit points or die. The new form can be any beast whose challenge rating is 1 or less. Your game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. You retain your alignment and personality.
You assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You are limited in the actions you can perform by nature of your new form, and you can't speak, cast spells, or take any other action that requires hands or speech.
Your gear melds into the new form. You can't activate, use wield, or otherwise benefit from any of your equipment.


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

Response:
Name: Minor Stasis
Level: 0
School: Transmutation
Classes: Artificer, Bard, Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, S
Description: When cast, Minor Stasis causes an inanimate object, creature(a DC 11 Constitution check nullifies this spell) or collection of items weighing less than or equal to 11 lbs. in total to be frozen in time, immune to movement, aging or degeneration of any kind by an internal or external force. Targets stay frozen in time until either the spell ends or a moving object or creature touches the target. The spell fails to execute if the target exceeds the 11 lbs. maximum weight. Multiple different targets can be in stasis at the same time. Velocity from before the target was put in stasis is applied after the stasis ends.
The amount of time that an object or objects can be kept in stasis increases to 9 hours at 5th level, 25 hours at 11th level, and 49 hours at 17th level.


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

Response:
Name: Minor Step
Level: 0
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: V, S
Description: You disappear in a cloud of wispy vapor and you teleport up to 5 feet to an unoccupied space that you can see.


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

Response:
Name: Minor Summoning
Level: 0
School: Conjuration
Classes: Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: a drop of honey
Description: You gain the service of a summon, a spirit that takes an animal form you choose: bat, badger, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the summon has the statistics of the chosen form, though it is a fey instead of a beast.
Your summon acts independently of you, but it always obeys your verbal commands. In combat, it rolls its own initiative and acts on its own turn. A summon can't attack, help or use an object, but it can take other actions as normal.
When the summon drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
If you are reduced to 0 hit points or you use an action to do so, you can permanently dismiss your summon.
You can't have more than one summon at a time. If you cast this spell while you already have a summon, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your summon transforms into the chosen creature.

The spell creates an additional summon when you reach higher levels:
Up to two summons can be conjured at 5th level,
three summons at 11th level,
four summons at 17th level.
You can choose to conjured each summon separately or all at once and each summon can be a different creature when you do so


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

Response:
Name: Minor Telekinesis
Level: 0
School: Conjuration
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30Ft
Duration: Concentration, 1 Minute
Components: V, S
Description: You exert your will on one object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. You are able to "hold" up to five (5) pounds of an object, you may make a attack roll if the object you are holding is considered a weapon at a target for the weapon's damage if the target is within the range of the spell.
You are unable to use Minor Telekinesis on any form of ranged weapon. (Unless allowed by DM, if allowed you have to be concentrated on the spell to aim the weapon, load the ammo, etc.)


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

Response:
Name: Minor Telekinetic Field
Level: 0
School: Conjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (10 Ft Sphere)
Duration: 10 Minutes
Components: V, S
Description: For the duration of the spell you can telekinetically manipulate objects and creatures that you can see up to a total weight of 2.5 lb times your spellcasting ability score (e.g. as a Warlock with 16 Charisma that would be up to 16x2.5 = 40 lb) within a 10 feet radius sphere centered on you. The telekinetic field cannot affect objects that are worn, held or carried by a creature other than you, nor can it affect hostile or otherwise resisting creatures.
Once an entity is under the effect of the spell it remains under its effect until it either leaves the area of the spell or the spell ends. A creature that is under the effect of the spell and starts to resist it also immediately breaks free from the spell. Any object that becomes held by a creature other than you also immediately breaks free from the spell.
Any entity that breaks free from the spell due to the spell ending or it leaving the area of the spell falls to the ground at a speed of 5 feet per round for one round, after which it is no longer affected by the spell.
Any entity under the effect of the minor telekinetic field can move up to 5 feet per round but may not leave the spells area of effect.
You are capable of fine manipulation using this spell to some degree though exceptionally minute manipulations are beyond it.
You can use a Bonus Action on each of your turns to manipulate a total number of entities that you can see up to your spellcasting ability modifier plus your proficiency modifier within the area of the spell per turn. Any entities that are not currently being manipulated, or leave your field of view, remain in the position they were in when they were last manipulated at your choice of relative to the area they were in, or relative to your own position


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

Response:
Name: Minor Transmute
Level: 2
School: Transmutation
Classes: Artificer, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: Instantaneous
Components: S
Description: You move your hands to and from the corners of the area you wish to change that cannot exceed 2 feet in any dimension. Through your mind you see a connection to between the material in front of you and the one you wish to create. The material crackles and pops as the magic changes the makeup of this effected area into any non-magical material you wish to create. Its worth cannot exceed 100gp in worth, if it does the material turns to a black ooze and is hostile towards the caster.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher you gain an extra half foot in any dimension and the worth increases by 50gp


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

Response:
Name: Minor Ward
Level: 0
School: Abjuration
Classes: Cleric
Casting time: 1 Bonus Action
Range: Touch
Duration: 8 Hours
Components: V, S
Description: You touch a creature to minutely increase its resistance to damage.
The target gains 1 temporary hit point for the duration.
If you cast this spell multiple times, you can have up to three minor ward effects active at a time, and you can dismiss any one of them as an action.
At Higher Levels. The amount of temporary hit points gained upon casting the spell increases to 2 at 5th level, 3 at 11th level, and 4 at 17th level.


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

Response:
Name: Minor Wish
Level: 7
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V
Description: Minor wish is the weaker spell of wish, and is basically, wish diluted a lot. It is said that minor wish was created when a wizard failed to cast wish and instead came upon the lesser version.
The basic use of this spell is to duplicate any other spell of 5th level or lower. You do need to meet any requirements in that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of your choice:
When you cast this spell, you can create one of the following effects of your choice:
You create one object of up to 500 gp in value that isn't a magic item. The object can be no more than 15 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
You and up to two other creatures you can see each regain 20 + your level hit points.
You and up to one other creature you can see gain resistance to a damage type of your choice for 1 minute.
You and up to two other creatures you can see gain immunity against a spell of 3rd level or lower for 10 minutes.
You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing for a drought stricken village to get rain might cause a torrential rainstorm. Similarly, wishing for the ability to fly might transform you into an aarakocra.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After casting "minor wish", the caster's Strength score reduces by 2, and each time you finish a long rest, you regain one point of lost Strength. Finally, there is a 20% chance you will not be able to cast minor wish again.


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

Response:
Name: Miracle's Crucible
Level: 9
School: Transmutation
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 24 Hour
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a cauldron of pure gold worth 25,000 gp, which the spell consumes
Description: You touch a willing target and allow them to undergo a profound, transformative transmutation. This magic is often sought after by alchemists and scholars looking for ultimate change.
The target is subjected to an intense alchemical process, where all of their physical and mental characteristics are enhanced, purified and transmuted. The target's body becomes a perfected image of itself, acquiring the maximum expression of its racial characteristics. In addition, your strength, dexterity, constitution, intelligence, wisdom, and charisma attributes are each increased by 1, to a maximum of 20. This spell cannot be used on same target more than once.
The creature must succeed on a constitution saving throw or it will not endure the painful process, taking 10d10 + 40 psychic damage and 2 exhaustion levels.
The transformation achieved by the "Miracle's Crucible" spell is permanent, and the target becomes an enhanced creature, reaching a level of perfection impossible for an ordinary being. This powerful enhancement is accompanied by a deep sense of self-discovery and inner understanding.
However, the "Miracle's Crucible" spell also poses a significant risk. The intensity of transmutation can be too much for some individuals, and not everyone is able to withstand the pressure of perfection. Those who cannot deal with the inner changes brought about by magic can be consumed by it, having their minds and souls fragmented in an existential crisis.


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

Response:
Name: Mirage
Level: 4
School: Illusion
Classes: Sorcerer, Bard
Casting time: 1 Action
Range: 60 Feet
Duration: 6 Hours
Components: V, S, M
Material cost: seven drops of water
Description: You create an elusive mirage on the horizon that beckons convincingly but never gets any closer. It occupies no more than a 45° arc, vertically or horizontally, and always appears fuzzy and indistinct. All creatures who are capable of seeing it when you cast the spell must make a Wisdom saving throw; if they fail, they see the mirage. The creatures do not need to be facing the mirage; a creature that is facing away will still see a flicker in the corner of its eye. If the mirage depicts something very desirable, anyone failing the first saving throw must make a second one or feel compelled to head towards the vision for the duration of the spell. Creatures who are immune to being charmed cannot be affected by this spell


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

Response:
Name: Mirage of Despair
Level: 4
School: Illusion
Classes: Bard
Casting time: 1 Action
Range: 60 Feet
Duration: 6 Hours
Components: V
Description: You affect one target in range that you can see. That target must make a Wisdom saving throw. On a failed save, the creature sees everything around it in the worst possible light. Allies look hateful or even become monsters, a beautiful garden appears dying and covered in rot, a tranquil pool looks covered in slime and filled with dead fish. The target becomes frightened of the most horrific-looking thing for the duration of the spell. If that object is removed from the target's sight for more than ten minutes, the target will become frightened of something else. The target will also become increasingly paranoid during this time. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The spell also ends early if an affected creature is subjected to the remove curse spell or similar magic


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

Response:
Name: Mirror Variant
Level: 1
School: Illusion
Classes: Artificer, Bard, Cleric, Druid
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: A handful of any glowing or colored dust
Description: As a bonus action, you create a perfect illusion of yourself that lasts for up to 1 minute. The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.


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

Response:
Name: Missile Lore
Level: 1
School: Divination
Classes: Ranger
Casting time: 1 Minute
Range: Touch
Duration: Instantaneous
Components: V, S
Description: Touch a spent missile and sense where it came from, both the precise location from where shot, and race and group of the shooter. The caster senses both the direction the shooter was moving, and also the race, sub-race, tribe, city, village, and party as applicable, but only when these have a name. So for example if the shooter was part of an unnamed band of undead, the caster can tell what kind of undead but not what band it was.
This spell works with any size missile from flechette or blow dart to catapult stone or storm giant stone.


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

Response:
Name: Mist of Inhibition
Level: 1
School: Abjuration
Classes: Artificer, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (30-Foot-Radius Sphere)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a drop of molasses
Description: A translucent magical fog settles around you, impeding motion. The fog does not move and lasts for the spell's duration.
The fog has the following effects:
All movement is halved in the area.
It reduces Wind speeds by 20 mph.
For ranged weapon attacks, each foot of distance through the fog counts as 4 feet.
It temporarily subtracts 5 from the Dexterity score of all creatures in the area, to a minimum of 10.
Wisdom (Perception) checks for sound traveling through the fog suffer a -10 penalty.
At Higher Levels. When you cast this spell using a spell slot of second level or higher, the radius increases by 10 feet per level above 1st.


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

Response:
Name: Misty Step, Variant
Level: 2
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, When Targeted By A Weapon Attack Or Spell Attack
Range: Self
Duration: Instantaneous
Components: None
Description: In response to being targeted by a weapon attack or spell attack, you disappear in a flash of silvery mist. The triggering attack automatically misses, and you teleport up to 30 feet to an unoccupied space that you can see.


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

Response:
Name: Mithral Form
Level: 4
School: Transmutation
Classes: Wizard
Casting time: 1 Hour
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: mithral material that weigh as much as the target object
Description: What was once made of steel now becomes the metal of the elves
Target one object or construct made of metal that you can touch. Over the next hour, as long as the target and material components are within reach, the target turns into mithral. If the target is a object, its weight is halved and it has a slight blue glow. If the target is a construct, it is treated as if it is wearing Mithral armor.
Special Use: If the target is an Iron Golem, it requires 8 tons of mithral material or 250,000 gold and it becomes a Mithral Golem after the spell is cast


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

Response:
Name: Moat of Lava
Level: 7
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (Area Between 10 And 70 Feet From The Caster)
Duration: Concentration, Up To 8 Hours
Components: V, S, M
Material cost: a relic from a plane of fire or a diamond worth at least 500 gp
Description: You spread open your arms and cry out. Suddenly, all the floor in the area between 10 and 70 feet from you has transmuted into lava 10 feet deep. The land within ten feet of you is as an island in a lake of fire. Enemies within 10 feet of solid ground can make a Dexterity save equal to your spellcasting save modifier. On a success, they escape any effects. On a failure, they topple into the lava and take 6d6 fire damage each turn they are in the lava. Creatures not within 10 feet of solid ground automatically fail the Dexterity save unless they have a specific power that negates it, such as a legendary action. The lava does not catch worn items on fire. The lava is considered rough terrain.
The turn after the caster loses concentration, the lava becomes black igneous rock and acts as normal terrain. Creatures caught in the moat as they are cooling must make a Dexterity save DC 10 or take 2d6 bludgeoning damage and be thrown five feet in a random direction.

At Higher Levels. When cast at 9th level, the caster consumes the material component and summons 2d4 fire serpents*. The serpents disappear when concentration ends. The serpents share the initiative of a randomly chosen ally or enemy and act on their turn but are controlled by the caster.
Note*: This is the Fire Serpent creature found here: Fire Serpent (5e Creature)


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

Response:
Name: Moist Flame
Level: 1
School: Conjuration
Classes: Artificer, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self Or 30 Feet
Duration: Up To 10 Minutes
Components: S, M
Material cost: a damp washcloth, which merely becomes more damp upon casting the spell
Description: A dripping flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment.
The flame spews bright mist in a 10-foot radius and dim mist for an additional 10 feet.
As long as you are not in bright sunlight, The mist prevents you from seeing beyond 20 feet, and prevents any creature more than 20 feet away from you from seeing you.
Ranged attacks by you or at you beyond 20 feet are at disadvantage.
You can also attack with moist flame. Fortunately doing so ends the mist affect. When you cast this spell, or as an action on a later turn, you can hurl the moist flame at a creature within 30 feet of you.
Make a ranged spell attack. On a hit, the target is drenched with glowing liquid for the remaining duration of the spell.
Fluff: this was invented by the artificier Drue NuGue.
At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher its affects also work in sunlight.


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

Response:
Name: Molten Blades
Level: 1
School: Transmutation
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: S, M
Material cost: 2 bladed weapons
Description: Drawing your blades against each other, you channel your inner fire to heat your weapons blades. For the duration, your weapon attacks deal an extra 1d6 fire damage. In addition, your weapons cast dim light in a radius of 15 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every two slot levels above first (rounded down).


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

Response:
Name: Momentary Relapse
Level: 0
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 2 Rounds
Components: V, S
Description: You bend the magic which bolsters the strength of a creature to create the opposite effect. Choose one creature you can see within range, which must make a Constitution saving throw. On a failed save, the creature take 2d6 damage. For the duration, that creature keeps that dealt damage. At the end of the spell effect, the creature regains the damage dealt to it and gains 1d4 temporary hit points.
This spell’s damage increases at 5th level (3d6), at 11th (4d6), and at 17th (5d6)


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

Response:
Name: Moody Blues
Level: 7
School: Divination
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (15-Foot Cube)
Duration: "Concentration, Up To 1 Hour"
Components: V, S
Description: A figure appears before you with timer embedded into their forehead and begins replay the past. As an action, you cast this spell and think of a time, anywhere from seconds ago to years ago. A figure then appears before you that replays those events. If you cast this spell within a contained space, such as in a small room or on a small boat, the spell will affect the entire space and only be limited to moving within that space. If it is within an open space, such as a field or a large war ship, it will only be able to replay events from up to 15 feet away from you.
The events replayed can include 1 person and any sounds the person heard. The person that the spell's figure recreates must be someone you know the appearance of. The events that are recreated by this spell can be accelerated or paused by you as a bonus action. In addition, you are able to interact with the recreated person as though it were real, being able to feel such things as blood running down their arm or heat from a small fire on their clothes.
However, while the spell is in effect, you cannot make use of the attack action or cast any other spells. The further away the event, the longer it takes until it can be replayed. Events that happened seconds to minutes ago are replayed instantly, while events that happened hours to years ago can take up to 10 minutes until they are replayed, with the exact time being decided by the DM. The time between the event in question and the present is displayed on the figure's head at all times. You may dismiss this spell as a bonus action.


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

Response:
Name: Moonbeam Bolt
Level: 0
School: Evocation
Classes: Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You hurl a shard of pure moonlight. Make a ranged spell attack against the target: On a hit, it takes 1d8 radiant damage, and if it's a shapechanger, it must also make a Charisma saving throw, instantly reverting to its true form on a failed save.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


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

Response:
Name: Moonblast
Level: 5
School: Evocation
Classes: Cleric, Druid
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You conjure a pillar of moonlight to strike your foes with lunar power. Each creature in a 10-foot radius, 40-foot high cylinder of moonlight centered on a point within range must make a Constitution saving throw. On a failed save, a creature takes 3d6 cold damage and 3d6 radiant damage on a failed save and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and isn't blinded.
Illusions cast using a lower level spell slot than this spell in the spell's area are dispelled.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cold damage or the radiant damage (your choice) increases by 1d6 for each level above 5th


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

Response:
Name: Moonburst
Level: 4
School: Evocation
Classes: Druid, Sorcerer
Casting time: 1 Action
Range: 150 Ft
Duration: Instantaneous
Components: V, S, M
Material cost: a moonstone worth 100gp
Description: A cold light flashes from your pointing finger to a point you choose within range then blossoms with a soundless radiance. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 4d6 radiant damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher add 1d6 to each damage type


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

Response:
Name: Moonlight
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Hour
Components: V, M
Material cost: A pinch of silver powder
Description: You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds dim light in a 20-foot radius. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. A shapechanger that moves into the area for the first time on a turn or starts its turn there must make a Charisma saving throw, reverting to its true form on a failed save. A shapechanger can't change form again until it leaves the spell's light.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.


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

Response:
Name: Mordenkainen's Force Missiles
Level: 4
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S
Description: You create two powerful missiles of magical force, which darts from your fingertips and unerringly strikes their designated targets.
Each missile hits a creature or object of your choice that you can see. a Missile deals 2d6 Force damage, then explodes in a 10-foot radius spherical blast, damaging all nearby enemies. Affected creatures within one or more of these blasts must make a single Dexterity Saving Throw, taking 2d6+2 Force damage per blast on a failed save, or half as much on a successful one. The missiles all strike simultaneously and you can direct them to hit one creature or several.
A creature affected by the Shield spell or wearing a Brooch of Shielding is immune to damage from Mordenkainen's Force Missiles. 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 6th level or higher You can create one more missile for every 2 spell levels above 4th


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

Response:
Name: Mordenkainen's Magnificent Magical Mauling
Level: 0
School: Transmutation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S
Description: You channel pure magical energy into your hands to causing them to glow brightly become extremely sharp.
Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 slashing damage. After you make the attack, your hands continue to glow shedding bright light in a 5 feet radius and dim light for another 5 feet, giving you disadvantage on Dexterity (Stealth) checks. This effect lasts until the end of your next turn.
The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)


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

Response:
Name: Mordenkainen's Spirit Burst
Level: 9
School: Illusion
Classes: Sorcerer, Wizard
Casting time: 1 Reaction, Which You Take In Response To Being Damaged By A Creature Within 120 Feet Of You That You Can See
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a small amount of mist contained in a vial
Description: In response to an attack that damages you, you create a burst of arcane energy that channels the very essence of Mystra. The creature that damaged you must succeed on a Intelligence saving throw or take 10d10 force damage and 10d10 radiant damage, and become stunned for 1 minute. On a successful save, the creature takes half damage and is stunned until the end of your next turn. A creature that is stunned by this spell can make a new saving throw at the end of each of its turns. On a success, it is no longer stunned.


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

Response:
Name: Morgrave's Clear Mind
Level: 1
School: Divination
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Round
Components: V, S, M
Material cost: a copper piece
Description: You embed a psychic mote in a creature's mind and force it to broadcast its thoughts to those nearby. A creature with immunity to psychic damage is not affected. The target must make a Wisdom saving throw or suffer the effect until the end of your next turn. On a failure, the target subconsciously advertise their next moves to all creatures within 60 feet. The target has disadvantage on all attacks against creatures that receive these telepathic warnings. In addition, when the target forces a creature within 60 feet of it to make a Dexterity saving throw, that creature has advantage on the roll. A creature need not be intelligent to receive and understand the thoughts being broadcast to it.


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

Response:
Name: Morifn’s Deathly Wind
Level: 1
School: Conjuration
Classes: Wizard
Casting time: 1 Action
Range: Varies
Duration: Instantaneous
Components: V, S, M
Material cost: A bit of blood
Description: A torrent of wind, filled with a poisonous red mist and flying weapons composed of red liquid erupts from your outstretched hand in a direction you choose. When this is cast at level 1 the line is 30 feet long and 5 feet wide.
Each creature in the line must succeed on a Dexterity saving throw or take 1d4 poison, 1d4 bludgeoning, piercing, or slashing damage, (Your choice) and 1d4 necrotic damage. They are also pushed back 15 feet and knocked prone. On a successful save they take half as much, and are not moved or knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level it can either cause creatures to take 2d4 any type of the damage types listed or have the spell push creatures back 15 additional feet on a failed save, the length of this spell also increases by 5 feet. You can continue to increase the feet pushed back by 15 or the damage by 1d4 by casting at higher levels. If you cast this at level 5 or higher on a successful save a creature is not saved from being pushed back, they are pushed back half of the amount they would be on a successful save.


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

Response:
Name: Moth Swarm
Level: 0
School: Conjuration
Classes: Druid, Warlock
Casting time: 1 Action
Range: Self (20 Foot Cone)
Duration: Instantaneous
Components: V, S
Description: You extend your hand forward and a swarm of moths flies from your hand. Creatures of your choice within the cone must make a Constitution saving throw, taking 1d6 piercing damage on a failed save.
This spells' damage increases by 1d6 at 5th level (2d6), 11th Level (3d6), and at 17th Level (4d6)


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

Response:
Name: Mourning Mist
Level: 5
School: Necromancy
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a bone from a humanoid, pulverized into a fine powder, which is consumed upon casting
Description: Choose a point that you can see within 120 feet of you. A cloud of gray mist spreads outwards from that point, creating a 20-foot radius sphere which stays for the duration. All creatures in the sphere must succeed on a Constitution saving throw or take 5d6 necrotic damage become horrifically transformed. A creature that succeeds this saving throw takes half damage and isn't transformed. Any creature that moves into the cloud or starts their turn in the cloud is subjected to the same saving throw.
A creature that is transformed has disadvantage on all Charisma checks and Constitution saving throws and takes 2d6 necrotic damage at the start of their turns. Additionally, at the end of each of the creature's turns after the round when it was transformed, it gains a level of exhaustion if it's still in the mist. A creature stays transformed until it succeeds on a Constitution saving throw at the start of its turn, but it cannot make this saving throw if it's in the mist.


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

Response:
Name: Moving Platform
Level: 2
School: Conjuration
Classes: Artificer, Bard, Druid, Sorcerer, Warlock
Casting time: 1 Action
Range: Self (5-Foot Cube)
Duration: Concentration, Up To 10 Minutes
Components: S, M
Material cost: a rock.
Description: The caster throws the rock, which extends into a platform that hovers above the ground. The platform can support up to 3 average sized humanoid creatures, and can hold limitless weight. It can hover only up to 5 feet off the ground, but can go higher if there is a wall-like surface next to it, essentially allowing the platform to scale the wall. The caster of the spell can control the platform as a bonus action on their turn, and it has a movement speed of 70 feet. The caster must be on or touching the platform at all times, or else it will shrink back into the rock used to cast the spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the platform grows slightly larger. At each higher level, the platform can support 1 more humanoid creature.


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

Response:
Name: Mummify
Level: 4
School: Necromancy (Ritual)
Classes: Cleric, Druid, Wizard
Casting time: 1 Hour
Range: Touch
Duration: Until Dispelled
Components: V, S, M
Material cost: embalming oils, preservatives, resins, clean linen bandages, and miscellaneous jewelry worth at least 250 gp; which the spell consumes
Description: Over the course of the spell's casting, you prepare the corpse of a creature that's been dead for no more than a century by taking it through the process of mummification: Removing unnecessary organs; soaking the body in preservatives and embalming oils; wrapping it up with linen wraps and amulets intended to ward away danger; before finally adding a resin finish to keep the body properly sealed from moisture. When all is said and done, the body has now become a mummy.
Until the spell ends, the mummy is indefintely protected from decay, can't become undead by normal means, and has no time limit on being raised from the dead, similar to the gentle repose spell. Due to missing vital organs, the mummy can only be brought back to life by spells that can regenerate its body, such as resurrection.

When you cast this spell, you can set certain trigger conditions that cause the mummy to animate and defend its surroundings. Typical triggers include when a hostile creature touches any item in the mummy's room, if its coffin is opened, or if a creature that meets certain physical or mental characteristics draws near. You can also set certain conditions for creatures not to activate the mummy, such as by speaking aloud a certain password.
When the conditions are met, the mummy will temporarily rise as an undead creature to defend its surroundings. It will not move further than 120 feet from its place of burial. When the conditions for its animation are no longer satisfied, the mummy will set the order of its surroundings back to rights as best it can, before re-entombing itself back in its resting place.
At Higher Levels. When you cast this spell using a spell slot of 9th level, you may use material components with a combined gp value of 2,500 or higher. If you do, the resulting mummy will animate as a mummy lord when triggered rather than a normal mummy.


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

Response:
Name: Murder of Crows
Level: 2
School: Conjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 40 Feet
Duration: Up To 3 Rounds Using Concentration To Maintain.
Components: V, S
Description: You reach your hand out towards your target, your skin transitions to the darkest of black. With a snap of your fingers, crows erupt forth and surround your enemies. All creatures within a 10 foot cube of your chosen point become surrounded, hindering their sight and dealing 2D6 piercing damage per round to those inside. Creatures within the area of effect make a CON saving throw, on a successful save the creature takes only half damage. While inside of the spell's cube all creatures roll ranged attacks with disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher the damage is increased by 1D6 for each spell slot used above 2nd


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

Response:
Name: Murder of Moths
Level: 9
School: Necromancy
Classes: Druid, Warlock
Casting time: Instantaneous
Range: Self (60Ft Cone)
Duration: Concentration Up To A Minute
Components: V, S, M
Material cost: a staff, wand, or ring of legendary or greater rarity
Description: A massive cloud of large moths spew from your hand. Upon closer inspection they appear as Deaths Head Moths, but significantly larger. After the spell is ended the moths disperse and the moths sort of wander around the room, they might die or just buzz around a torch until they fly into it.
When an opponent is hit by this spell they must pass a constitution saving throw. They take 8d10 necrotic damage on a failed save, or half as much on a success. This attack hits any creature, friend or foe, who starts their turn in the cone. Creatures in the cone are considered Blinded and move at half speed


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

Response:
Name: Mute
Level: 8
School: Enchantment
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: With a single gesture and a commanding shush, you attempt to magically silence a creature you can see within range. The target must succeed on an Intelligence saving throw or become muted for the duration. While muted, a creature can move its mouth and attempt to enunciate, but cannot produce any sounds this way, spoken or otherwise. A muted creature cannot cast spells with a verbal component or communicate verbally, and any roll of 11 or higher on a Charisma check the creature makes becomes a 10.
At the end of every minute, an affected creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.
The spell can also be ended by greater restoration, heal, or wish.
At Higher Levels. When you cast this spell with a 9th-level spell slot, the spell lasts until dispelled, without requiring your concentration.


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

Response:
Name: Myrsta’s Soulfire
Level: 9
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Reaction
Range: Touch
Duration: Instantaneous
Components: V
Description: When a target within your reach provokes and opportunity attack or attacks you, you can cast this spell using your reaction. Make a melee spell attack using your spell attack modifier. On a hit, the target takes 15d10+20 fire damage and has its hit point maximum lowered by that amount for one week. On a miss, the ground is set on fire, regardless of whether it is a flammable material or not. All creatures within a 120-foot radius sphere (the edge of which begins 5 feet away from you) must suceed on a dexterity saving throw (use your spell save DC), taking 5d10 fire damage on a failed save or half as much on a sucessful one. All damage done by this spell, on a hit or miss, bypasses reisistance, immunity and the damage absorption trait. In addition, if a creature has the evasion trait, it does not apply to the damage.


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

Response:
Name: Mùspelflame
Level: 5
School: Evocation
Classes: Bard, Cleric, Druid
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: A comet blazing with ominous light plummets from the heavens toward a point you can see within range. Each creature within a 30-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d8 force and 3d8 radiant damage on a failed save, or half as much damage on a successful one. Undead creatures make this save with disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 6th or higher, you may increase the force or radiant damage of this spell by 1d8 for each slot level above 5th.


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

Response:
Name: Nahal's Reckless Dweomer
Level: 0
School: Evocation
Classes: Wizard, Sorcerer
Casting time: 1 Bonus
Range: Special
Duration: Special
Components: V, S
Description: Intentionally create a wild surge, with a SLIGHT chance of casting the intended spell

This is a Wild Magic Spell, which can only be chosen or cast by a spell caster of the Wild Magic arcane tradition or sorcerer Wild Magic bloodline.
This spell is the wild mage's ultimate last-resort spell. When cast, the mage attempts a rapid weaving of the pattern which releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. Which... is HIGHLY unlikely, but something almost always occurs in the process.
Before casting the spell, the mage announces the spell effect they are trying to create. The mage must be able to cast the spell (i.e., have it in their spell book or be part of their memorized spells), be high enough to cast it, but does not have the spell slots for the spell. After announcing the spell (along with the target and any other conditions required by the spell), the wild mage casts Nahal's reckless dweomer. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The actual effect of the spell is rolled randomly on Wild Surge Results.
Because the release of energy is planned by the mage. If the result indicates success, the mage has shaped the magical energy into the desired effect. If not, then the wild surge is released - The result may be beneficial to the mage (cure wounds on themselves) or it may be completely disastrous (The mage explodes); this is the risk the mage takes in casting Nahal's reckless dweomer. The higher spell slot level the spell being attempted, the more likely the resulting failure; Modify the results by reducing the resulting roll by (5 times the spell slot level used).

You should use the following Wild Surge result table.
At Higher Levels. When you cast this spell using a spell slot of 1 or higher when you generate a wild surge you may add (5 times the spell slot level used) to the wild surge result.

WILD Surge Results[edit]

% (d100)
Result

1
(Failure) You explode, dealing (your level)d10 damage to every thing within 30ft of you (You immediately go to 0 HP), death saves are at disadvantage)

2
(Failure) You instead create an implosion around yourself. It functions like fireball except you’re a target too and damage is 4d4 piercing and 4d4 slashing damage.

3
(Failure) You cast Fireball centered on you.

4
(Failure) Caster loses (their level)d4 maximum hit points until long rest

5
(Failure) All of your spell slots are instantly spent for the day

6
(Failure) Half of total party wealth vanishes for 1d12 days

7
(Failure) Target loses the ability to cast or even use magical items for 2d4 days)

8
(Success) Heat Metal is cast upon all metal objects in a 30 foot radius.

9
(Failure) You cast Full Polymorph on yourself and turn into a random creature (or your DMs choosing). The spell automatically remains Concentrated for the duration. It cannot be made permanent*

10
(Success) If your spell does damage, it will do the minimum. If the original spell has a saving throw, target automatically succeeds. Your spell’s duration will be minimum

11
(Failure) You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

12
(Success) All your rolls are doubled. (no advantage possible on next roll)

13
(Success) Anti-Magic field centered on caster (wastes spell) for 1 round; dispels all magic centered on caster, including own spells

14
(Failure) You take 2d8 radiant damage and the ally closest to you regains hit points equal to the damage you took.

15
(Failure) Your spell fails, but the spell slot is not expended (if this applies); if it does not save vs your own DC or become blinded and Deafened lasting until they successfully save at the beginning of each of their turns.

16
(Failure) Create a portal originating on the caster to the target area. Caster Switches places with target. and move 1 foot from the portal upon completing the spell.

17
(Failure) Everyone in 30 ft hit with Inflict Wounds of the same spell slot level as the intended spell instead*

18
(Failure) Caster held (as if failing against Hold Person spell), no spell is cast

19
(Failure) You become allergic to magic items until dispel magic or lesser restore is cast upon you. Every time you have a magic item on you, you itch everywhere and sneeze a lot. (Concentration every time you cast a spell or lose spell.)

20
(Failure) For the next minute, caster MUST move their maximum allowable walking distance away from their current position EACH TURN. If they would hit a wall, they take 1d6 bludgeoning damage and stop. DC 10 Dex save to not fall prone. The path must be as straight as is possible (They cannot move back and forth between two squares).

21
(Success) Target's clothes itch (-4 to initiative)

22
(Failure) You are encumbered. You can only move half of your total speed for 1 minute.

23
(Failure) You panic and try to flee! You must run away from your target

24
(Failure) You are enraged! The next time your spell fails or your attack misses during the same encounter, you must take a bonus action to attack the closest target to you.

25
(Failure) The caster’s biological sex is changed

26
(Failure) You are the target of a Charm Person spell. Failure = charmed by enemy creature.

27
(Success) A flame emerges and returns the area in a 20 foot radius to nature. (Vegetation grows exponentially to 10x normal size)

28
(Failure) Caster smells like a skunk for 1d4 days. Disadvantage to Charisma rolls. Characters with a Con of < 12 must flee if within 3 feet of caster.

29
(Failure) You have become mute for the next minute.

30
(Failure) You feel horribly dizzy; must roll concentrate to cast spells; roll Dexterity saving throw or fall prone. Lasts 2 rounds.

31
(Failure) Instead of words, colorful bubbles come out of your mouth when you try to speak for 1 round

32
(Failure) Your hair falls out (But regrows after the next long rest)

33
(Failure) Roll a d10 your age changes (even increases, odd decreases)

34
(Failure) Roll a d10 Your height changes by a number of inches equal to the roll (Even you grow, odd you shrink)

35
(Failure) A bright light flashes. (wisdom save or become blinded for 1d6 turns.)

36
(Failure) Original spell targets ally of the DM’s choosing

37
(Success) Spell target changes biological sex.

38
(Success) Target must save or become petrified

39
(Success) You suffer the same effect as your target.

40
(Failure) You cast Detect Thoughts on the target you chose. If you didn’t target a creature, you instead take 1d6 psychic damage

41
(Failure) For the next minute any flammable object you touch that isn't being worn or carried by a creature catches fire.

42
(Success) You additionally cast Goodberry.

43
(Failure) Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute

44
(Failure) A cloud of 600 oversized butterflies fills a 30-foot-radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes

45
(Failure) Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.

46
(Failure) An animal appears in the unoccupied space nearest the target at the start of each of their rounds. The animal isn’t under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, a rhinoceros appears; on a 26–50, an elephant appears; and on a 51–100, a rat appears

47
(Failure) Your spell turns into a burst of flowers. This does nothing.

48
(Failure) A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

49
(Failure) Hold Person cast on everyone in 60 ft radius.

50
(Failure) You sound off a magical alarm, can be heard clearly for 60 ft., heard faintly another 60 ft.

51
(Success) You are immune to all poisons for 5d6 days.

52
(Failure) Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.

53
(Success) Caster's limbs are invisible. Objects held turn invisible. First attack each round has advantage.

54
(Success) All cloth on target crumbles to dust

55
(Success) All doors, windows, chests, and anything locked within 60 ft. of you instantly unlocks

56
(Success) The target’s skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.

57
(Failure) Everyone randomly switches places with each other

58
(Failure) Sparkling motes dance about the caster's head until dawn

59
(Failure) The caster glows with a bright light (Creatures ending their turn within 5ft of you is blinded until the end of its next turn.

60
(Success) You feel energetic and antsy (+4 to initiative)

61
(Success) You grow an eye in the middle of your forehead. For the next minute you can see as if with True Seeing, but Charisma skills are disadvantages.

62
(Failure) You shrink 1 size for 1 minute.

63
(Failure) A Modron chosen and controlled by the DM appears in an unoccupied space.

64
(Failure) You grow 1 size for 1 minute.

65
(Success) 5d20 gold pieces materialize on your person

66
(Failure) Random item/treasure created on target's person.

67
(Success) A stream of 1d4 × 10 gems, each worth 1 gp, shoots from your finger's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.

68
(Success) You cast Bless on yourself instead (no concentration; lasts 1 minute).

69
(Success) You cast Sanctuary on yourself without spending a spell slot (last 1 minute).

70
(Success) The next creature to die will automatically be brought back to full hit points and lose all status effects/conditions.

71
(Failure) Target gains the benefits of Mirror Image.

72
(Failure) You teleport to random place up to 60 ft away from your current position.

73
(Success) Target becomes prone. If there is not a target, the caster is immediately prone.

74
(Success) Target becomes encumbered for 1 minute. Its movement is cut in half.

75
(Failure) You create a temporary double of target instead; lasts until next round. Double will follow and mimic same action. (if no target, you are the target).

76
(Failure) You instead cast Sleep, centered on you.

77
(Success) A small black rain cloud forms over the target for 10 minute {Recharge 1,2} a bolt of lightning strikes 2d4 Lightning damage.

78
(Success) Target must make a Wisdom save or fall madly in love with the caster. Creatures get a new save every minute.

79
(Failure) All creatures with 30ft of caster make a Constitution Save or start to hiccup for 1 hour.

80
(Failure) Each creature with 30 ft of you takes 1d6 necrotic damage. You regain HP equal to the sum of necrotic damage dealt

81
(Success) Everyone in 30 ft hit with Cure Wounds spell of the same slot.

82
(Success) 1d4 local guardsmen emerge from nowhere and fight by your side for up to 5 turns.

83
(Failure) Caster is transported to the Astral Plane until the end of their next turn, reappearing in the same square or the nearest adjacent one.

84
(Success) Your AC goes up by 4 for 1 minute, and become immune to Magic Missile.

85
(Success) Your maximum HP goes up by 2d10 for 1 minute.

86
(Success) All non-magical plant life within 10 feet withers. You regain one level 1d4 spell slots.

87
(Success) Your maximum HP goes up by 1d10 for 1 minute.

88
(Success) You cast True Polymorph on yourself and turn into a creature of your choosing. The spell automatically acts as Concentrated. You keep this form until someone dispels its magic. You gain the form’s stats and abilities. The magic will be dispelled emmidiately after a long rest.

89
(Failure) You Polymorph randomly at the end of each round for 1 minute.

90
(Failure) A random creature within 60 feet of you becomes poisoned for d4 hours.

91
(Success) A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.

92
(Failure) All magic weapons within 60 feet of the caster disappear for 1d4 rounds

93
(Success) You regain your caster level of spell slots.

94
(Success) All allies in 20ft radius of you is Hasted for 1 minue.

95
(Success) If you die within the next minute, you immediately come back to life as if by Reincarnate spell

96
(Failure) All creatures within 60’ Alter Self and appear as the caster.

97
(Failure) Stack of books appear, throughout 30 ft radius to the target (or caster if no target is present) they open and begin to read themselves out loud, and loudly - verbal communication impossible (Treat as if deafened condition) and the area is considered difficult terrain where the books are. This lasts 1 minute. At the end of which a book remains offering this service again for a monthly payment of 2 silver pieces.

98
(Success) The spell effect does go off, but if your spell does damage, it will do the minimum. If the original spell has a saving throw, target automatically fails. Your spell’s duration will be minimum.

99
(Success) Your spell effect is normal. You feel rejuvinated. (Caster is considered to have finished a long rest)

100
(Success) Your spell creates the desired effect; and Choose one - Ythe spell slot is not expended (if this applies); target automatically fails; Spell effectiveness (range, duration, area of effect, damage, etc.) is doubled; pell’s duration will be maximum without concentration.

101
(Success) Your spell goes off as normal, but the spell slot is not expended (if this applies).

102
(Success) Spell Effect goes off as normal. Additionally time is stopped for a brief period of time, this allows the caster to perform 4 non-magical actions. Collapse after the last action and take 2 turns to rest immediatly after the fourth action.

103
(Success) Spell Effect goes off as normal. If the original spell has a saving throw, target automatically fails.

104
(Success) Spell Effect goes off as normal. Your spell’s duration will be maximum (does not require concentration).

105
(Success) Your spell goes off as normal. If your spell does damage, it will do the maximum. If it does not, the next damage spell you cast does maxium damage.

106
(Success) You spell goes off as normal, and you gain 1 Temporary HP for each damage dealt.

107
(Success) Arcane Echos: The spell goes off as normal. Then goes again the next round in the same area or against the same targets again and continues this way for a number of turns equal to the spell's slot level.

108
(Success) The spell goes off as normal, and a charged item on, or within 30ft of you regains d4 charges, or if not item exists a random mundane item becomes magical (The GM may determine what benefit a +1 Messkit provides (if any)

109
(Success) Spell Effect goes off as normal. Spell effectiveness (range, duration, area of effect, damage, etc.) is doubled.

110
(Success) Spell Effect goes off as normal. Your spell’s duration, damage etc will be maxed out without use of the spell slot.

111+
(Success) Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200%, spell slot is not used


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

Response:
Name: Nature's Ward
Level: 0
School: Abjuration
Classes: Druid
Casting time: 1 Action
Range: Touch
Duration: 1 Round
Components: V, S
Description: You imbue a creature with protection against natural forces.
Until the end of your next turn, the willing target you touch has resistance to cold, fire, and lightning damage.


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

Response:
Name: Nauseate
Level: 1
School: Necromancy
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, M
Material cost: a piece of dung, decayed flesh, or some other disgusting item
Description: You attempt to cause a creature that you can see in range to have its vision distorted and to feel a terrible stomachache. They must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, a creature also has disadvantage on saving throws and attack rolls against the creature have advantage. An affected creature can repeat the save at the end of each of its turns and each time it takes damage (without the disadvantage), ending the effect on itself on a success.
Creatures that do not need to eat or that do not have a functioning biological stomach are immune to this effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can choose one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them


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

Response:
Name: Necro Blast
Level: 0
School: Necromancy
Classes: Shadowcaster, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: A beam of necrotic energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage. This spell deals an additional 1d4 necrotic damage if the target has any temporary hit points.
This spell's damage increases by one die when you reach 5th level (2d8 or 2d4), 11th level (3d8 or 3d4), and 17th level (4d8 or 4d4).


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

Response:
Name: Necromancer's Enervation
Level: 4
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You release a black ray of crackling negative energy from your pointed finger that suppresses the life force of any creature it strikes. Make a ranged spell attack against a creature within range. On a hit, the target takes 8d8 necrotic damage, and its maximum hit points are reduced by an amount equal to the necrotic damage taken. This reduction to the target's maximum hit points lasts until the target finishes a long rest. A creature that has its maximum hit points reduced to 0 by this spell dies. A humanoid slain by this spell rises as a zombie under your control at the start of its next turn. If the target has the Spellcasting feature, it loses its highest-level spell slot remaining, to a maximum of 4th level.
This spell has no effect on constructs or undead.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th, and the maximum spell slot level a target can lose from this spell increases to the level of the spell slot used to cast this spell.


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

Response:
Name: Necromancer's Mask
Level: 5
School: Necromancy (Ritual)
Classes: Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: S, M
Material cost: a mask made of a solid, flammable material
Description: The wizard seemed defeated, even though the city guard had taken heavy losses as well. The few brave souls slowly approached him, weapons held high, when he reached into his robe and pulled out a wooden mask. Black flames engulfed his head as his evil laughter shattered the silence of the battlefield and the corpses of the fallen stirred once again, hungering for living flesh.
You put on the mask which bursts into black flames, draining away a part of your soul and causing you 1d6 necrotic damage. This damage cannot be reduced in any way. Any undead whose challenge rating is equal to or less than your caster level that meets your gaze must make a Cha saving throw. If the creature fails its saving throw, you gain control over it permanently. On a success, it is stunned for a round and does not have to repeat the saving throw for the next 24 hours. If you cast your gaze at a pile of bones or a corpse, you can choose to make a DC 18 Wis saving throw. On a success, you take 1d6 necrotic damage and the bones or corpse become a skeleton or zombie, respectively, under your control for the duration of the spell. On a failure, you take 1d12 necrotic damage, are blinded for an equal number of rounds, and the spell ends


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

Response:
Name: Necromantic Summons
Level: 9
School: Necromancy
Classes: Cleric, Wizard
Casting time: 1 Minute
Range: 10 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a corpse, one clay pot filled with grave dirt, and an assortment of black onyx stones costing 300 gp (recommended 25)
Description: Roll percentile dice. Then consult the table below. This spell creates a certain amount of corpses, as noted in the table (e.g. 2d8+9 if you got 1-16 on the percentile dice) then animates them as a certain creature, also noted in the table (e.g. zombies if you got 1-16 on the percentile dice). As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 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.

1d100
Result

01-16
2d8+9 Zombies

17-24
1d4-2(minimum of 1) Wraiths

25-28
1d4+2 Will-o'-Wisps

29-36
1d3-1(minimum of 1) Wights

37-41
3d4+3 Warhorse Skeletons

42-43
1d4-2(minimum of 1) Vampire Spawns

44-45
1d6+4 Specters

46-60
2d8+9 Skeletons

61-62
3d4+3 Shadows

63-70
1d4+2 Ogre Zombies

71-76
1d3-1(minimum of 1) Mummies

77-85
1d4+2 Minotaur Skeletons

86-93
1d6+4 Ghouls

94-97
1d6-1 Ghosts

98-99
1d4+2 Ghasts

100
1d4-1 (minimum 1) lich or vampir


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

Response:
Name: Necropolis
Level: 9
School: Necromancy
Classes: Warlock, Wizard
Casting time: 48 Hours, During Which Time You Can Not Stop To Sleep Or Eat.
Range: Self (2 Miles)
Duration: Permanent
Components: V, S, M
Material cost: powdered lich bone, onyx dust worth at least 50,000 gp, and a black sapphire worth at least 10,000 gp
Description: When you cast this spell, all creatures within the spell's area must make a Constitution saving throw or take 4d6 necrotic damage. Within the spell area, all corpses are raised as uncontrolled skeletons or zombies (depending on the state of decay) after at least a minute has passed since death. Creatures that have more than 10 hit dice are instead raised as wights. You immediately die on completion of the spell, to be raised as a lich with the sapphire used for casting as your phylactery.


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

Response:
Name: Necrosh
Level: 2
School: Necromancy
Classes: Cleric, Warlock
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Minute
Components: V, S
Description: You infuse a weapon or object with an unholy touch, temporarily increasing its offensive power with dark energy.
For the spell's duration, the object touched gains the following benefits:
Bonus Damage: When the object deals damage with a successful attack, it deals bonus necrotic damage equal to your spellcasting modifier. This damage is added to the attack's normal damage.
Life Drain: If the successful attack reduces an enemy to 0 hit points, you regain hit points equal to the additional damage dealt by Necrosh.
At Higher Levels. If the spell is cast using a spell slot of 3rd level or higher, the additional damage increases by 1d8.


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

Response:
Name: Necrostrike
Level: 1
School: Necromancy
Classes: Cleric, Paladin, Warlock
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a melee weapon
Description: You fill the weapon used in casting with necrotic power. The next time you make an attack with this weapon in the duration of this spell, their hitpoint maximum is reduced by the damage you dealt with the attack. The hitpoint maximum reduction is undone upon finishing a long rest.
At Higher Levels. When cast at 2nd level or higher, your first hit deals an extra 1d8 necrotic damage for every level above 1st.


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

Response:
Name: Necrotic Boom
Level: 5
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Reaction, When You Take Damage From A Creature You Can See
Range: Self (60-Foot Sphere)
Duration: Instantaneous
Components: V
Description: You capture the energy that harmed you, you transform that into necrotic energy, and use it to unleash a deafening screech. Each creature of your choice within range must make a Dexterity saving throw, taking half damage on a success. A creature that fails its saving throw takes 6d12 necrotic damage, and for the next minute has disadvantage on Strength checks and take 1d4 necrotic damage at the start of each of its turns.